• Title/Summary/Keyword: 동기 알고리즘

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Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.

The Use of AI Chatbot as An Assistant Tool for SW Education (SW 교육 보조 도구로서의 AI 챗봇 활용)

  • Choi, Seo-Won;Nam, Jae-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1693-1699
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    • 2019
  • The recent software education in middle schools is focused on physical computing, unplugged learning and pilot training. However, they are struggling in many ways, including cost, inducement of interest, motivation, and concentration. Also, the lack of systematic classroom design could make negative effect to students' understanding of classes or academic performance. In this paper, we intend to study the method of algorithm education using Chatbot system, which will increase efficiency of software education, with less burdensome in terms of cost, and also could be able to used as an assist tool in various classes. In class scenarios that require the understanding of coding mechanisms such as function application, algorithm design, and program coding, students can learn by themselves through the Chatbot system, which has a positive effect on student learning.

Algorithm for Switch Open Fault Detection of Asymmetric 6-phase PMSM Based on Stationary Reference Frame dq-axis Currents (비대칭 6상 영구자석 동기 전동기의 정지 좌표계 DQ축 전류를 이용한 스위치 개방 고장 검출 기법)

  • Lee, Won-Seok;Kim, Han-Eol;Hwang, Seon-Hwan;Lee, Ki-Chang;Park, Jong-Won
    • Journal of IKEEE
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    • v.26 no.2
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    • pp.265-270
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    • 2022
  • This paper proposes the detection algorithm for switch open fault of asymmetric 6-phase PMSM based on stationary reference frame dq-axis currents. In this paper, target motor has an asymmetric structure in which two upper three windings have an electrical phase difference of 30° and a neutral point is separated. As a result, dual 3-phase PWM inverters and the detection techniques due to open failures of switch are definitely required. In this paper, the dual dq-axis current control method is used for driving the asymmetric 6-phase PMSM and the open fault switch should be detected by using variable all pass filter and low pass filter in order to detect the current amplitude. The effectiveness and usefulness of the proposed method is verified by several experiments.

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data (컴퓨팅 사고 교육 게임 데이터를 사용한 게임 점수 예측 모델 성능 비교 연구)

  • Yang, Yeongwook
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.529-534
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    • 2021
  • Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.

Development of 200kW class electric vehicle traction motor driver based on SiC MOSFET (SiC MOSFET기반 200kW급 전기차 구동용 모터드라이버 개발)

  • Yeonwoo, Kim;Sehwan, Kim;Minjae, Kim;Uihyung, Yi;Sungwon, Lee
    • Journal of IKEEE
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    • v.26 no.4
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    • pp.671-680
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    • 2022
  • In this paper, A 200kW traction motor driver that covers most of the traction motor specification of commercial electric vehicles (EV) is developed. In order to achieve high efficiency and high power density, a next-generation power semiconductors (Silicon carbide, SiC) are applied instead of power semiconductor(IGBT), which is Si based. Through hardware analysis for optimal use of SiC, expected efficiency and heat dissipation characteristics are obtained. A vector control algorithm for an IPMSM (Interior permanent magnet synchronous motor), which is mostly used in EV(Electric vehicle) traction motor, is implemented using DSP (Digital signal processor). In this paper, a prototype traction motor driver based SiC for EV is designed and manufactured, and its performance is verified through experiments.

MBTI-Based Learning Types Design Using Machine Learning (머신러닝을 활용한 MBTI 기반 학습유형설계)

  • Oh, Sumin;Sohn, Seoyoung;Yang, Hyeseong;Park, Minseo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.207-213
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    • 2022
  • MBTI(Myer Briggs Type Indicator) is an effective personality type test to intuitively identify and classify people's tendencies. Accordingly, there are active attempts to apply MBTI to the learning area, but research on creating new learning types using MBTI is insufficient. Therefore, this paper examines the factors that affect learning and implements new learning types MY,STI(MY, Study Type Indicator) by applying them to a machine learning algorithm that has these characteristics. Data were collected by conducting a learning type test made with Google Forms on 144 general people, and supervised learning was used during machine learning. As a result, the accuracies of MY,STI were 0.933, 0.866, 0.844, and 0.733 for each learning method, learning motivation, presence or absence of external stimulus, and learning time criteria, respectively.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

A Study on the Development of an Automatic Classification System for Life Safety Prevention Service Reporting Images through the Development of AI Learning Model and AI Model Serving Server (AI 학습모델 및 AI모델 서빙 서버 개발을 통한 생활안전 예방 서비스 신고 이미지 자동분류 시스템 개발에 대한 연구)

  • Young Sic Jeong;Yong-Woon Kim;Jeongil Yim
    • Journal of the Society of Disaster Information
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    • v.19 no.2
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    • pp.432-438
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    • 2023
  • Purpose: The purpose of this study is to enable users to conveniently report risks by automatically classifying risk categories in real time using AI for images reported in the life safety prevention service app. Method: Through a system consisting of a life safety prevention service platform, life safety prevention service app, AI model serving server and sftp server interconnected through the Internet, the reported life safety images are automatically classified in real time, and the AI model used at this time An AI learning algorithm for generation was also developed. Result: Images can be automatically classified by AI processing in real time, making it easier for reporters to report matters related to life safety.Conclusion: The AI image automatic classification system presented in this paper automatically classifies reported images in real time with a classification accuracy of over 90%, enabling reporters to easily report images related to life safety. It is necessary to develop faster and more accurate AI models and improve system processing capacity.

An Analysis of the Pre-service Teachers' Conceptions on Mathematical Problems (수학문제에 대한 예비교사의 인식분석)

  • Park, Mangoo
    • Education of Primary School Mathematics
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    • v.25 no.1
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    • pp.125-141
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    • 2022
  • The purpose of this study is to analyze how pre-service teachers perceive mathematics problems by making good mathematics problems at the elementary school level and applying them to elementary school students. In this study, 86 pre-service teachers enrolled in the second and third grades of A University of Education presented good mathematics problems they thought of. In addition, these pre-service teachers predicted the solution strategies of elementary school students for the proposed mathematics problem and described the teacher's expertise while observing the problem-solving process of elementary school students. As a result of the study, pre-service teachers preferred mathematical problems needed for using mathematical concepts or algorithms, motivation, and open-ended problems as good mathematics problems, and thought that students' in-depth observation and analysis experiences could help improve teachers' problem-solving expertise. In order to enhance teachers' expertise in solving mathematics problems, the researcher proposed for pre-service teachers to observe students' mathematics problem-solving processes, to experience in developing high-quality mathematics problems, and also to distribute high-quality mathematics problems linked to textbook problems.

Musculoskeletal Rehabilitation Exercise Platform for Elderly based on MR (혼합현실 기반의 노인을 위한 근골격계 재활 운동 플랫폼)

  • Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.63-70
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    • 2023
  • In this paper, we propose a Mixed Reality based rehabilitation exercise solution with the goal of mitigating one of the most common chronic conditions among the elderly, musculoskeletal disorders. In modern society, as the number of elderly increases, more people engage in office work and engage in more sedentary activities. Due to repetitive work in the office, muscle strength decreases and this causes many difficulties in daily life. In this study, we developed a mixed reality based exercise platform to solve these chronic musculoskeletal diseases. VR is not appropriate for elderly because of dizziness. In addition, we developed a wearable sensor based on IMU and attached it to important parts of the upper body to motion tracking. We developed a algorithm synchronize to raw data from wearable sensor with in a vr avatar. Ederly can check in real time whether rehabilitation exercises are being performed accurately through the avatar.