• Title/Summary/Keyword: 미디어 AI

Search Result 351, Processing Time 0.024 seconds

A Study on the Aesthetic Value and Emotional Differences between AI-Generated Images and Artists' Works (인공지능 생성 이미지와 예술가의 작품의 미학적 가치와 감정적 차이에 대한 연구)

  • Min Kyu Kim;Jae Wan Park
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2024.05a
    • /
    • pp.627-630
    • /
    • 2024
  • 본 연구는 인공지능(AI)과 인간이 만든 예술작품 사이의 나타나는 기술적 요소에서 나타나는 차이점 탐구를 통해, 인공지능 예술의 특성, 가능성, 한계를 파악하고, 예술가의 역할에 대한 심층적 이해를 도모하는 것을 목적으로 한다. 연구 결과는 AI 생성 예술이 인간 예술과 경쟁할 수 있으며, 일반 대중 사이에서 높은 미학적 가치를 인정받을 수 있음을 나타냈다. 또한 AI 가 예술창작에서 중요한 역할을 할 수 있음을 나타냈다. 본 연구는 예술계 내에서 AI 예술의 위치와 사회적 수용에 대한 더 깊은 이해를 제공할 것으로 기대된다.

Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.1
    • /
    • pp.76-87
    • /
    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

  • PDF

Manufacture artificial intelligence education kit using Jetson Nano and 3D printer (Jetson Nano와 3D프린터를 이용한 인공지능 교육용 키트 제작)

  • SeongJu Park;NamHo Kim
    • Smart Media Journal
    • /
    • v.11 no.11
    • /
    • pp.40-48
    • /
    • 2022
  • In this paper, an educational kit that can be used in AI education was developed to solve the difficulties of AI education. Through this, object detection and person detection in computer vision using CNN and OpenCV to learn practical-oriented experiences from theory-centered and user image recognition (Your Own) that learns and recognizes specific objects Image Recognition), user object classification (Segmentation) and segmentation (Classification Datasets), IoT hardware control that attacks the learned target, and Jetson Nano GPIO, an AI board, are developed and utilized to develop and utilize textbooks that help effective AI learning made it possible.

Deep Analysis of Causal AI-Based Data Analysis Techniques for the Status Evaluation of Casual AI Technology (인과적 인공지능 기반 데이터 분석 기법의 심층 분석을 통한 인과적 AI 기술의 현황 분석)

  • Cha Jooho;Ryu Minwoo
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.4
    • /
    • pp.45-52
    • /
    • 2023
  • With the advent of deep learning, Artificial Intelligence (AI) technology has experienced rapid advancements, extending its application across various industrial sectors. However, the focus has shifted from the independent use of AI technology to its dispersion and proliferation through the open AI ecosystem. This shift signifies the transition from a phase of research and development to an era where AI technology is becoming widely accessible to the general public. However, as this dispersion continues, there is an increasing demand for the verification of outcomes derived from AI technologies. Causal AI applies the traditional concept of causal inference to AI, allowing not only the analysis of data correlations but also the derivation of the causes of the results, thereby obtaining the optimal output values. Causal AI technology addresses these limitations by applying the theory of causal inference to machine learning and deep learning to derive the basis of the analysis results. This paper analyzes recent cases of causal AI technology and presents the major tasks and directions of causal AI, extracting patterns between data using the correlation between them and presenting the results of the analysis.

CINEMAPIC : Generative AI-based movie concept photo booth system (시네마픽 : 생성형 AI기반 영화 컨셉 포토부스 시스템)

  • Seokhyun Jeong;Seungkyu Leem;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.149-158
    • /
    • 2024
  • Photo booths have traditionally provided a fun and easy way to capture and print photos to cherish memories. These booths allow individuals to capture their desired poses and props, sharing memories with friends and family. To enable diverse expressions, generative AI-powered photo booths have emerged. However, existing AI photo booths face challenges such as difficulty in taking group photos, inability to accurately reflect user's poses, and the challenge of applying different concepts to individual subjects. To tackle these issues, we present CINEMAPIC, a photo booth system that allows users to freely choose poses, positions, and concepts for their photos. The system workflow includes three main steps: pre-processing, generation, and post-processing to apply individualized concepts. To produce high-quality group photos, the system generates a transparent image for each character and enhances the backdrop-composited image through a small number of denoising steps. The workflow is accelerated by applying an optimized diffusion model and GPU parallelization. The system was implemented as a prototype, and its effectiveness was validated through a user study and a large-scale pilot operation involving approximately 400 users. The results showed a significant preference for the proposed system over existing methods, confirming its potential for real-world photo booth applications. The proposed CINEMAPIC photo booth is expected to lead the way in a more creative and differentiated market, with potential for widespread application in various fields.

Cognitive Training Protocol Design and System Implementation using AR (증강현실을 이용한 인지훈련 프로토콜 설계 및 시스템 구현)

  • Cheol-Seung, Lee;Kuk-Se, Kim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.6
    • /
    • pp.1207-1212
    • /
    • 2022
  • Realistic media, the next-generation media technology in the era of the 4th industrial revolution, is becoming an issue as a technology to experience through an environment that optimizes user experience, especially! It is rapidly developing into the health and healthcare convergence and complex fields. Realistic media technologies and services are being adopted to solve the problems of the increase in chronic diseases due to the increase in the elderly population and the lack of infrastructure and professional manpower in the fields of cognitive training and rehabilitation. Therefore, in this study, a cognitive training system was designed and implemented for the purpose of improving cognitive ability and daily life activity in subjects with mild cognitive impairment (MCI) who require cognitive rehabilitation. In the future, an integrated service platform with interactive communication and immediate feedback as an intelligent cognitive rehabilitation integrated platform based on AI and BigData is left as a research project.

Application based on Generative AI and Prompt Engineering to Improve Children's Literacy (생성형 AI와 프롬프트 엔지니어링 기반 아동 문해력 향상을 위한 애플리케이션)

  • Soyeon Kim;Hogeon Seo
    • Smart Media Journal
    • /
    • v.13 no.8
    • /
    • pp.26-38
    • /
    • 2024
  • This paper discusses the use of GPT and GPT API for prompt engineering in the development of the interactive smart device lock screen application "Smart Lock," aimed at enhancing literacy among young children and lower-grade elementary and middle school students during critical language development periods. In an era where media usage via smartphones is widespread among children, smartphone-based media is often cited as a primary cause of declining literacy. This study proposes an application that simulates conversations with parents as a tool for improving literacy, providing an environment conducive to literacy enhancement through smartphone use. Generative AI GPT was employed to create literacy-improving problems. Using pre-generated data, situational dialogues with parents were presented, and prompt engineering was utilized to generate questions for the application. The response quality was improved through parameter tuning and function calling processes. This study investigates the potential of literacy improvement education using generative AI through the development process of interactive applications.

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.723-730
    • /
    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

Design & Implementation of Voice-Interface for Web-Browsing (웹 브라우징을 위한 음성 인터페이스 설계 및 구현)

  • Lee, Seung-Ho;Youk, Sang-Cho;Kwon, Young-Mi;Lee, Geuk
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 1998.04a
    • /
    • pp.106-109
    • /
    • 1998
  • WWW은 무한한 확장 가능성을 지닌 HTTP(Hyper-Text Transfer Protocol)와 편리한 웹 브라우져를 통해 질적, 양적 성장 계속해 왔으며 특히 GUI(Graphic User Interface) 환경에서 동작하는 웹 브라우져는 WWW이 수많은 이용자를 확보하는데 일익을 담당했다. 본 논문에서는 이 웹 브라우져에 음성인식 기술을 접목하여 WWW의 이용자가 자신의 음성으로 편리하게 웹 브라우징을 할 수 있도록 하는 음성 인터페이스를 설계, 구현 한다. 본 음성 인터페이스는 계속적으로 입력되는 음성 정보 중 화자의 발성음을 추출하여 음성 인식기에 전달하는 음성 입력기와 화자의 발성을 인식하는 음성 인식기 그리고 인식결과를 웹 브라우져에게 처리 하도록 하는 결과 처리기로 구성되어 있다.

  • PDF