• Title/Summary/Keyword: 반복 학습 제어 시스템

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Personalized Media Control Method using Probabilistic Fuzzy Rule-based Learning (확률적 퍼지 룰 기반 학습에 의한 개인화된 미디어 제어 방법)

  • Lee, Hyong-Euk;Kim, Yong-Hwi;Lee, Tae-Youb;Park, Kwang-Hyun;Kim, Yong-Soo;Cho, Joon-Myun;Bien, Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.244-251
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    • 2007
  • Intention reading technique is essential to provide personalized services toward more convenient and human-friendly services in complex ubiquitous environment such as a smart home. If a system has knowledge about an user's intention of his/her behavioral pattern, the system can provide mote qualified and satisfactory services automatically in advance to the user's explicit command. In this sense, learning capability is considered as a key function for the intention reading technique in view of knowledge discovery. In this paper, ore introduce a personalized media control method for a possible application iii a smart home. Note that data pattern such as human behavior contains lots of inconsistent data due to limitation of feature extraction and insufficiently available features, where separable data groups are intermingled with inseparable data groups. To deal with such a data pattern, we introduce an effective engineering approach with the combination of fuzzy logic and probabilistic reasoning. The proposed learning system, which is based on IFCS (Iterative Fuzzy Clustering with Supervision) algorithm, extract probabilistic fuzzy rules effectively from the given numerical training data pattern. Furthermore, an extended architectural design methodology of the learning system incorporating with the IFCS algorithm are introduced. Finally, experimental results of the media contents recommendation system are given to show the effectiveness of the proposed system.

Interface Establishment between Reinforcement Learning Algorithm and External Analysis Program for AI-based Automation of Bridge Design Process (AI기반 교량설계 프로세스 자동화를 위한 강화학습 알고리즘과 외부 해석프로그램 간 인터페이스 구축)

  • Kim, Minsu;Choi, Sanghyun
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.34 no.6
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    • pp.403-408
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    • 2021
  • Currently, in the design process of civil structures such as bridges, it is common to make final products by repeating the process of redesigning, if the initial design is found to not meet the standards after a structural review. This iterative process extends the design time, and causes inefficient consumption of engineering manpower, which should be put into higher-level design, on simple repetitive mechanical work. This problem can be resolved by automating the design process, but the external analysis program used in the design process has been the biggest obstacle to such automation. In this study, we constructed an AI-based automation system for the bridge design process, including an interface that could control both a reinforcement learning algorithm, and an external analysis program, to replace the repetitive tasks in the current design process. The prototype of the system built in this study was developed for a 2-span RC Rahmen bridge, which is one of the simplest bridge systems. In the future, it is expected that the developed interface system can be utilized as a basic technology for linking the latest AI with other types of bridge designs.

Development of an interactive smart cooking service system using behavior and voice recognition (행동 및 음성인식 기술을 이용한 대화형 스마트 쿠킹 서비스 시스템 개발)

  • Moon, Yu-Gyeong;Kim, Ga-Yeon;Kim, Yoo-Ha;Park, Min-Ji;Seo, Min-Hyuk;Nah, Jeong-Eun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1128-1131
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    • 2021
  • COVID-19로 인한 홈 쿠킹 시장 수요 증가로 사람들은 더 편리한 요리 보조 시스템을 필요로 하고 있다. 기존 요리 시스템은 휴대폰, 책을 통해 레시피를 일방적으로 제공하기 때문에 사용자가 요리과정을 중단하고 반복적으로 열람해야 한다는 한계점을 가진다. '대화형 스마트 쿠킹 서비스' 시스템은 요리 과정 전반에서 필요한 내용을 사용자와 상호작용하며 적절하게 인지하고 알려주는 인공지능 시스템이다. Google의 MediaPipe를 사용해 사용자의 관절을 인식하고 모델을 학습시켜 사용자의 요리 동작을 인식하도록 설계했으며, dialogflow를 이용한 챗봇 기능을 통해 필요한 재료, 다음 단계 등의 내용을 실시간으로 제시한다. 또한 실시간 행동 인식으로 요리과정 중 화재, 베임 사고 등의 위험 상황을 감지하여 사용자에게 정보를 전달해줌으로써 사고를 예방한다. 음성인식을 통해 시스템과 사용자 간의 쌍방향적 소통을 가능하게 했고, 음성으로 화면을 제어함으로써 요리과정에서의 불필요한 디스플레이 터치를 방지해 위생적인 요리 환경을 제공한다.

Classification of hysteretic loop feature for runoff generation through a unsupervised machine learning algorithm (비지도 기계학습을 통한 유출 발생 내 이력 현상 구분)

  • Lee, Eunhyung;Jeon, Hangtak;Kim, Dahong;Friday, Bassey Bassey;Kim, Sanghyun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.360-360
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    • 2022
  • 토양수분과 유출 간 관계를 정량화하는 것은 수문 기작 및 유출 발생 과정의 이해를 위한 중요한 정보를 제공한다. 특히, 유출과정의 특성화는 수문 사상에 따른 불포화대 내 토양수 및 토사 손실 제어와 산사태 및 비점오염원 발생 예측을 위해 필수적이다. 유출과정과 관련된 비선형성과 복잡성을 확인하기 위해 토양수분과 유출 사이의 이력 거동이 조사되었다. 특히, 수문 과정 내 이력 현상 구체화를 위해 정성적인 시각적 분류 및 정량적 평가를 위한 이력 지수들이 개발되었다. 정성적인 시각적 분류는 시간에 따라 시계 및 반시계방향으로 다중 루프 형상을 나누는 방식으로 진행되었고, 정량적 평가의 경우 이력 고리(Hysteretic loop) 내 상승 고리(Rising limb)와 하강 고리(Falling limb)의 차이를 기준으로 한 지수로 이력 현상을 특성화하였다. 이전에 제안된 방법론들은 연구자의 판단이 들어가기 때문에 보편적이지 않고 이력 현상을 개발된 지수에 맞춤에 따라 자료 손실이 나타나는 한계가 존재한다. 자료의 손실 없이 불포화대 내 발생 가능한 대표 이력 현상을 자동으로 추출하기 위해 적합한 비지도 학습기반 기계학습 방법론의 제안이 필요하다. 우리 연구에서는 국내 산지 사면에서 강우 사상 동안 다중 깊이(10, 30, 60cm)로 56개의 토양수분 측정지점에서 확보된 토양수분 시계열 자료와 산지 사면 내 위어를 통해 확보된 유출 시계열 자료를 사용하였다. 먼저, 기존에 분류 방법을 기반으로 계절 및 공간특성에 따라 지배적으로 발생하는 토양수분-유출 간 이력 현상을 특성화하였다. 다음으로, 토양수분-유출 간 이력 패턴을 자료 손실 없이 형상화하여 자동으로 데이터베이스화하는 알고리즘을 개발하였다. 마지막으로, 비지도 학습방법을 이용하여 데이터베이스화된 실제 발현 이력 현상 내 확률분포를 최대한 가깝게 추정하는 은닉층을 반복적인 재구성 학습을 통해 구현함으로써 대표 이력 현상 패턴을 추출하였다.

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A Study on the Convergence Condition of ILC for Linear Discrete Time Nonminimum Phase Systems (이산 선형 비최소위상 시스템을 위한 반복 학습 제어의 수렴조건에 대한 연구)

  • Bae, Sung-Han;Ahn, Hyun-Sik;Jeong, Gu-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.57 no.1
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    • pp.117-120
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    • 2008
  • This paper investigates the convergence condition of ADILC(iterative learning control with advanced output data) for nonminimum phase systems. ADILC has simple learning structure including both minimum phase and nonminimum phase systems. However, for nonminimum phase systems, the overall time horizon must be considered in input update law. This makes the dimension of convergence condition matrix large. In this paper, a new sufficient condition is proposed to satisfy the convergence condition. Also, it has been shown that this sufficient condition can be satisfied although it is not full impulse response.

On the Convergence of ILC for Linear Discrete Time Nonminimum Phase Systems (이산 선형 시스템에 대한 반복 학습 제어의 수렴성에 대한 연구)

  • Jeong, Gu-Min;Ahn, Hyun-Sik
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.225-227
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    • 2006
  • This note investigates the convergence condition of ADILC (iterative learning control with advanced output data) for nonminimum phase systems. ADILC has simple learning structure including both minimum phase and nonminimum phase systems. However, for nonminimum phase systems, the overall time horizon must be considered in input update law. This makes the dimension of convergence condition matrix large. In this paper, a new sufficient condition is proposed to satisfy the convergence condition. Also, it has been shown that this sufficient condition can be satisfied although it is not full impulse response.

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Iterative learning control for discrete-time feedback systems and its applicationto a direct drive SCARA robot (이산시간 궤환 시스템에 대한 반복학습제어 및 직접구동형 SCARA 로보트에의 응용)

  • Yeo, Seong-Won;Kim, Jae-Oh;Hwang, Gun;Kim, Sung-Hyun;Kim, Do-Hyun;Ahn, Hyun-Sik
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.7
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    • pp.56-65
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    • 1997
  • In this paper, we propose a reference input odification-type iterative learning control law for a class of discrete-time nonlinear systems and prove the convergence of the output error. We can get the high-precision in case of the trajectroy control when the proposed control law is properly combined with a feedback controller, and we can easily implement the learning control law compared to the control input modification-type learning control law. To show the validity and the convergence perfodrmance of the proposed control law, we perform experimentations on the trajectroy control and rejection of periodic disturbance for a 2-axis SCARA-type direct drive robot.

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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An Energy Efficient Cluster Management Method based on Autonomous Learning in a Server Cluster Environment (서버 클러스터 환경에서 자율학습기반의 에너지 효율적인 클러스터 관리 기법)

  • Cho, Sungchul;Kwak, Hukeun;Chung, Kyusik
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.6
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    • pp.185-196
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    • 2015
  • Energy aware server clusters aim to reduce power consumption at maximum while keeping QoS(Quality of Service) compared to energy non-aware server clusters. They adjust the power mode of each server in a fixed or variable time interval to let only the minimum number of servers needed to handle current user requests ON. Previous studies on energy aware server cluster put efforts to reduce power consumption further or to keep QoS, but they do not consider energy efficiency well. In this paper, we propose an energy efficient cluster management based on autonomous learning for energy aware server clusters. Using parameters optimized through autonomous learning, our method adjusts server power mode to achieve maximum performance with respect to power consumption. Our method repeats the following procedure for adjusting the power modes of servers. Firstly, according to the current load and traffic pattern, it classifies current workload pattern type in a predetermined way. Secondly, it searches learning table to check whether learning has been performed for the classified workload pattern type in the past. If yes, it uses the already-stored parameters. Otherwise, it performs learning for the classified workload pattern type to find the best parameters in terms of energy efficiency and stores the optimized parameters. Thirdly, it adjusts server power mode with the parameters. We implemented the proposed method and performed experiments with a cluster of 16 servers using three different kinds of load patterns. Experimental results show that the proposed method is better than the existing methods in terms of energy efficiency: the numbers of good response per unit power consumed in the proposed method are 99.8%, 107.5% and 141.8% of those in the existing static method, 102.0%, 107.0% and 106.8% of those in the existing prediction method for banking load pattern, real load pattern, and virtual load pattern, respectively.

Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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