• Title/Summary/Keyword: 사용자플랫폼

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Improved Transformer Model for Multimodal Fashion Recommendation Conversation System (멀티모달 패션 추천 대화 시스템을 위한 개선된 트랜스포머 모델)

  • Park, Yeong Joon;Jo, Byeong Cheol;Lee, Kyoung Uk;Kim, Kyung Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.138-147
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    • 2022
  • Recently, chatbots have been applied in various fields and have shown good results, and many attempts to use chatbots in shopping mall product recommendation services are being conducted on e-commerce platforms. In this paper, for a conversation system that recommends a fashion that a user wants based on conversation between the user and the system and fashion image information, a transformer model that is currently performing well in various AI fields such as natural language processing, voice recognition, and image recognition. We propose a multimodal-based improved transformer model that is improved to increase the accuracy of recommendation by using dialogue (text) and fashion (image) information together for data preprocessing and data representation. We also propose a method to improve accuracy through data improvement by analyzing the data. The proposed system has a recommendation accuracy score of 0.6563 WKT (Weighted Kendall's tau), which significantly improved the existing system's 0.3372 WKT by 0.3191 WKT or more.

A Study on the Latency Analysis of Bus Information System Based on Edge Cloud System (엣지 클라우드 시스템 기반 버스 정보 시스템의 지연시간 분석연구)

  • SEO Seungho;Dae-Sik Ko
    • Journal of Platform Technology
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    • v.11 no.3
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    • pp.3-11
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    • 2023
  • Real-time control systems are growing rapidly as infrastructure technologies such as IoT and mobile communication develop and services that value real-time such as factory management and vehicle operation checks increase. Various solutions have been proposed to increase the time sensitivity of this system, but most real-time control systems are currently composed of local servers and multiple clients located in control stations, which are transmitted to local servers where control systems are located. In this paper, we proposed an edge computing-based real-time control model that can reduce the time it takes for the bus information system, one of the real-time control systems, to provide the information to the user at the time it collects the information. Simulating the existing model and the edge computing model, the edge computing model confirmed that the cost for users to receive data is reduced from at least 10% to up to 80% compared to the existing model.

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Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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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.

Model Optimization for Supporting Spiking Neural Networks on FPGA Hardware (FPGA상에서 스파이킹 뉴럴 네트워크 지원을 위한 모델 최적화)

  • Kim, Seoyeon;Yun, Young-Sun;Hong, Jiman;Kim, Bongjae;Lee, Keon Myung;Jung, Jinman
    • Smart Media Journal
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    • v.11 no.2
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    • pp.70-76
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    • 2022
  • IoT application development using a cloud server causes problems such as data transmission and reception delay, network traffic, and cost for real-time processing support in network connected hardware. To solve this problem, edge cloud-based platforms can use neuromorphic hardware to enable fast data transfer. In this paper, we propose a model optimization method for supporting spiking neural networks on FPGA hardware. We focused on auto-adjusting network model parameters optimized for neuromorphic hardware. The proposed method performs optimization to show higher performance based on user requirements for accuracy. As a result of performance analysis, it satisfies all requirements of accuracy and showed higher performance in terms of expected execution time, unlike the naive method supported by the existing open source framework.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

A Study on the Playfulness of YouTube: Focused on the Analysis of Play Types (유튜브의 유희성 연구: 놀이 유형의 분석을 중심으로)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.349-357
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    • 2022
  • The various types of play structures and environments in which the playful motivation of YouTube users is effectively implemented are the main backgrounds of YouTube development and activation. This study discussed the types of play in YouTube space by dividing them into 'Agon', 'Alea', 'Mimicry', 'Ilinx' categories. And, it was found that the types of play that can be experienced in YouTube spaces are not divided into clear boundaries, but the elements of 'competition', 'luck', 'mimicry' and 'vertigo', which are essential characteritiscs of each category, are fused into various combinations. As such, this study is sufficiently academic in the fact that it is a humanistic approach to YouTube. In addition, it is a practical research result that can be actually used in the process of planning and producing user-centered similar platforms in the future.

Korean Hair Style Trends and 3D Hair Modeling for Metaverse Content Creation Guidelines (메타버스 저작 가이드라인 제공을 위한 한국인 헤어스타일 트렌드와 3D헤어 모델링)

  • Chae-Rim Lee;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.501-508
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    • 2023
  • This research endeavors to categorize a diverse range of hairstyles for both men and women in South Korea using hair images and subsequently generate 3D hair models based on this classification. The classification process relies on prominent visual features, resulting in the division of hairstyles into 14 distinct categories, including six styles for men and eight styles for women. By accurately matching the most appropriate hairstyle to the given hair image, the study aims to provide recommendations for the necessary hair models required for metaverse authoring tools, thus enabling realistic hair styling. This capability can be effectively utilized on platforms like metaverse, allowing users to seamlessly find and apply the 3D hair model that closely resembles their remotely captured or pre-existing hair images. Through this innovative approach, users can be presented with the most similar 3D hair model, enhancing their virtual hairstyling experience.

Which is the More Important Factor for Users' Adopting the Serious Games for Health? Effectiveness or Safety (건강 기능성 게임의 확산을 위한 유통 전략 연구: 유효성과 안전성에 대한 사용자 인식을 중심으로)

  • Yong-Young Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.23-32
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    • 2023
  • Interest in Serious Games for Healthcare (SGHs) that can improve health through games is increasing. Digital Therapeutics (DTx) is a treatment that must be approved for effectiveness and safety, so it should follow the traditional drug distribution method, but SGHs are wellness products that are more flexible in terms of adoption and diffusion than DTx. SGHs are effective because it can provide customized services through continuous monitoring and feedback. When SGHs are applied to cognitive impairment treatment or behavioral correction, malfunctions and side effects are minor. This study developed research model based on the Valence Framework, gathered data from 142 undergraduates, and demonstrated that only the perceived benefits have a statistically significant positive (+) effect on SGHs acceptance intentions. Based on these results, this study suggests that SGHs companies should promote benefits in accepting SGHs for general users and they need for a distribution and analytics platform strategy based on a data-driven approach.

Two-way Interactive Algorithms Based on Speech and Motion Recognition with Generative AI Technology (생성형 AI 기술을 적용한 음성 및 모션 인식 기반 양방향 대화형 알고리즘)

  • Dae-Sung Jang;Jong-Chan Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.397-402
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    • 2024
  • Speech recognition and motion recognition technologies are applied and used in various smart devices, but they are composed of simple command recognition forms and are used as simple functions. Apart from simple functions for recognition data, professional command execution capabilities are required based on data learned in various fields. Research is being conducted on a system platform that provides optimal data to users using Generative AI, which is currently competing around the world, and can interact through voice recognition and motion recognition. The main technical processes designed for this study were designed using technologies such as voice and motion recognition functions, application of AI technology, and two-way communication. In this paper, two-way communication between a device and a user can be achieved by various input methods through voice recognition and motion recognition technology applied with AI technology.