• Title/Summary/Keyword: 엔진컴퓨터

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A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

A Study on the Export Competitiveness of Chinese ICT Items in Korean Market - Focused on the Computer and Peripheral Equipment Items - (중국산 ICT 품목의 대 한국시장 경쟁력 분석 - 컴퓨터 및 주변기기 품목을 중심으로 -)

  • Kim, Jiyong
    • International Commerce and Information Review
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    • v.19 no.4
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    • pp.127-145
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    • 2017
  • The study focuses on the ICT industry, which is considered future growth engine. Tthe main objective of the research is to examine the extent of the competitiveness of the Chinese ICT industry, which is rapidly emerging as a competitor of the ICT industry in Korea. The ICT items subject to primary analysis of this study were computer and peripherals items. Analysis methods used were MSI (Market Share Index), EBI (Export Bias Index), and MCA (Market Comparative Advantage). The analysis period was from 2008 to 2016, and the analysis dater used were the export-import data provided by KITA. According to the study, Korean market share of Chinese computers and peripherals items has continued to increase, exports concentrated on the Korean market are intensifying, though the degree of competitiveness gained by the Korean market is quite strong. In particular, 852851, 847160 items have the largest competitiveness in the Korean market compared to other items used in this study. The implications of this study for the Korean market are as follows: i) improvement of quality with price ii) convergence product development between computer and peripherals items and consumer -friendly design development, and iii) marketing efforts to improve product awareness so that consumers recognize Korean computer and peripherals products.

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Deep Learning Braille Block Recognition Method for Embedded Devices (임베디드 기기를 위한 딥러닝 점자블록 인식 방법)

  • Hee-jin Kim;Jae-hyuk Yoon;Soon-kak Kwon
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.4
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    • pp.1-9
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    • 2023
  • In this paper, we propose a method to recognize the braille blocks for embedded devices in real time through deep learning. First, a deep learning model for braille block recognition is trained on a high-performance computer, and the learning model is applied to a lightweight tool to apply to an embedded device. To recognize the walking information of the braille block, an algorithm is used to determine the path using the distance from the braille block in the image. After detecting braille blocks, bollards, and crosswalks through the YOLOv8 model in the video captured by the embedded device, the walking information is recognized through the braille block path discrimination algorithm. We apply the model lightweight tool to YOLOv8 to detect braille blocks in real time. The precision of YOLOv8 model weights is lowered from the existing 32 bits to 8 bits, and the model is optimized by applying the TensorRT optimization engine. As the result of comparing the lightweight model through the proposed method with the existing model, the path recognition accuracy is 99.05%, which is almost the same as the existing model, but the recognition speed is reduced by 59% compared to the existing model, processing about 15 frames per second.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

A Study on Smart Knowledge Sharing System with Friends (지인 기반의 스마트 지식공유 시스템에 관한 연구)

  • Yoon, Won-Beom;Park, Kinam;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.279-285
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    • 2013
  • The development of information networks and computer technology has become a foundation to open up a sea of information and knowledge. The recent popularization of smart devices has been used as a tool to easily obtain the desired information and knowledge. In this paper, a knowledge-sharing system using information and social networks based on smart devices is proposed. The proposed system consists of functions of an Internet information search for user queries, accumulated knowledge, and social network response from acquaintances. An evaluation for user satisfaction was conducted to analyze the efficacy of the proposed system. According to the experiment, the knowledge-sharing system using smart device information results in significant satisfaction compared to the general information search engines.

Design and Implementation for A Scalable Web-Based Distributed Simulator (확장성을 갖는 웹 기반 분산 시뮬레이터의 구현 및 설계)

  • Kim, Jong-Eun
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.42-48
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    • 2002
  • Many web-based simulation environments have been proposed to create models and execute simulation through the Web. Although web-based simulation has the advantage of utilizing many computers connected to Internet, overhead of the web server and heavy traffic caused by Java RMI degrade the performance and scalability of simulation. In this paper, we design and implement web-based distributed simulator using Java for the scalability and performance. In addition, we can apply the proposed simulator to create model server and client engines in online game. We apply the proposed simulator to simulate ATM switch queueing model.

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Performance Analysis of Powered Explicit Guidance for Satellite Launch Vehicle (Powered Explicit Guidance 알고리듬의 위성발사체 유도 성능 분석)

  • Song, Eun-Jung;Roh, Woong-Rae;Cho, Sang-Bum;Park, Chang-Su
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.9
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    • pp.874-883
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    • 2008
  • This study considers powered explicit guidance, one of the closed-loop guidance laws for satellite launch vehicles. The guidance algorithm employed here does not include the iterative procedure of the original algorithm. Also, the single-target algorithm to treat the general time-varying thrust profiles is described. The computer simulations for the 6-DOF launch vehicle model are performed to investigate the orbit injection accuracy of the guidance algorithm in the nominal/off-nominal flight conditions.

A Microcomputer-Based Data Acquisition/Control System for Engine Performance Test(II) -Construction and Evaluation of a Load Simulation System- (마이크로컴퓨터를 이용(利用)한 엔진 성능시험(性能試験)의 자동화(自動化)에 관한 연구(硏究)(II) -모의(模擬) 부하시험(負荷試験) 시스템의 구성(構成) 및 평가(評價)-)

  • Ryu, K.H.;Bae, Y.H.;Yoon, K.J.
    • Journal of Biosystems Engineering
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    • v.14 no.1
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    • pp.1-7
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    • 1989
  • This study was carried out to develop a system and methodology to simulate the engine load variation occuring during agricultural field operations for a laboratory engine test. The system consisted of an electric dynamometer, an Apple II microcomputer, and a data acquisition and control system. Several pieces of instruments were utilized to measure various engine performance data. Both engine torque and engine speed were fully controlled by a computer program. The dynamic characteristics of the system were analyzed through a series of tests and the limitations on the load simulation test were presented. The results of the study are summarized as follows: 1. Engine speed and toque were controlled by a computer program. The use of a stepping motor and reduction gears enabled engine speed be controlled within 1 rpm. 2. The natural frequency of the dynamometer-engine system was found to be around 5 Hz, at which the load simulation would be impossible because of resonance. 3. For the harmonic inputs with the frequencies above the natural frequency, the signal attenuated too much and therefore the load simulation was impossible. 4. The step response of the system showed an overshoot of 24.5 percent and the settling time for 5 percent criterion was around 3 seconds. 5. When actual field test data are utilized for load simulation, a low-pass filter should be included to attenuate the frequency components around and above the natural frequency.

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Aria Online: On-Line Game Using Dream3D (아리아온라인: Dream 3D를 이용한 온라인게임)

  • 이헌주;김현빈
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.532-541
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    • 2004
  • Computer game has become the core part of multimedia area in our knowledge and information based society Recently, computer game has been evolving into on-line 3D games which give players more realism from the existing on-line 2D games. We are competitive in developing on-line 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited technologies. In this paper, we design and develop Aria Online, an on-line 3D prototype game using Dream3D. The on-line game supports simultaneous connections of multi -users on each game server and full flexibility on user's view.

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Mobile database server management system (모바일 데이트베이스 서버 관리 시스템)

  • Zheng, Bao-Wei;Park, Sang-Gug
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.645-648
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    • 2007
  • This paper describes database server management system by mobile device. Our system can control database server immediately in any where by mobile device. We have developed the dataset server CE which interface with mobile device, database management system which rons in mobile device and web services which connect the mobile database with desktop database. External mobile device communicate with web service agent via wireless equipment. Our system includes dataset server CE client engine, web service server agent and mobile device management system. Through the test by an application program, we have confirmed that our system operates very well each others.

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