• Title/Summary/Keyword: 인공지능 프로그래밍

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HPC Technology Through SC20 (SC20를 통해 본 HPC 기술 동향)

  • Eo, I.S.;Mo, H.S.;Park, Y.M.;Han, W.J.
    • Electronics and Telecommunications Trends
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    • v.36 no.3
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    • pp.133-144
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    • 2021
  • High-performance computing (HPC) is the underpinning for many of today's most exciting new research areas, to name a few, from big science to new ways of fighting the disease, to artificial intelligence (AI), to big data analytics, to quantum computing. This report captures the summary of a 9-day program of presentations, keynotes, and workshops at the SC20 conference, one of the most prominent events on sharing ideas and results in HPC technology R&D. Because of the exceptional situation caused by COVID-19, the conference was held entirely online from 11/9 to 11/19 2020, and interestingly caught more attention on using HPC to make a breakthrough in the area of vaccine and cure for COVID-19. The program brought together 103 papers from 21 countries, along with 163 presentations in 24 workshop sessions. The event has covered several key areas in HPC technology, including new memory hierarchy and interconnects for different accelerators, evaluation of parallel programming models, as well as simulation and modeling in traditional science applications. Notably, there was increasing interest in AI and Big Data analytics as well. With this summary of the recent HPC trend readers may find useful information to guide the R&D directions for challenging new technologies and applications in the area of HPC.

A Study on the Effectiveness of AI-based Learner-led Assessment in Elementary Software Education (초등 소프트웨어 교육에서 AI기반의 학습자 주도 평가의 효과성 고찰)

  • Shin, Heenam;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.177-185
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    • 2021
  • In future education, the paradigm of education is changing due to changes in learner-led and assessment methods. In addition, AI-based learning infrastructure and software education are increasingly needed. Thus, this study aims to examine the effectiveness of AI-based evaluation in future education by combining it with learner-led assessment. Using AI education and evaluation literature and Step 7 of the Learner-Driven Software Assessment Method, we sought to extract evaluation elements tailored to elementary school level in conjunction with the 2015 revised elementary practical course content elements, software understanding, procedural problem solving, and structural evaluation elements. In the future, we will develop a grading system that applies AI-based learner-led evaluation elements in software education and continuously demonstrate its effectiveness, and help the school site prepare for future education independently through AI-based learner-led assessment in software education.

A Case Study of Educational Effectiveness by Software Subjects for Humanities College Students

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.267-277
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    • 2022
  • Recently, the topics of SW liberal-arts education are diversifying, from 'Computational Thinking(CT)' to 'Programming, Data Analysis and Artificial Intelligence(AI)' in universities. We expect that the diversification of SW liberal-arts subjects does not just mean that the learning contents are different, but also differentiates the educational goals and educational effects of each subject. In this paper, we conducted a case study to analyze the educational effect according to the educational goals of two SW liberal-arts subjects, CT and Data Analysis Fundamentals(DA), for humanities college students. We confirmed that the educational effect of 'CT Efficacy' increased significantly in accordance with the common educational goal of 'Improving CT-based SW convergence competency' in both subjects. However, we also analyzed the difference in the educational effects of 'CT(the goal of basic SW education)' and 'DA(the goal of major-friendly SW education)', which have different subject goals. 'CT' mainly showed an educational effect on how to solve general daily problems, and 'DA' showed confidence in how to solve major problems along with general problems.

Inducing Harmful Speech in Large Language Models through Korean Malicious Prompt Injection Attacks (한국어 악성 프롬프트 주입 공격을 통한 거대 언어 모델의 유해 표현 유도)

  • Ji-Min Suh;Jin-Woo Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.451-461
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    • 2024
  • Recently, various AI chatbots based on large language models have been released. Chatbots have the advantage of providing users with quick and easy information through interactive prompts, making them useful in various fields such as question answering, writing, and programming. However, a vulnerability in chatbots called "prompt injection attacks" has been proposed. This attack involves injecting instructions into the chatbot to violate predefined guidelines. Such attacks can be critical as they may lead to the leakage of confidential information within large language models or trigger other malicious activities. However, the vulnerability of Korean prompts has not been adequately validated. Therefore, in this paper, we aim to generate malicious Korean prompts and perform attacks on the popular chatbot to analyze their feasibility. To achieve this, we propose a system that automatically generates malicious Korean prompts by analyzing existing prompt injection attacks. Specifically, we focus on generating malicious prompts that induce harmful expressions from large language models and validate their effectiveness in practice.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

Similarity Detection in Object Codes and Design of Its Tool (목적 코드에서 유사도 검출과 그 도구의 설계)

  • Yoo, Jang-Hee
    • Journal of Software Assessment and Valuation
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    • v.16 no.2
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    • pp.1-8
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    • 2020
  • The similarity detection to plagiarism or duplication of computer programs requires a different type of analysis methods and tools according to the programming language used in the implementation and the sort of code to be analyzed. In recent years, the similarity appraisal for the object code in the embedded system, which requires a considerable resource along with a more complicated procedure and advanced skill compared to the source code, is increasing. In this study, we described a method for analyzing the similarity of functional units in the assembly language through the conversion of object code using the reverse engineering approach, such as the reverse assembly technique to the object code. The instruction and operand table for comparing the similarity is generated by using the syntax analysis of the code in assembly language, and a tool for detecting the similarity is designed.

Proposal of a Hypothesis Test Prediction System for Educational Social Precepts using Deep Learning Models

  • Choi, Su-Youn;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.37-44
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    • 2020
  • AI technology has developed in the form of decision support technology in law, patent, finance and national defense and is applied to disease diagnosis and legal judgment. To search real-time information with Deep Learning, Big data Analysis and Deep Learning Algorithm are required. In this paper, we try to predict the entrance rate to high-ranking universities using a Deep Learning model, RNN(Recurrent Neural Network). First, we analyzed the current status of private academies in administrative districts and the number of students by age in administrative districts, and established a socially accepted hypothesis that students residing in areas with a high educational fever have a high rate of enrollment in high-ranking universities. This is to verify based on the data analyzed using the predicted hypothesis and the government's public data. The predictive model uses data from 2015 to 2017 to learn to predict the top enrollment rate, and the trained model predicts the top enrollment rate in 2018. A prediction experiment was performed using RNN, a Deep Learning model, for the high-ranking enrollment rate in the special education zone. In this paper, we define the correlation between the high-ranking enrollment rate by analyzing the household income and the participation rate of private education about the current status of private institutes in regions with high education fever and the effect on the number of students by age.

Comparative analysis of the digital circuit designing ability of ChatGPT (ChatGPT을 활용한 디지털회로 설계 능력에 대한 비교 분석)

  • Kihun Nam
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.967-971
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    • 2023
  • Recently, a variety of AI-based platform services are available, and one of them is ChatGPT that processes a large quantity of data in the natural language and generates an answer after self-learning. ChatGPT can perform various tasks including software programming in the IT sector. Particularly, it may help generate a simple program and correct errors using C Language, which is a major programming language. Accordingly, it is expected that ChatGPT is capable of effectively using Verilog HDL, which is a hardware language created in C Language. Verilog HDL synthesis, however, is to generate imperative sentences in a logical circuit form and thus it needs to be verified whether the products are executed properly. In this paper, we aim to select small-scale logical circuits for ease of experimentation and to verify the results of circuits generated by ChatGPT and human-designed circuits. As to experimental environments, Xilinx ISE 14.7 was used for module modeling, and the xc3s1000 FPGA chip was used for module embodiment. Comparative analysis was performed on the use area and processing time of FPGA to compare the performance of ChatGPT products and Verilog HDL products.