• Title/Summary/Keyword: 지능형 이론

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An Application of Artificial Intelligence System for Accuracy Improvement in Classification of Remotely Sensed Images (원격탐사 영상의 분류정확도 향상을 위한 인공지능형 시스템의 적용)

  • 양인태;한성만;박재국
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.1
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    • pp.21-31
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    • 2002
  • This study applied each Neural Networks theory and Fuzzy Set theory to improve accuracy in remotely sensed images. Remotely sensed data have been used to map land cover. The accuracy is dependent on a range of factors related to the data set and methods used. Thus, the accuracy of maps derived from conventional supervised image classification techniques is a function of factors related to the training, allocation, and testing stages of the classification. Conventional image classification techniques assume that all the pixels within the image are pure. That is, that they represent an area of homogeneous cover of a single land-cover class. But, this assumption is often untenable with pixels of mixed land-cover composition abundant in an image. Mixed pixels are a major problem in land-cover mapping applications. For each pixel, the strengths of class membership derived in the classification may be related to its land-cover composition. Fuzzy classification techniques are the concept of a pixel having a degree of membership to all classes is fundamental to fuzzy-sets-based techniques. A major problem with the fuzzy-sets and probabilistic methods is that they are slow and computational demanding. For analyzing large data sets and rapid processing, alterative techniques are required. One particularly attractive approach is the use of artificial neural networks. These are non-parametric techniques which have been shown to generally be capable of classifying data as or more accurately than conventional classifiers. An artificial neural networks, once trained, may classify data extremely rapidly as the classification process may be reduced to the solution of a large number of extremely simple calculations which may be performed in parallel.

A Study of Business Model Based on Intelligent Agents for Optimal Contract (최적의 매매계약을 위한 지능형 에이전트 기반의 비즈니스 모형에 관한 연구)

  • 정종진
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.131-146
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    • 2004
  • As Electronic Commerce(EC) has been emerged and has developed, many researchers have tried to establish EC framework for automated contract and negotiation using agent technologies. Traditional researches, however, often had limitations. They often enforced the user's participations during the automated contract process of agents. They also could only consider a few of the user's requirements for a specific goods and did not have supported the procedures and methodologies for making the best contract. In this paper, we propose business model on EC based on multiagents to overcome the defects of the previous researches. We apply CSP techniques to brokerage process to satisfy various preferential requirements from the user. We also propose efficient negotiation mechanism using negotiation model of game theory. The contract candidates automatically negotiate and mediate in terms of their benefits through the proposed negotiation mechanism. For the optimal brokerage and automated negotiation, the agents process activities for contract on three layers, which are called competition layer, constraint satisfaction layer and negotiation layer in the proposed model. We also design the message driven communication protocol to support the automated contract among the agents. Finally, we have implemented prototype systems applying the proposed model and have shown the various experimental results for efficiency of the proposed model.

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Users' Attachment Styles and ChatGPT Interaction: Revealing Insights into User Experiences

  • I-Tsen Hsieh;Chang-Hoon Oh
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.21-41
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    • 2024
  • This study explores the relationship between users' attachment styles and their interactions with ChatGPT (Chat Generative Pre-trained Transformer), an advanced language model developed by OpenAI. As artificial intelligence (AI) becomes increasingly integrated into everyday life, it is essential to understand how individuals with different attachment styles engage with AI chatbots in order to build a better user experience that meets specific user needs and interacts with users in the most ideal way. Grounded in attachment theory from psychology, we are exploring the influence of attachment style on users' interaction with ChatGPT, bridging a significant gap in understanding human-AI interaction. Contrary to expectations, attachment styles did not have a significant impact on ChatGPT usage or reasons for engagement. Regardless of their attachment styles, hesitated to fully trust ChatGPT with critical information, emphasizing the need to address trust issues in AI systems. Additionally, this study uncovers complex patterns of attachment styles, demonstrating their influence on interaction patterns between users and ChatGPT. By focusing on the distinctive dynamics between users and ChatGPT, our aim is to uncover how attachment styles influence these interactions, guiding the development of AI chatbots for personalized user experiences. The introduction of the Perceived Partner Responsiveness Scale serves as a valuable tool to evaluate users' perceptions of ChatGPT's role, shedding light on the anthropomorphism of AI. This study contributes to the wider discussion on human-AI relationships, emphasizing the significance of incorporating emotional intelligence into AI systems for a user-centered future.

The Study of the Educational Hypermedia Editor (교육용 하이퍼미디어 자료 편집기에 관한 연구)

  • Lee, Gi-Hm
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.92-101
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    • 1997
  • There has been increasing demand of hypermedia as computing and educational environment change. Most authoring tools developed recently have various built-in functions., but they are not enough to create hypermedia program or easy to learn. Even though teachers might try to develop hypermedia program with existing authoring tools, they usually come to face with the difficulties of creating new nodes, adding new data, or keeping user's activity records. Therefore, this study investigated to present a prototype of Educational Hypermedia Editor that can be conveniently used in hypermedia programs. According to the theories of courseware design, instructional design, learning theory, and hypertext and hyperemia, design strategies for the study were selected. Based on the analysis of the characteristics of domestic authoring tools as well as foreign authoring tools, the Educational Hypermedia Editor that has authoring and executing mode was designed and developed. Because the Educational Hypermedia Editor was designed for information retrieval CAI(Computer Assisted Instruction) materials, it is expected that the Educational Hypermedia Editor will be extensively used in the urea of social science classes, investigation studies, and information processing studies.

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Stabilizing Inverted Pendulum System Using Fuzzy Controller Based on State Variables Combination (상태변수 조합 퍼지 제어기를 이용한 도립진자 시스템의 안정화)

  • Lee, Yun-Hyung;Kim, Jong-Phil;Jin, Gang-Gyoo;So, Myung-Ok
    • Journal of Advanced Marine Engineering and Technology
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    • v.36 no.8
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    • pp.1104-1110
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    • 2012
  • The inverted pendulum system is a common, interesting control problem that involves many basic elements of control theory. In the early, controls of stabilization for the inverted pendulum system were used classical methods like PD, PID controller. In recently, however, control methods based on modern and intelligent control theory are widely applied. The fuzzy logic controller which is often used in nonlinear control is a little too hard to design due to increasing fuzzy rules rapidly if the given system like inverted pendulum has many state variables. Also, in case the state variables are divided into two parts, two fuzzy controllers are needed in the control system. In this paper, the authors propose FCSC(Fuzzy Controller based on State variables Combination) that reorganized into two new signals depending on the physical meaning of the four state variables of the inverted pendulum system. The proposed method is applied to the inverted pendulum system and simulations are accomplished to illustrate the control performance.

A Study on Spatial Modeling Framework for Marine GIS (에이전트 기반의 해양공간정보시스템 모델링 연구)

  • Park Jongmin
    • Journal of Navigation and Port Research
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    • v.28 no.10 s.96
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    • pp.917-923
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    • 2004
  • With a rapid growing of information networks and development achievements in mobile technology the spatial information is one of the most important resources for modern daily life. But the speed of spatial information technology trends are far from the real service demands as compared to the other relevant fields, and it would be natural that this unbalanced gap between the supply and demand of spatial information technology is being resulted from the absence of appropriate modeling concepts at some extents. In this paper there would be shown a new approaching model for the spatial information system based on agent concepts, which is able to perform some spatial tasks if properly implemented afterward. And to give resonable background of the new modeling framework here also some known critics for the commonly used modeling approaches when they applied to spatial information modeling followed by several alternative requirements for a good spatial modeling framework. And also there would be some considerations for applying this approach to the marine geographic information communities.

The Influence of ChatGPT Literacy on Academic Engagement: Focusing on the Serial Mediation Effect of Academic Confidence and Perceived Academic Competence (챗GPT 리터러시가 학업열의에 미치는 영향: 학업자신감과 지각된 학업역량의 이중매개효과를 중심으로)

  • Eunsung Lee;Longzhe Quan
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.565-574
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    • 2024
  • ChatGPT is causing significant reverberations across all sectors of our society, and this holds true for the field of education as well. However, scholarly and societal discussions regarding ChatGPT in academic settings have primarily focused on issues such as plagiarism, with relatively limited research on the positive effects of utilizing generative AI. Additionally, amidst the educational crisis of the post-COVID era, there is a growing recognition of the need to enhance academic engagement. In light of these concerns, we investigated how academic engagement varies based on students' levels of ChatGPT literacy and examined whether students' academic confidence and perceived academic competence serve as mediators between ChatGPT literacy and academic engagement. An analysis using SPSS was conducted on the data collected from 406 college students. The results showed that ChatGPT literacy had a positive effect on academic engagement, and academic confidence mediated the relationship between ChatGPT literacy and academic engagement. Also, when the mediating effect of perceived academic competence was significant only when it was serially mediated. Based on these findings, we discussed the theoretical contributions of identifying the theoretical mechanism between ChatGPT literacy and academic engagement. In addition, practical implications regarding the importance of ChatGPT literacy education were described.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

User Access Patterns Discovery based on Apriori Algorithm under Web Logs (웹 로그에서의 Apriori 알고리즘 기반 사용자 액세스 패턴 발견)

  • Ran, Cong-Lin;Joung, Suck-Tae
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.6
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    • pp.681-689
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    • 2019
  • Web usage pattern discovery is an advanced means by using web log data, and it's also a specific application of data mining technology in Web log data mining. In education Data Mining (DM) is the application of Data Mining techniques to educational data (such as Web logs of University, e-learning, adaptive hypermedia and intelligent tutoring systems, etc.), and so, its objective is to analyze these types of data in order to resolve educational research issues. In this paper, the Web log data of a university are used as the research object of data mining. With using the database OLAP technology the Web log data are preprocessed into the data format that can be used for data mining, and the processing results are stored into the MSSQL. At the same time the basic data statistics and analysis are completed based on the processed Web log records. In addition, we introduced the Apriori Algorithm of Web usage pattern mining and its implementation process, developed the Apriori Algorithm program in Python development environment, then gave the performance of the Apriori Algorithm and realized the mining of Web user access pattern. The results have important theoretical significance for the application of the patterns in the development of teaching systems. The next research is to explore the improvement of the Apriori Algorithm in the distributed computing environment.

A Multi-agent based Cooperation System for an Intelligent Earthwork (지능형 토공을 위한 멀티에이전트 기반 협업시스템)

  • Kim, Sung-Keun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.34 no.5
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    • pp.1609-1623
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    • 2014
  • A number of studies have been conducted recently regarding the development of automation systems for the construction sector. Much of this attention has focused on earthwork because it is highly dependent on construction machines and is regarded as being basic for the construction of buildings and civil works. For example, technologies are being developed in order to enable earthwork planning based on construction site models that are constructed by automatic systems and to enable construction equipment to perform the work based on the plan and the environment. There are many problems that need to be solved in order to enable the use of automatic earthwork systems in construction sites. For example, technologies are needed for enabling collaborations between similar and different kinds of construction equipment. This study aims to develop a construction system that imitates collaborative systems and decision-making methods that are used by humans. The proposed system relies on the multi-agent concept from the field of artificial intelligence. In order to develop a multi-agent-based system, configurations and functions are proposed for the agents and a framework for collaboration and arbitration between agents is presented. Furthermore, methods are introduced for preventing duplicate work and minimizing interference effects during the collaboration process. Methods are also presented for performing advance planning for the excavators and compactors that are involved in the construction. The current study suggests a theoretical framework and evaluates the results using virtual simulations. However, in the future, an empirical study will be conducted in order to apply these concepts to actual construction sites through the development of a physical system.