• Title/Summary/Keyword: 지능형 정보 공간

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Kicks from The Penalty Mark of The Humanoid Robot using Computer Vision (컴퓨터 비전을 이용한 휴머노이드 로봇의 축구 승부차기)

  • Han, Chung-Hui;Lee, Jang-Hae;Jang, Se-In;Park, Choong-Shik;Lee, Ho-Jun;Moon, Seok-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.264-267
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    • 2009
  • 기존의 자율형 휴머노이드 로봇 축구승부차기에서는 거리센서와 시각센서를 모두 이용한다. 본 논문에서는 시각센서만을 사용하는 사람과 유사한 승부차기 시스템을 제안한다. 이를 위하여 시각센서가 유연하게 움직일 수 있는 적합한 로봇의 조립 형태와 지능적 3차원 공간분석을 채용한다. 지식표현과 추론은 자체 개발한 지식처리 시스템인 NEO를 사용하였고, 그 NEO 시스템에 지능적 처리를 위한 영상처리 라이브러리인 OpenCV를 탑재한 시스템 VisionNEO를 사용하였다.

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A Study on Acceleration·Pattern-recognition technology using Ubiquitous Fire Prevention System (가속도·패턴인식 기술을 이용한 유비쿼터스 화재 방재 시스템 연구)

  • Kim, Young-Hyuk;Lim, Il-Kwon;Li, QiGui;Kim, Myung-Jin;Lee, Jae-Kwang
    • Annual Conference of KIPS
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    • 2010.04a
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    • pp.169-172
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    • 2010
  • 유비쿼터스 화재 방재 시스템은 온도, 습도, 조도, 가속도, CO2, 등의 다양한 센서로부터 얻는 값을 이용해 화재를 판별하여 관리자에게 전달하고 시스템 설정 값에 따라 소화설비를 동작시키는 지능형 화재 탐지 시스템이다. 기존 화재 판별 기법은 크게 영상인식, 퍼지추론, 베이지안 추론으로 나뉠 수 있다. 본 논문에서는 앞선 기술들을 분석하고, ARM9 S3C2440/SHT-75를 이용한 센서기반 유비쿼터스 화재 방재 시스템 최적의 화재 판별 기술로서 가속도 알고리즘과 벡터 랜덤변수 표본공간 영역을 이용한 패턴인식 기술을 사용한 복합 화재 판별 방법을 제안한다.

u-City Context Monitoring System Using the Rule Based Complex Event Processing (룰 기반 복합 이벤트 처리를 통한 u-City 상황 모니터링 시스템)

  • Moon-Soo Lee;Ju-Wan Kim
    • Annual Conference of KIPS
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    • 2008.11a
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    • pp.706-709
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    • 2008
  • 최근 u-City나 Eco-City와 같이 IT 기술들이 도시 공간에 융합됨으로써 점차 지능형 도시로 발전되고 있고, 도시에 거주하는 사람들은 자신의 주변 상황에 맞게 자연스럽게 필요한 서비스를 제공 받게 될 것이다. 이와 같이 향후 유비쿼터스 도시 운영을 위해서는 다양한 GeoSensor를 도시 전체에 구축하고 계속해서 모니터링 해야 만 한다. 본 논문에서 제안한 룰 기반의 이벤트 처리 기술은 넓은 지역에 걸쳐 구축되어 있는 GeoSensor 네트워크로부터 센서 데이터를 수집하여 도시내에 발생되는 다양한 상황들을 효과적으로 모니터링 할 수 있다.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

Association Based Reasoning Method Using Rescorla-Wagner Model and Galton Free Association Test for Augmented Reality E-Commerce (증강현실 전자상거래 위한 Rescorla-Wagner 모형과 Galton 자유연상 실험을 활용한 연상 기반 추론 방법)

  • Kwon, Oh-Byung;Jung, Dong-Young
    • The Journal of Society for e-Business Studies
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    • v.14 no.3
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    • pp.131-151
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    • 2009
  • Natural interface is important to select and provide the services in ubiquitous smart space such as u-plant, u-distribution. Augmented Reality(AR) has recently begun to receive attention as a realization tool for natural interface. AR provides virtual object on real environment and it differs from virtual reality. When AR is used, it has advantage to provide information intuitively and collaboratively. However AR is rarely used in e-commerce domain of ubiquitous smart space, and it has limitation which predefined information and services provide in a static manner. Hence, the purpose of this paper is to propose a methodology of AR based e-commerce which provides personalized association service by considering user's dynamic context. To do so, association algorithm is developed based on Rescorla-Wagner model and Galton's free association test.

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Combining Imitation Learning with Reinforcement Learning for Efficient Manipulation Policy Acquisition (물체 조작 정책의 효율적 습득을 위한 모방 학습과 강화 학습의 결합)

  • Jung, EunJin;Lee, SangJoon;Kim, Incheol
    • Annual Conference of KIPS
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    • 2018.10a
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    • pp.759-762
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    • 2018
  • 최근 들어 점차 지능형 서비스 로봇들이 인간의 실생활 속으로 들어옴에 따라, 로봇 스스로 다양한 물체들을 효과적으로 조작할 수 있는 지식을 습득하는 기계 학습 기술들이 매우 주목을 받고 있다. 전통적으로 로봇 행위 학습 분야에는 강화 학습 혹은 심층 강화 학습 기술들이 주로 많이 적용되어 왔으나, 이들은 대부분 물체 조작 작업과 같이 다차원 연속 상태 공간과 행동 공간에서 최적의 행동 정책을 학습하는데 여러가지 한계점을 가지고 있다. 따라서 본 논문에서는 전문가의 데모 데이터를 활용해 보다 효율적으로 물체 조작 행위들을 학습할 수 있는 모방 학습과 강화 학습의 통합 프레임워크를 제안한다. 이 통합 프레임워크는 학습의 효율성을 향상시키기 위해, 기존의 GAIL 학습 체계를 토대로 PPO 기반 강화 학습 단계의 도입, 보상 함수의 확장, 상태 유사도 기반 데모 선택 전략의 채용 등을 새롭게 시도한 것이다. 다양한 성능 비교 실험들을 통해, 본 논문에서 제안한 통합 학습 프레임워크인 PGAIL의 우수성을 확인할 수 있었다.

Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.

System Architecture of Ubiquitous House based on Human Behavior (거주자 행위기반 유비쿼터스 주택의 시스템 구조)

  • Song, Jeong-Hwa;Oh, Kun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1304-1310
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    • 2008
  • The purpose of this study is to propose the system architecture of intelligent ubiquitous house which is able to team the human behavior by itself and to predict the forthcoming situation, and to provide the customized and personalized service based on human behavior. The suggestions for advanced intelligent ubiquitous house are as follows; 1) Service should be combined with dwellers' behavior pattern, location moving pattern and service pattern in order to provide the personalized and customized service. 2) The system should be equipped with 4 components such as Agent, Database, Working Memory, and Log Data. Especially. This proposed system architecture of advanced ubiquitous house, which are equipped with these 4 components, will be the basis of providing customized service to every dwellers by learning dwellers' behavior pattern, accumulating dwellers' information, and recognizing dweller's lift style as time goes by.

The Visualization Module Composition for Interface User Platform (인터페이스 사용자 플랫폼의 구현을 위한 시각화 모듈 구성)

  • Kim, Mi-Yun;Seo, Dong-Jo
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1482-1494
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    • 2013
  • As the result of this research, the user platform, which reflects the latest interface technology, supports the ideal interface environment in a future city through using the data from social media. The goal of this research is constructing the user interface platform to approach to the data in an easier and practical condition of the interface environment smart space of the future intelligent city for user. It constructs the main module to organize the platform. Interface user platform modules, which were all based on visualization of service, are constructed by visualization agents, visualization social networks, visualization icons, visualization services, visual data, visual maps and visual classes. In this research, by the variety of services including delivering information, to find the interface environment for the proper interface technology, this research suggests "Interface User Platform" as the result.

A Design of KP AGENT for Intelligent Information Retrieval (지능형 정보검색을 위한 KP AGENT의 설계)

  • 박경우;배상현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.2
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    • pp.443-451
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    • 2000
  • Until now, there have been various kinds of science information databsae which databased the science technology information, but they do not satisfy the aspiration of the users. Therefore, in the position of the users, it suggests the technology information space as a now paradigm, which supplement the function of science information DB. ICPIS which inputs described papers with keywords, offers the itemized summary of these contents, the visual indication and comparison of similar thesis, and it also supplises the abundant summary information, survey information, more than ten volumes of info communication thesis with starting the casual relation extraction for the users, playing a significant role in ICPIS is called KP, and it is package of domain knowledge that unifies the extraction and structure narration of the technology information. ICPIS extracts the technology information among the thesis that are deserved by the natural language treatment in the itemized KP keywords described, and form the prescribed summary structure in KP.

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