• Title/Summary/Keyword: 지능형 컴퓨터이용 설계

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Evolutionally optimized Fuzzy Polynomial Neural Networks Based on Fuzzy Relation and Genetic Algorithms: Analysis and Design (퍼지관계와 유전자 알고리즘에 기반한 진화론적 최적 퍼지다항식 뉴럴네트워크: 해석과 설계)

  • Park, Byoung-Jun;Lee, Dong-Yoon;Oh, Sung-Kwun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.2
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    • pp.236-244
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    • 2005
  • In this study, we introduce a new topology of Fuzzy Polynomial Neural Networks(FPNN) that is based on fuzzy relation and evolutionally optimized Multi-Layer Perceptron, discuss a comprehensive design methodology and carry out a series of numeric experiments. The construction of the evolutionally optimized FPNN(EFPNN) exploits fundamental technologies of Computational Intelligence. The architecture of the resulting EFPNN results from a synergistic usage of the genetic optimization-driven hybrid system generated by combining rule-based Fuzzy Neural Networks(FNN) with polynomial neural networks(PNN). FNN contributes to the formation of the premise part of the overall rule-based structure of the EFPNN. The consequence part of the EFPNN is designed using PNN. As the consequence part of the EFPNN, the development of the genetically optimized PNN(gPNN) dwells on two general optimization mechanism: the structural optimization is realized via GAs whereas in case of the parametric optimization we proceed with a standard least square method-based learning. To evaluate the performance of the EFPNN, the models are experimented with the use of several representative numerical examples. A comparative analysis shows that the proposed EFPNN are models with higher accuracy as well as more superb predictive capability than other intelligent models presented previously.

A Design of AI Cloud Platform for Safety Management on High-risk Environment (고위험 현장의 안전관리를 위한 AI 클라우드 플랫폼 설계)

  • Ki-Bong, Kim
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.01-09
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    • 2022
  • Recently, safety issues in companies and public institutions are no longer a task that can be postponed, and when a major safety accident occurs, not only direct financial loss, but also indirect loss of social trust in the company and public institution is greatly increased. In particular, in the case of a fatal accident, the damage is even more serious. Accordingly, as companies and public institutions expand their investments in industrial safety education and prevention, open AI learning model creation technology that enables safety management services without being affected by user behavior in industrial sites where high-risk situations exist, edge terminals System development using inter-AI collaboration technology, cloud-edge terminal linkage technology, multi-modal risk situation determination technology, and AI model learning support technology is underway. In particular, with the development and spread of artificial intelligence technology, research to apply the technology to safety issues is becoming active. Therefore, in this paper, an open cloud platform design method that can support AI model learning for high-risk site safety management is presented.

Implementation of Context aware Learning System by Designing Ubiquitous Learning Space and OWL Context Model (유비쿼터스 학습공간과 OWL 상황 모델 설계를 통한 상황 인식 학습 시스템 구현)

  • Hong, Myoung-Woo;Lee, Young-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.99-109
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    • 2011
  • Ubiquitous computing technology makes an impact on the appearance of u-learning and presents an advanced direction of futuristic school education. In ubiquitous learning environments, various embedded computational devices will be pervasive and interoperable across the network for supporting the learning, so users may utilize these devices anytime anywhere. An important next step for ubiquitous learning is the introduction of context-aware learning service that employing knowledge and reasoning to understand the local context and share this information in support of intelligent learning services. However, the existing studies on design and application of ontology context model to support context-aware service in actual school environments are incomplete state. This paper, therefore, suggests a scheme of constructing ubiquitous learning space for existing school network by introducing USN to support context-aware ubiquitous learning services. This paper, also, designs an ontology based context model for ubiquitous school environments which describes context information through OWL. To determine the suitability of proposed ubiquitous learning space and ontology context model, we implement some of context-aware learning services in the ubiquitous learning environments.

Development of an interactive smart cooking service system using behavior and voice recognition (행동 및 음성인식 기술을 이용한 대화형 스마트 쿠킹 서비스 시스템 개발)

  • Moon, Yu-Gyeong;Kim, Ga-Yeon;Kim, Yoo-Ha;Park, Min-Ji;Seo, Min-Hyuk;Nah, Jeong-Eun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1128-1131
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    • 2021
  • COVID-19로 인한 홈 쿠킹 시장 수요 증가로 사람들은 더 편리한 요리 보조 시스템을 필요로 하고 있다. 기존 요리 시스템은 휴대폰, 책을 통해 레시피를 일방적으로 제공하기 때문에 사용자가 요리과정을 중단하고 반복적으로 열람해야 한다는 한계점을 가진다. '대화형 스마트 쿠킹 서비스' 시스템은 요리 과정 전반에서 필요한 내용을 사용자와 상호작용하며 적절하게 인지하고 알려주는 인공지능 시스템이다. Google의 MediaPipe를 사용해 사용자의 관절을 인식하고 모델을 학습시켜 사용자의 요리 동작을 인식하도록 설계했으며, dialogflow를 이용한 챗봇 기능을 통해 필요한 재료, 다음 단계 등의 내용을 실시간으로 제시한다. 또한 실시간 행동 인식으로 요리과정 중 화재, 베임 사고 등의 위험 상황을 감지하여 사용자에게 정보를 전달해줌으로써 사고를 예방한다. 음성인식을 통해 시스템과 사용자 간의 쌍방향적 소통을 가능하게 했고, 음성으로 화면을 제어함으로써 요리과정에서의 불필요한 디스플레이 터치를 방지해 위생적인 요리 환경을 제공한다.

Development of Eco driving Simulator Module for Economical Driving (경제적 주행을 위한 친환경 주행 시뮬레이터 모듈 개발)

  • Chung, Sung-Hak
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.151-160
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    • 2009
  • The aim of this study is to propose economical driving speed index which those are geometric road status; assess the levels of which those cost-benefit of driving energy consumption and emission; are search road safety design and operational technology for driving simulator. For the objective, we analyzed the current status of driving energy consumption and driving scenarios by the road alignments, and reviewed driving and technical specifications by the geometric types of road according to the implementation, and extended completion. Throughout the result of this study, diverse related driving information provision service, efficiently navigation driving module is expected to be implemented in the national highway design system.

MLP Based Real-Time Gravity Disturbance Compensation in INS Embedded Computer (다층 레이어 퍼셉트론 기반 INS 내장형 컴퓨터에서의 실시간 중력교란 보상)

  • Hyun-seok Kim;Hyung-soo Kim;Yun-hyuk Choi;Yun-chul Cho;Chan-sik Park
    • Journal of Advanced Navigation Technology
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    • v.27 no.5
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    • pp.674-684
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    • 2023
  • In this paper, a real-time prediction technique for gravity disturbances is proposed using a multi-layer perceptron (MLP) model. To select a suitable MLP model, 4 models with different network sizes were designed to compare the training accuracy and execution time. The MLP models were trained using the data of vehicle moving along the surface of the sea or land, including their positions and gravity disturbance. The gravity disturbances were calculated using the 2160th degree and order EGM2008 with SHM. Among the models, MLP4 demonstrated the highest training accuracy. After training, the weights and biases of the 4 models were stored in the embedded computer of the INS to implement the MLP network. MLP4 was found to have the shortest execution time among the 4 models. These research results are expected to contribute to improving the navigation accuracy of INS through gravity disturbance compensation in the future.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Fuzzy Approach of Learning Evaluation Model in Intelligent E-Learning Systems (지능형 가상 학습 시스템에서 학습 평가 모델의 퍼지적 접근)

  • Weon, Sung Hyun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.55-63
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    • 2005
  • Recently, web-based E-learning systems have entered the spotlight by providing new learning environments that break down spatial and temporal limitations. The key to building the web-based E-learning system is in determining how to effectively use the system and to evaluate the degree of learning achieved by the students that use it. In traditional off-line learning systems, we can evaluate students by counting how many questions, designed to evaluate their learning achievement, he or she answers correctly within a predetermined time limit. But this method would make individualized learning, a strong point of E-learning systems, impossible because these systems provide same learning strategy to all students even though they achieve a different level of learning. Therefore, in this paper, I will find any relationships between given test answers using fuzzy implication theory, I call these fuzzy correlations, and then generate evaluation results that are reflected in those relationships. I will compare the differences between this evaluation method and a traditional evaluation method where a student takes a test to evaluate his or her learning achievement after some learning period. Finally, I will discuss how we can use these results in individualized learning.

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Prompt engineering to improve the performance of teaching and learning materials Recommendation of Generative Artificial Intelligence

  • Soo-Hwan Lee;Ki-Sang Song
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.195-204
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    • 2023
  • In this study, prompt engineering that improves prompts was explored to improve the performance of teaching and learning materials recommendations using generative artificial intelligence such as GPT and Stable Diffusion. Picture materials were used as the types of teaching and learning materials. To explore the impact of the prompt composition, a Zero-Shot prompt, a prompt containing learning target grade information, a prompt containing learning goals, and a prompt containing both learning target grades and learning goals were designed to collect responses. The collected responses were embedded using Sentence Transformers, dimensionalized to t-SNE, and visualized, and then the relationship between prompts and responses was explored. In addition, each response was clustered using the k-means clustering algorithm, then the adjacent value of the widest cluster was selected as a representative value, imaged using Stable Diffusion, and evaluated by 30 elementary school teachers according to the criteria for evaluating teaching and learning materials. Thirty teachers judged that three of the four picture materials recommended were of educational value, and two of them could be used for actual classes. The prompt that recommended the most valuable picture material appeared as a prompt containing both the target grade and the learning goal.

Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.