• Title/Summary/Keyword: 지식 콘텐츠

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Research Trends on Inverse Reinforcement Learning (역강화학습 기술 동향)

  • Lee, S.K.;Kim, D.W.;Jang, S.H.;Yang, S.I.
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.100-107
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    • 2019
  • Recently, reinforcement learning (RL) has expanded from the research phase of the virtual simulation environment to a wide range of applications, such as autonomous driving, natural language processing, recommendation systems, and disease diagnosis. However, RL is less likely to be used in these complex real-world environments. In contrast, inverse reinforcement learning (IRL) can obtain optimal policies in various situations; furthermore, it can use expert demonstration data to achieve its target task. In particular, IRL is expected to be a key technology for artificial general intelligence research that can successfully perform human intellectual tasks. In this report, we briefly summarize various IRL techniques and research directions.

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.151-159
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    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.

A Study of Effective Creating Methods of Philosophy Digital Knowledge Resources (철학 디지털 지식 자원의 효과적인 구축 방향에 대한 연구)

  • Choi Byung-Il;Chung Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.39-51
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    • 2005
  • A study of philosophy is a process that archive, reorganize and analyze the earlier works to discover new facts. Philosophy digital resources is necessary to research philosophy because they provide lots of electronic texts, philosophical information, forums, etc. In this paper, we introduce . our result of a research on philosophy digital resources existing in domestic or oversea web sites. We describe the problems which existing resources have and our solution to solve them. Also we provide a guideline to creating philosophy ontology based on topic maps which are data model of ontology. Our philosophy ontology defines hierarchy and associative relationships between philosophical knowledge and support retrieval and exploring of knowledge using semantic information.

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이슈취재-지식경영(Knowledge Management)

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.69
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    • pp.26-30
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    • 1999
  • 새로운 천년의 시작을 앞두고 있는 현 시점에서 기업들은 지식기업으로 거듭날 것을 요구받고 있다. 개인이 신 지식인으로 변신하고 정부는 지식정부로 변해야 하는 것과 마찬가지로 기업은 지식으로 무장한 지식기업으로 변신해야 하는 것이다.

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Nursing Students' Knowledge, Attitude and Competence to Infant Cardiopulmonary Resuscitation (간호대학생의 영아심폐소생술에 대한 지식, 태도, 수행능력)

  • Kang, ji-soon
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.413-414
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    • 2016
  • 연구의 목적은 간호대학생의 영아심폐소생술에 대한 지식, 태도, 수행능력의 정도를 확인하고 그 관계를 분석하기 위함이다. 이 연구에 참여하기를 동의한 간호대학생 151명을 대상으로 자가보고식 설문지를 이용하여 자료를 수집하였다. 자료는 SPSS 21.0 Win을 이용하여 t-test, ANOVA, peason's correlation coefficients을 이용하여 분석 하였다. 영아심폐소생술의 대한 지식과 수행능력, 태도와 수행능력은 긍정적 상관관계가 있었다. 본 연구결과를 토대로 간호대학생들의 영아 심폐소생술 수행능력을 증진시키기 위해 지식과 태도를 강화할 수 있는 반복적 영아 심폐소생술 교육프로그램을 개발할 필요가 있다.

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The Development of the Convergence Education Program based on the Creation of Scientific and Cultural Content (과학문화콘텐츠 구성을 기반으로 한 융합형 교육 프로그램의 개발 방안)

  • Cho, Nam-Min;Kim, So-Ryun;Son, Dal-Lim
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.506-518
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    • 2015
  • Recently there are growing needs and demand to enhance 'Unity of knowledge' as the concept of "Creating new value through integration and convergence" is developing rapidly in many different areas in the society. This also has significant implication to education. Especially, it requires paradigm shift in terms of required capabilities and qualifications for the students with science major. To accommodate this trend, Natural Sciences and Engineering's College has been increasing convergence education which focus on cultivating creative and cooperative learning capabilities as well as acquiring fundamental knowledge of individual majors. However, convergence education developed and implemented by Sciences college or liberal education so far has been mechanical combination of knowledge from different academic fields - not effectively integrated and interdisciplinary education. Given this situation, this research is to develop and propose a "convergence education program based on the development of scientific and cultural contents" as an education tool to enhance capabilities to apply and re-create integrated knowledge as well as acquire and learn existing knowledge. Education program developed in this research aims to achieve two different and sequential capabilities. First is to understand 'Science and Technology' and 'Cultural Archetype' which would be essential and useful to create cultural contents. Second is to develop capabilities to convert this understanding into cultural contents - a storytelling capability. This education program is differentiated in that it defines cultural contents as a medium to converge and integrate science and technology and humanities. By leveraging the concept of cultural content and storytelling, this education program would be able to overcome restrictions of existing interdisciplinary approach. Also, this program would encourage students to try in-depth research and new applications, and develop logical and creative thinking.

Valuation of Knowledge Information Contents : Its Approaches and Application (지식정보 콘텐츠 가치평가의 기법과 적용 가능성)

  • 박현우
    • The Journal of the Korea Contents Association
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    • v.2 no.3
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    • pp.70-79
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    • 2002
  • Valuation of intangible assets has been discussed for the purpose of transaction of a technology and investment based on intangible assets as well. Practical techniques, however, have rut been developed for valuation of automated, electronic data bases as specialized knowledge information contents. This study will summarize general intangible valuation approaches and special considerations in contents valuation, and present examples of the application of approaches to illustrative contents valuation analysis.

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Content Knowledge Structure based Collaborative Filtering Recommender Systems (콘텐츠 정보 지식구조를 이용한 협업 추천 시스템)

  • Kim, Junu;Park, Juneyoung;Yi, Mun Y.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.408-411
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    • 2016
  • 애플리케이션에서 고객들에 의해 생성된 평가정보는 해당 콘텐츠에 대한 고객별 선호도 정보로 볼 수 있기 때문에, 개인에게 맞춤형 추천 시스템을 설계하기 위해서 매우 중요하다. 현재 추천 시스템 분야에서 가장 많이 사용되고 있는 사용자 기반 추천 시스템은 사용자의 평점 정보만을 가지고 유사도를 측정하여 추천에 사용하고 있다. 그러나 이러한 평점 정보만을 가지고 사용자 유사도를 도출하는 것은 정밀하지 못할 수 있다. 따라서 본 연구에서는 사용자의 평점 정보 뿐만 아니라 콘텐츠의 내용을 활용하여 사용자의 선호 콘텐츠를 지식구조의 형태로 나타냄으로써 콘텐츠와 사용자의 관계를 유기적으로 표현하였다. 이와 같은 사용자의 지식구조를 바탕으로 사용자간의 유사도를 평가하고 추천에 활용하였고, 실험결과 제시된 방법으로 더 우수한 성능을 얻을 수 있는 것으로 나타났다.

Valuation of Knowledge Assets and Analysis of their Economic Contribution (지식자산 가치평가와 경제적 기여도 분석)

  • 박현우
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.327-332
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    • 2003
  • This paper is to outline a methodology for establishing the fair market value of knowledge assets that may be associated with a going-concern business enterprise and identify the elements of knowledge assets and provide the basic concepts for valuing thorn Within this contort we will identify the nature of some of the more common or well-know forms of knowledge assets, discuss the normal relationship of these forms of knowledge assets to the monetary and tangible assets of a business enterprise from an investor's perspective.

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포털의 노블리스 오블리제를 기대한다!

  • Korea Database Promotion Center
    • Digital Contents
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    • no.10 s.161
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    • pp.102-117
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    • 2006
  • 지식정보화사회가 도래함에 따라 지식과 정보의 중요성이 더욱 대두되고 있으며 IT 기술의 급속한 발전은 지식의 기술 기반화, 정보 환경화를 가져왔다. 인터넷 사용이 급속도로 증가하면서 필요한 정보들은 지식 검색서비스를 이용해 찾는 것이 일상화 되었다. 이에 검색기술환경의 변화에 따른 지식검색서비스의 등장과 일상화 추세를 통해 지식의 개념과 특징, 지식검색서비스의 체계를 살펴보는 것은 지식 정보화 사회를 살아가는 이들에게 의미 있는 연구가 될 것이다.

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