• Title/Summary/Keyword: AI (Artificial Intelligence)

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Problems of autonomous car and recognition of light (자율주행자동차의 문제점과 빛의 인식)

  • Son, Hye-Jin;Yu, Seo-Yeong;Kim, Ki-Hwan;Lee, Hoon-Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.683-686
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    • 2018
  • Autonomous vehicles are the 4th industrial revolution that utilizes artificial intelligence(AI) and superconducting technology, and is a world-wide investment and research project. However, a Uber vehicle under test in Arizona, USA, was accidentally killed by pedestrians crossing the road in the dark night, and accidents occurred when the Tesla vehicle was exposedto the backlightof the sun. These problems were caused by misunderstandings and choice about sensors mounted on autonomous vehicles due to bad weather such as snow, rain, and sunlight. In this paper, we analyze the composition of the autonomous vehicle and the cause of the accident, and consider the criteria that should be judged in case of emergency in which human accidents may occur. This paper analyzes the composition of autonomous vehicles and causes of accidents, and considers the criteria that should be choice in an emergency where an accident may occur.

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The University Gusdance System using the Alexa (Alexa를 이용한 대학안내 시스템)

  • Kim, Tae Jin;Kim, Dong Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2061-2066
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    • 2017
  • The voice recognition technology is to recognize the voice of an user and execute the command. Recently, the voice recognition is evolving to the artificial intelligence voice recognition by adding the scheme of the natural language processing. The AI voice recognition is exploited to control the IoT devices or provide the information, such as the news or the wether. The University Information which is one of fields serviced by the information provider is mainly presented on the web. However, since too much information are presented on the web, it is difficult for an user to find efficiently the specific information which the user want to know. In this paper, we design and implement the university guidance system to recognize the user voice searching the information and provide the result using the voice. To do this, we classify the university data and design the lambda function to provide the data.

A Study on the New Education and Training Scheme for Developing Seafarers in Seafarer 4.0 - Focusing on the MASS - (선원 4.0시대에 적합한 새로운 선원교육훈련 체계에 대한 연구 - 자율운항선박을 중심으로 -)

  • Lee, Chang-Hee;Yun, Gwi-ho;Hong, Jung-Hyeok
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.726-734
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    • 2019
  • The current maritime industry is expected to have a significant impact on the role of maritime-related technologies and systems, especially seafarers, in the rapidly changing Fourth Industrial Revolution. The Maritime Autonomous Surface Ship (MASS) aims to reduce the number of safety accidents and improve seafarers' working environment. With regard to MASS, the International Maritime Organization has been trying to minimize unexpected impact in the maritime education and training sector by establishing international conventions such as the Standards of Training, Certification and Watchkeeping for Seafarers. However, domestic designated educational institutions have not yet established an education and training scheme to develop seafarers who will be on board for MASS. Therefore, this paper reviews the technology of MASS, analyzes the changes in education and training in order to upgrade the qualifications, and suggests the competencies of smart seafarers equipped with the integrated management ability required for Artificial Intelligence, Big Data, Cybersecurity, and the Digital System Revolution through education and training. In addition, this study provides basic information for the education and training of seafarers who are optimized for the rapidly changing technological environment.

A Probabilistic Approach for Mobile Robot Localization under RFID Tag Infrastructures

  • Seo, Dae-Sung;Won, Dae-Heui;Yang, Gwang-Woong;Choi, Moo-Sung;Kwon, Sang-Ju;Park, Joon-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1797-1801
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    • 2005
  • SLAM(Simultaneous localization and mapping) and AI(Artificial intelligence) have been active research areas in robotics for two decades. In particular, localization is one of the most important issues in mobile robot research. Until now expensive sensors like a laser sensor have been used for the mobile robot's localization. Currently, as the RFID reader devices like antennas and RFID tags become increasingly smaller and cheaper, the proliferation of RFID technology is advancing rapidly. So, in this paper, the smart floor using passive RFID tags is proposed and, passive RFID tags are mainly used to identify the mobile robot's location on the smart floor. We discuss a number of challenges related to this approach, such as RFID tag distribution (density and structure), typing and clustering. In the smart floor using RFID tags, because the reader just can senses whether a RFID tag is in its sensing area, the localization error occurs as much as the sensing area of the RFID reader. And, until now, there is no study to estimate the pose of mobile robot using RFID tags. So, in this paper, two algorithms are suggested to. We use the Markov localization algorithm to reduce the location(X,Y) error and the Kalman Filter algorithm to estimate the pose(q) of a mobile robot. We applied these algorithms in our experiment with our personal robot CMR-P3. And we show the possibility of our probability approach using the cheap sensors like odometers and RFID tags for the mobile robot's localization on the smart floor.

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A Development of Intelligent Simulation Tools based on Multi-agent (멀티 에이전트 기반의 지능형 시뮬레이션 도구의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.21-30
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    • 2007
  • Simulation means modeling structures or behaviors of the various objects, and experimenting them on the computer system. And the major approaches are DEVS(Discrete Event Systems Specification). Petri-net or Automata and so on. But, the simulation problems are getting more complex or complicated these days, so that an intelligent agent-based is being studied. In this paper, we are describing an intelligent agent-based simulation tool, which can supports the simulation experiment more efficiently. The significances of our system can be described as follows. First, the system can provide some AI algorithms through the system libraries. Second, the system supports simple method of designing the simulation model, since it's been built under the Finite State Machine (FSM) structure. And finally, the system acts as a simulation framework by supporting user not only the simulation engine, but also user-friendly tools, such as modeler scriptor and simulator. The system mainly consists of main simulation engine, utility tools, and some other assist tools, and it is tested and showed some efficient results in the three different problems.

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A Preliminary study on the Direction of Design and Designer in the Era of 4th Industrial Revolution (제4차 산업혁명 시대의 디자인과 디자이너 방향성에 관한 기초연구)

  • Gong, Hoe-Jeong
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.307-312
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    • 2018
  • This paper deals with the role and direction of design in the era of 4th industrial revolution. In addition to understanding the whole of science and technology such as Artificial Intelligence, Internet of Things, Cyber Physical System, 3D printer and Bio which are leading technology of the $4^{th}$ industrial revolution, this thesis is seeking direction of design that makes human life and society comfortable and convenient. The design in the 4th Industrial Revolution must be at the center of society and human being. Therefore, the design using ICT technology is also applied to the emotional design that stimulates human emotion warmly through in-depth study on society and human culture and environment. Through the above research, the design that has continued to evolve along with the development of technology continues to play a role as a design in which human emotion is alive.

A Research on stock price prediction based on Deep Learning and Economic Indicators (거시지표와 딥러닝 알고리즘을 이용한 자동화된 주식 매매 연구)

  • Hong, Sunghyuck
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.267-272
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    • 2020
  • Macroeconomics are one of the indicators that are preceded and analyzed when analyzing stocks because it shows the movement of a country's economy as a whole. The overall economic situation at the national level, such as national income, inflation, unemployment, exchange rates, currency, interest rates, and balance of payments, has a great affect on the stock market, and economic indicators are actually correlated with stock prices. It is the main source of data for analysts to watch with interest and to determine buy and sell considering the impact on individual stock prices. Therefore, economic indicators that impact on the stock price are analyzed as leading indicators, and the stock price prediction is predicted through deep learning-based prediction, after that the actual stock price is compared. If you decide to buy or sell stocks by analysis of stock prediction, then stocks can be investments, not gambling. Therefore, this research was conducted to enable automated stock trading by using macro-indicators and deep learning algorithms in artificial intelligence.

Analysis on the Current Status of the Fourth Industrial Revolution-Oriented Curriculum of the Computer and Software-Related Majors Based on the Standard Classification (표준분류에 기준한 컴퓨터 및 소프트웨어 관련 전공의 제4차 산업혁명중심 교육과정 운영 현황 분석)

  • Choi, Jin-Il;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.3
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    • pp.587-592
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    • 2020
  • This paper analyzed the curriculum of computer and software-related majors educating the core IT-related skills needed for the 4th Industrial Revolution. The analysis was conducted on 158 majors classified as applied software, computer science and computer engineering according to the standard classification of university education units by the Standard Classification Committee of the Korean Council of University Education. The current status of introduction of curricular divided into the fields of Internet of Things(IoT) & mobile, cloud & big data, artificial intelligence(AI), and information security was analyzed among the contents of education in the relevant departments. According to the analysis, an average of 81.6% of the majors for each group of curricular organized related subjects into the curriculum. The Curriculum Response Index for the 4th industrial revolution(CRI4th) by major, calculated by weighting track operations by education sector, averaged 27.5 point out of 100 point. And the IoT & mobile sector had the highest score of 42.3 points.

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.1-11
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    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Creating Personality and Behavior of NPC Using Probability Distribution (성격 확률 분포를 이용한 NPC의 성격 및 행동 생성)

  • Min, Kyung-Hyun;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.95-105
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    • 2008
  • In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.

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