• Title/Summary/Keyword: AI Software

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Emotion Analysis-Based AI Chatbot System Using GPT-3 and KoBERT (GPT-3와 KoBERT를 활용한 감정 분석 기반 AI 챗봇 시스템)

  • Junhyeon Kim;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.367-368
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    • 2023
  • 최근 챗봇 시스템은 급격한 발전과 함께 사용자와 자연스러운 대화를 할 수 있는 인공지능 기술의 필요성이 대두되고 있다. 기존의 챗봇 시스템은 대화 상황을 충분히 이해하지 못하거나, 학습된 데이터를 벗어나는 문장에 대한 일관성 있는 응답을 제공하지 못하는 한계가 있다. 본 논문에서는 GPT-3와 KoBERT를 활용하여 사용자의 감정 상태를 파악하고 해당 감정을 고려한 일관성 있는 대화를 제공하는 감정 분석 기반 챗봇 시스템을 제안한다. 이를 바탕으로 긍정적인 대화를 이어 나가는데 초점을 두어 자연스러운 대화가 가능할 것으로 기대된다.

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An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.779-790
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    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.

A Trend Analysis of Computer Education based on SNS Data through Data Mining Analysis (텍스트마이닝 분석을 활용한 SNS 데이터 기반의 정보교육의 동향 분석 연구)

  • Kim, Kapsu;Chun, Seokju;Koo, Dukhoi;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.289-300
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    • 2021
  • SNS data was collected and analyzed by topic modeling techniques to examine recent trends in information education. By deriving keywords and topics for SW education and AI education, we not only attempted to discover insights ahead of the next revised curriculum but also suggested directions. According to the SNS data analysis, the contents of human resource development for software and the instructional method in schools are indicated as a high requirement. Meanwhile, SW education should be conducted through a separate curriculum from elementary school, and this was consistent with the opinion that it is necessary to be organized as a required subject. There was an opinion to support the schools since AI education is newly introduced in next revised national curriculum. The trends in SW education and AI education which are observed through SNS data analysis could be concluded to conduct the substantial operation of information education and curriculum organization.

Advanced Big Data Analysis, Artificial Intelligence & Communication Systems

  • Jeong, Young-Sik;Park, Jong Hyuk
    • Journal of Information Processing Systems
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    • v.15 no.1
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    • pp.1-6
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    • 2019
  • Recently, big data and artificial intelligence (AI) based on communication systems have become one of the hottest issues in the technology sector, and methods of analyzing big data using AI approaches are now considered essential. This paper presents diverse paradigms to subjects which deal with diverse research areas, such as image segmentation, fingerprint matching, human tracking techniques, malware distribution networks, methods of intrusion detection, digital image watermarking, wireless sensor networks, probabilistic neural networks, query processing of encrypted data, the semantic web, decision-making, software engineering, and so on.

Proposal Realtime Reaction Generate Quest System Basement Reinforcement Learning Central System (강화학습 기반 실시간 반응형 퀘스트 생성 시스템 중앙 관리자 영향력 연구)

  • Kim-Tae Hun;Kim-Chang Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.499-500
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    • 2023
  • 강화학습 기반의 다중 에이전트 시스템을 이용한 서버의 실시간 상황을 제공 받아서 상황에 알맞은 퀘스트를 생성해주는 시스템을 제안한다. 학습 가이드 역할을 하는 CTDE 의 중앙 관리자의 역할을 위한 에이전트를 분리하여 작동하게 함으로서 퀘스트의 지향점을 잡는 것이다.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Vehicle Infotainment System Based on AI (인공지능 기반 차량 인포테인먼트시스템)

  • Kyu-chan Kim;Ji-seob Kim;Jung-mu Kim;Chang-min Lee;Jun-hyeong Park;Tae-won Kim;Joon-ho Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.433-434
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    • 2023
  • 본 논문에서는 미디어파이프와 아이트래킹의 손동작 및 눈 위치 인식을 이용하여 차량 내 조작할 수 있는 다양한 기능을 감압식 버튼이 아닌 카메라를 이용한 동작 기능을 제공해주는 차량 인포테인먼트시스템을 제안한다. 인공지능 모델은 Open-CV 구조를 활용하여 학습을 진행하였고, 라즈베리파이를 이용하여 구현하였다. 제안된 시스템은 운전자를 위해 설계된 다양한 동작들을 시각 정보로 전달해 운전 중 불편함을 대체할 수 있을 뿐만 아니라, 설치 및 사용방법이 간편하여 활용도가 높을 것으로 기대된다.

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Investigating the Restructuring of Artificial Intelligence Curriculum in Specialized High Schools Following AI Department Reorganization (특성화고 인공지능학과 개편에 따른 인공지능 교육과정 개편 방안 연구)

  • EunHee Goo
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.41-49
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    • 2024
  • The advancement of artificial intelligence on a global scale is significantly transforming life. In the field of education, there is a strong emphasis on actively utilizing AI and fostering creatively integrated talents with diverse knowledge. In alignment with this trend, there is a paradigm shift in AI education across primary, middle, high school, as well as university and graduate education. Leading AI schools and specialized high schools are dedicated to enhancing students' AI capabilities, while universities integrate AI into software courses or establish new AI departments to nurture talent. In AI-integrated education graduate programs, national efforts are underway to educate instructors from various disciplines on applying AI technology to the curriculum. In this context, specialized high schools are also restructuring their departments to cultivate technological talent in AI, tailored to students' characteristics and career paths. While the current education focuses primarily on the fundamental concepts and technologies of AI, there is a need to address the aspect of developing practical problem-solving skills. Therefore, this research aims to compare and analyze essential educational courses in AI-leading schools, AI-integrated high schools, AI high schools, university AI departments, and AI-integrated education graduate programs. The goal is to propose the necessary educational courses for AI education in specialized high schools, with the expectation that a more advanced curriculum in AI education can be established in specialized high schools through this effort.

Man-hours Prediction Model for Estimating the Development Cost of AI-Based Software (인공지능 기반 소프트웨어 개발 비용 산정에 관한 소요 공수 예측 모형)

  • Chang, Seong Jin;Kim, Pan Koo;Shin, Ju Hyun
    • Smart Media Journal
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    • v.11 no.7
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    • pp.19-27
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    • 2022
  • The artificial intelligence software market is expected to grow sixfold from 2020 to 2025. However, the software development process is not standardized and there is no standard for calculating the cost. Accordingly, each AI software development company calculates the input man-hours according to their respective development procedures and presents this as the basis for the development cost. In this study, the development stage of "artificial intelligence-based software" that learns with a large amount of data and derives and applies an algorithm was defined, and the required labor was collected by conducting a survey on the number of man-hours required for each development stage targeting developers. Correlation analysis and regression analysis were performed between the collected man-hours for each development stage, and a model for predicting the man-hours for each development stage was derived. As a result of testing the model, it showed an accuracy of 92% compared to the collected airborne effort. The man-hour prediction model proposed in this study is expected to be a tool that can be used simply for estimating man-hours and costs.