• Title/Summary/Keyword: AI Software

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Development and Application of AI Education Program for Image Recognition for Low Grade Elementary School Students (초등학교 저학년을 위한 이미지 인식 이해 AI 교육 프로그램 개발 및 적용)

  • Jeong, Lansu;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.1-10
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    • 2022
  • With the development of artificial intelligence, society is moving toward another world that has never existed before. As a result, interest in artificial intelligence education is also increasing, and research on artificial intelligence education is being conducted more actively in Korea. However, many studies have been conducted focusing on the upper grades of elementary school, and curriculum and programs for the lower grades are still insufficient. Therefore, in this study, a total of 6 sessions of artificial intelligence programs were developed to understand image recognition for the lower grades of elementary school. The validity was secured by conducting expert validity for 8 experts, and the effectiveness was verified through the pre-post-response sample t-test by applying it to the experimental group. As a result, both artificial intelligence understanding and artificial intelligence attitude showed statistically significant results, and both the interest and difficulty of educational programs were found to be suitable for lower grade students. Based on the contents of this study, it is necessary to review its application and effectiveness in various environments through follow-up studies in the future.

Development of Medical Image Quality Assessment Tool Based on Chest X-ray (흉부 X-ray 기반 의료영상 품질평가 보조 도구 개발)

  • Gi-Hyeon Nam;Dong-Yeon Yoo;Yang-Gon Kim;Joo-Sung Sun;Jung-Won Lee
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.243-250
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    • 2023
  • Chest X-ray is radiological examination for xeamining the lungs and haert, and is particularly widely used for diagnosing lung disease. Since the quality of these chest X-rays can affect the doctor's diagnosis, the process of evaluating the quality must necessarily go through. This process can involve the subjectivity of radiologists and is manual, so it takes a lot of time and csot. Therefore, in this paper, based on the chest X-ray quality assessment guidelines used in clinical settings, we propose a tool that automates the five quality assessments of artificial shadow, coverage, patient posture, inspiratory level, and permeability. The proposed tool reduces the time and cost required for quality judgment, and can be further utilized in the pre-processing process of selecting high-quality learning data for the development of a learning model for diagnosing chest lesions.

Hierarchical IoT Edge Resource Allocation and Management Techniques based on Synthetic Neural Networks in Distributed AIoT Environments (분산 AIoT 환경에서 합성곱신경망 기반 계층적 IoT Edge 자원 할당 및 관리 기법)

  • Yoon-Su Jeong
    • Advanced Industrial SCIence
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    • v.2 no.3
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    • pp.8-14
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    • 2023
  • The majority of IoT devices already employ AIoT, however there are still numerous issues that need to be resolved before AI applications can be deployed. In order to more effectively distribute IoT edge resources, this paper propose a machine learning-based approach to managing IoT edge resources. The suggested method constantly improves the allocation of IoT resources by identifying IoT edge resource trends using machine learning. IoT resources that have been optimized make use of machine learning convolution to reliably sustain IoT edge resources that are always changing. By storing each machine learning-based IoT edge resource as a hash value alongside the resource of the previous pattern, the suggested approach effectively verifies the resource as an attack pattern in a distributed AIoT context. Experimental results evaluate energy efficiency in three different test scenarios to verify the integrity of IoT Edge resources to see if they work well in complex environments with heterogeneous computational hardware.

A Study on Classification Models for Predicting Bankruptcy Based on XAI (XAI 기반 기업부도예측 분류모델 연구)

  • Jihong Kim;Nammee Moon
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.8
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    • pp.333-340
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    • 2023
  • Efficient prediction of corporate bankruptcy is an important part of making appropriate lending decisions for financial institutions and reducing loan default rates. In many studies, classification models using artificial intelligence technology have been used. In the financial industry, even if the performance of the new predictive models is excellent, it should be accompanied by an intuitive explanation of the basis on which the result was determined. Recently, the US, EU, and South Korea have commonly presented the right to request explanations of algorithms, so transparency in the use of AI in the financial sector must be secured. In this paper, an artificial intelligence-based interpretable classification prediction model was proposed using corporate bankruptcy data that was open to the outside world. First, data preprocessing, 5-fold cross-validation, etc. were performed, and classification performance was compared through optimization of 10 supervised learning classification models such as logistic regression, SVM, XGBoost, and LightGBM. As a result, LightGBM was confirmed as the best performance model, and SHAP, an explainable artificial intelligence technique, was applied to provide a post-explanation of the bankruptcy prediction process.

Proposal for a Sensory Integration Self-system based on an Artificial Intelligence Speaker for Children with Developmental Disabilities: Pilot Study

  • YeJin Wee;OnSeok Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.4
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    • pp.1216-1233
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    • 2023
  • Conventional occupational therapy (OT) is conducted under the observation of an occupational therapist, and there are limitations in measuring and analyzing details such as degree of hand tremor and movement tendency, so this important information may be lost. It is therefore difficult to identify quantitative performance indicators, and the presence of observers during performance sometimes makes the subjects feel that they have to achieve good results. In this study, by using the Unity3D and artificial intelligence (AI) speaker, we propose a system that allows the subjects to steadily use it by themselves and helps the occupational therapist objectively evaluate through quantitative data. This system is based on the OT of the sensory integration approach. And the purpose of this system is to improve children's activities of daily living by providing various feedback to induce sensory integration, which allows them to develop the ability to effectively use their bodies. A dynamic OT cognitive assessment tool for children used in clinical practice was implemented in Unity3D to create an OT environment of virtual space. The Leap Motion Controller allows users to track and record hand motion data in real time. Occupational therapists can control the user's performance environment remotely by connecting Unity3D and AI speaker. The experiment with the conventional OT tool and the system we proposed was conducted. As a result, it was found that when the system was performed without an observer, users can perform spontaneously and several times feeling ease and active mind.

Development of AI Education Program for Image Recognition for Low Grade Elementary School Students (초등학교 저학년을 위한 이미지 인식 이해 AI 교육 프로그램 개발)

  • Jeong, Lansu;Ma, Daisung
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.269-274
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    • 2021
  • With the development of artificial intelligence, society is moving to a different world. As a result, amid growing interest in artificial intelligence education, research on how to teach artificial intelligence is also being conducted more actively in Korea. However, a lot of research is being conducted around the upper grades of elementary school, and curriculum and programs for the lower grades are insufficient. Therefore, this study developed an artificial intelligence program for lower grades. Among them, it was developed focusing on artificial intelligence image recognition. It compares image recognition methods of people, animals, and computers, identifies the characteristics of fallen leaves, and helps them understand the image recognition process of artificial intelligence by classifying them according to the characteristics of fallen leaves. I hope this program will help elementary school students understand the image recognition principle of artificial intelligence in the future.

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A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Teaching and Learning Design for AI Value Judgment (인공지능 가치판단에 대한 교수학습 설계)

  • Jeong, Minhee;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.233-237
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    • 2021
  • With the advent of the 4th industrial revolution, interest in artificial intelligence education is increasing in elementary schools. In order to nurture future talents with artificial intelligence capabilities, AI education should be actively conducted at school sites. Although basic software education is provided in the 2015 revised curriculum, there is a tendency to view the programming process that creates artificial intelligence only as a problem-solving process. However, when creating an artificial intelligence, the value of the developer who creates artificial intelligence is projected. Therefore, it is necessary to deal with the contents of artificial intelligence value judgment during SW education. This study has limitations due to the fact that Delphi research was conducted with a group of experts. In the future, it is judged that quantitative research should be conducted to supplement these limitations.

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A Study on Construction Method of AI based Situation Analysis Dataset for Battlefield Awareness

  • Yukyung Shin;Soyeon Jin;Jongchul Ahn
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.37-53
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    • 2023
  • The AI based intelligent command and control system can automatically analyzes the properties of intricate battlefield information and tactical data. In addition, commanders can receive situation analysis results and battlefield awareness through the system to support decision-making. It is necessary to build a battlefield situation analysis dataset similar to the actual battlefield situation for learning AI in order to provide decision-making support to commanders. In this paper, we explain the next step of the dataset construction method of the existing previous research, 'A Virtual Battlefield Situation Dataset Generation for Battlefield Analysis based on Artificial Intelligence'. We proposed a method to build the dataset required for the final battlefield situation analysis results to support the commander's decision-making and recognize the future battlefield. We developed 'Dataset Generator SW', a software tool to build a learning dataset for battlefield situation analysis, and used the SW tool to perform data labeling. The constructed dataset was input into the Siamese Network model. Then, the output results were inferred to verify the dataset construction method using a post-processing ranking algorithm.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.