• Title/Summary/Keyword: AI engine

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A Study on System and Application Performance Monitoring System Using Mass Processing Engine(ElasticSearch) (대량 처리 엔진(ElasticSearch)을 이용한 시스템 및 어플리케이션 성능 모니터링 시스템에 관한 연구)

  • Kim, Seung-Cheon;Jang, Hee-Don
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.147-152
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    • 2019
  • Infrastructure is rapidly growing as Internet business grows with the latest IT technologies such as IoT, BigData, and AI. However, in most companies, a limited number of people need to manage a lot of hardware and software. Therefore, Polestar Enterprise Management System(PEMS) is applied to monitor the system operation status, IT service and key KPI monitoring. Real-time monitor screening prevents system malfunctions and quick response. With PEMS, you can see configuration information related to IT hardware and software at a glance, and monitor performance throughout the entire end-to-end period to see when problems occur in real time.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

An Expert System for NC Part Programming (ESPP-1) (NC파트 프로그래밍을 위한 전문가시스템)

  • 정선환
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.18 no.11
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    • pp.3091-3097
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    • 1994
  • An expert system for NC part programming of NC lathe (ESPP-1) is developed as a part of Computer-Adied Manufacturing system. Conventional computer-assisted part programming system essentially requires an NC part programmer who is an expert in NC part programming. But the developed ESSP-1 can allow an inexperienced person to make an excellent NC data for the NC Lathe without any problem, since the system has a knowledge base composed of EIA and ISO NC code, feed rate, spindle speed, machining coordinates selection, and tool selection etc., which were directly evoked from some skilled NC part programmers, and referenced some machining handbooks. This paper discusses the algorithm of the expert system for NC part programming of the NC lathe (ESPP-1) and the performance comparisons between the developed expert system and the conventional system.

Disambiguiation of Qualitative Reasoning with Quantitative Knowledge (정성추론에서의 모호성제거를 위한 양적지식의 활용)

  • Yoon, Wan-Chul
    • Journal of Korean Institute of Industrial Engineers
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    • v.18 no.1
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    • pp.81-89
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    • 1992
  • After much research on qualitative reasoning, the problem of ambiguities still hampers the practicality of this important AI tool. In this paper, the sources of ambiguities are examined in depth with a systems engineering point of view and possible directions to disambiguation are suggested. This includes some modeling strategies and an architecture of temporal inference for building unambiguous qualitative models of practical complexity. It is argued that knowledge of multiple levels in abstraction hierarchy must be reflected in the modeling to resolve ambiguities by introducing the designer's decisions. The inference engine must be able to integrate two different types of temporal knowledge representation to determine the partial ordering of future events. As an independent quantity management system that supports the suggested modeling approach, LIQUIDS(Linear Quantity-Information Deriving System) is described. The inference scheme can be conjoined with ordinary rule-based reasoning systems and hence generalized into many different domains.

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Structure Recognition Method in Various Table Types for Document Processing Automation (문서 처리 자동화를 위한 다양한 표 유형에서 표 구조 인식 방법)

  • Lee, Dong-Seok;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.695-702
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    • 2022
  • In this paper, we propose the method of a table structure recognition in various table types for document processing automation. A table with items surrounded by ruled lines are analyzed by detecting horizontal and vertical lines for recognizing the table structure. In case of a table with items separated by spaces, the table structure are recognized by analyzing the arrangement of row items. After recognizing the table structure, the areas of the table items are input into OCR engine and the character recognition result output to a text file in a structured format such as CSV or JSON. In simulation results, the average accuracy of table item recognition is about 94%.

Trend Analysis of IoT Technology Using Open Source (오픈소스를 이용한 IoT 기술의 동향 분석)

  • Kwon, Yong-Kwang;Kim, Sun-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.65-72
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    • 2020
  • The Internet of Things(IoT) is to build a hyper-connected society through interconnection, and on this basis, to improve the quality of life and productivity, including solving social problems, and to become the next growth engine for the nation. The open common eco-system pursued by the IoT can start with the under- standing of the word 'open'. The IoT can achieve the expected effect of lowering the barriers to entry of technology development, and in these changes, OSSW and OSHW play a very important role in accelerating IoT eco-system maturity and breaking the boundaries between industries to promote convergence. Recently, it has developed into an intelligent IoT that combines artificial intelligence (AI) with the connectivity of the IoT. Here, I will analyze the direction of development of the IoT through understanding and analysis of open source.

An AutoML-driven Antenna Performance Prediction Model in the Autonomous Driving Radar Manufacturing Process

  • So-Hyang Bak;Kwanghoon Pio Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3330-3344
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    • 2023
  • This paper proposes an antenna performance prediction model in the autonomous driving radar manufacturing process. Our research work is based upon a challenge dataset, Driving Radar Manufacturing Process Dataset, and a typical AutoML machine learning workflow engine, Pycaret open-source Python library. Note that the dataset contains the total 70 data-items, out of which 54 used as input features and 16 used as output features, and the dataset is properly built into resolving the multi-output regression problem. During the data regression analysis and preprocessing phase, we identified several input features having similar correlations and so detached some of those input features, which may become a serious cause of the multicollinearity problem that affect the overall model performance. In the training phase, we train each of output-feature regression models by using the AutoML approach. Next, we selected the top 5 models showing the higher performances in the AutoML result reports and applied the ensemble method so as for the selected models' performances to be improved. In performing the experimental performance evaluation of the regression prediction model, we particularly used two metrics, MAE and RMSE, and the results of which were 0.6928 and 1.2065, respectively. Additionally, we carried out a series of experiments to verify the proposed model's performance by comparing with other existing models' performances. In conclusion, we enhance accuracy for safer autonomous vehicles, reduces manufacturing costs through AutoML-Pycaret and machine learning ensembled model, and prevents the production of faulty radar systems, conserving resources. Ultimately, the proposed model holds significant promise not only for antenna performance but also for improving manufacturing quality and advancing radar systems in autonomous vehicles.

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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The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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Overview of VR Media Technology and Methods to Reduce Cybersickness (가상현실 미디어 기술동향과 VR 멀미저감 방안)

  • Mun, Sungchul;Whang, Mincheol;Park, Sangin;Lee, Dong Won;Kim, Hong-Ik
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.800-812
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    • 2018
  • In this study, we reviewed recent trends for enhancing human cognitive accessibility to social VR platform. We also proposed a practical method to predict VR sickness and improve the cognitive accessibility. In doing so, we investigated subtle changes in human body sway unconsciously made before, during, and after being exposed to extreme VR experience. The scientific assumption that VR sickness would be correlated with the subtle changes in body sway was validated. We found that participants who showed sensitive changes in the body sway before VR experience, felt more severe VR sickness than others. The findings can be practically applied in predicting susceptibility to VR sickness prior to VR experiences.