• Title/Summary/Keyword: Artificial Intelligence

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A Servicism Model for A New Democracy (서비스주의 민주주의 모델 연구)

  • Hyunsoo Kim
    • Journal of Service Research and Studies
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    • v.12 no.1
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    • pp.1-24
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    • 2022
  • This study was conducted to derive a new model for popular democracy in the modern society. The problem is exacerbated as the original model of democracy, isonomia, has faded and modern democracy is operated as a democracy in which the masses rule. Democracy is exposing a bigger problem due to the economic inequality caused by the majority rule and the capitalist economic system. Popular democracy, in which all the masses are equally qualified as sovereigns, is a structure in which cunning politicians can easily seize power if the voters are not wise. Isonomia is a system in which free people who solve economic problems on their own and have honesty, courage, dedication, sacrifice and sincerity set laws with the same qualifications, and keep the laws themselves, is a system that depends heavily on the conscience and virtue of free people. Modern popular democracy embodies the absolute equality of the sovereign regardless of economic power, but without the spirit of sacrifice and dedication to the community, those who can win popularity by wrapping themselves up as if they are sacrificial and capable people may seize power. This study presents a service-oriented democracy as a system that can maintain the merits of modern popular democracy while embodying the essence of isonomia. The system was implemented focusing on the qualifications for virtue, such as honesty, courage, sacrifice, integrity, etc., fair to all regardless of wealth. Human imperfections have been supplemented by the use of artificial intelligence. The assumption about the nature of the sovereign and public officials' agents was newly established, and the winner-take-allism problem was solved. This study proved that both the philosophy of Isonomia and the merits of Democracy can be realized through service-oriented democracy based on the common principle of humanity and the philosophy of service. Service-oriented democracy can be called revision democracy.

A Servicism Model of the New Politics and Administration System (서비스주의 정치행정시스템의 구조와 운용 연구)

  • Hyunsoo Kim
    • Journal of Service Research and Studies
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    • v.11 no.2
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    • pp.1-19
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    • 2021
  • This study was conducted to derive a model of a sustainable politics and administration system that will enhance human happiness. A new long-term sustainable development model has been established based on the experience of the politics and administration system over the past thousands of years. Currently, the democratic political system and the bureaucratic administrative system dominate, but they are facing many problems. In this study, we analyzed the politics and administration system experienced by human society, and derived a model of a politics and administration system that is ideal for the present and future societies and is sustainable in the long term. The necessary condition should be a model that can solve the problems of the current politics and administration system. It must be a model that is faithful to the characteristics and essence of modern society. And as a sufficient condition to ensure long-term sustainability, it must be based on the common principles of human society. After analyzing the problems of the current system and analyzing the conditions required for the new system, the axioms that are the basis of the politics and administration system were presented. Based on the axioms, the structure and operation model of a new politics and administration system were derived. The derived model was named as a servicism politics and administration system. It is a dynamic model in which two opposing opponents recognize each other's contradictions and balance them dialectically in the space-time dimension.

21Century of Combat Aspects of North Korean Attack Drones Through the War of the Century (21세기 전쟁을 통해 본 북한 공격 드론의 전투 양상 전망)

  • Kang-Il Seo;Sang-Keun Cho;Jong-Hoon Kim;Ki-Won Kim;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.299-304
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    • 2023
  • Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. In the major wars of the 21century, attack drones are used for precision fire-guided or self-destruct attacks, For the purpose of cognitive warfare, its territory is expanding not only to land and air, but also to sea and water. These attack drones will perform multi-domain operations, and for this purpose, the level of autonomy will be improved and High-Low Mix We will continue to develop by strengthening concept-based scalability. North Korea has also been making considerable efforts to operate attack drones for a long time, and activities such as third-country-level self-explosive drones, artificial intelligence-based clustered self-explosive drones, and self-destructive stealth unmanned semi-submersible are expected. In addition to North Korea's provocations and attacks, it is hoped that there will be a need for active follow-up research on our military's countermeasures and utilization plans.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Multi-Time Window Feature Extraction Technique for Anger Detection in Gait Data

  • Beom Kwon;Taegeun Oh
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.41-51
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    • 2023
  • In this paper, we propose a technique of multi-time window feature extraction for anger detection in gait data. In the previous gait-based emotion recognition methods, the pedestrian's stride, time taken for one stride, walking speed, and forward tilt angles of the neck and thorax are calculated. Then, minimum, mean, and maximum values are calculated for the entire interval to use them as features. However, each feature does not always change uniformly over the entire interval but sometimes changes locally. Therefore, we propose a multi-time window feature extraction technique that can extract both global and local features, from long-term to short-term. In addition, we also propose an ensemble model that consists of multiple classifiers. Each classifier is trained with features extracted from different multi-time windows. To verify the effectiveness of the proposed feature extraction technique and ensemble model, a public three-dimensional gait dataset was used. The simulation results demonstrate that the proposed ensemble model achieves the best performance compared to machine learning models trained with existing feature extraction techniques for four performance evaluation metrics.

Assessment of Visual Landscape Image Analysis Method Using CNN Deep Learning - Focused on Healing Place - (CNN 딥러닝을 활용한 경관 이미지 분석 방법 평가 - 힐링장소를 대상으로 -)

  • Sung, Jung-Han;Lee, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.3
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    • pp.166-178
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    • 2023
  • This study aims to introduce and assess CNN Deep Learning methods to analyze visual landscape images on social media with embedded user perceptions and experiences. This study analyzed visual landscape images by focusing on a healing place. For the study, seven adjectives related to healing were selected through text mining and consideration of previous studies. Subsequently, 50 evaluators were recruited to build a Deep Learning image. Evaluators were asked to collect three images most suitable for 'healing', 'healing landscape', and 'healing place' on portal sites. The collected images were refined and a data augmentation process was applied to build a CNN model. After that, 15,097 images of 'healing' and 'healing landscape' on portal sites were collected and classified to analyze the visual landscape of a healing place. As a result of the study, 'quiet' was the highest in the category except 'other' and 'indoor' with 2,093 (22%), followed by 'open', 'joyful', 'comfortable', 'clean', 'natural', and 'beautiful'. It was found through research that CNN Deep Learning is an analysis method that can derive results from visual landscape image analysis. It also suggested that it is one way to supplement the existing visual landscape analysis method, and suggests in-depth and diverse visual landscape analysis in the future by establishing a landscape image learning dataset.

Research on optimal safety ship-route based on artificial intelligence analysis using marine environment prediction (해양환경 예측정보를 활용한 인공지능 분석 기반의 최적 안전항로 연구)

  • Dae-yaoung Eeom;Bang-hee Lee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.100-103
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    • 2023
  • Recently, development of maritime autonomoust surface ships and eco-friendly ships, production and evaluation research considering various marine environments is needed in the field of optimal routes as the demand for accurate and detailed real-time marine environment prediction information expands. An algorithm that can calculate the optimal route while reducing the risk of the marine environment and uncertainty in energy consumption in smart ships was developed in 2 stages. In the first stage, a profile was created by combining marine environmental information with ship location and status information within the Automatic Ship Identification System(AIS). In the second stage, a model was developed that could define the marine environment energy map using the configured profile results, A regression equation was generated by applying Random Forest among machine learning techniques to reflect about 600,000 data. The Random Forest coefficient of determination (R2) was 0.89, showing very high reliability. The Dijikstra shortest path algorithm was applied to the marine environment prediction at June 1 to 3, 2021, and to calculate the optimal safety route and express it on the map. The route calculated by the random forest regression model was streamlined, and the route was derived considering the state of the marine environment prediction information. The concept of route calculation based on real-time marine environment prediction information in this study is expected to be able to calculate a realistic and safe route that reflects the movement tendency of ships, and to be expanded to a range of economic, safety, and eco-friendliness evaluation models in the future.

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The Meta-Analysis on Effects of Living Lab-Based Education (리빙랩 기반 교육 프로그램의 효과에 대한 메타분석)

  • So Hee Yoon
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.505-512
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    • 2022
  • The purpose of this study is to synthesize effects of the living lab-based education through meta-analysis. Seven primary studies reporting the effect of living lab-based education were carefully selected for data analysis. Research questions are as follows. First, what is the overall effect size of the living lab-based education? The overall effect size refers to the effect on the cognitive and affective domains. Second, what is the effect size of the living lab-based education according to categorical variables? Categorical variables are outcome characteristics, study characteristics, and design characteristics. Results are summarized as follows. First, the overall effect size of living lab-based education was 0.347. Second, the effect size according to the cognitive domain was 1.244 for information process, 0.593 for communication, 0.261 for problem solving, and 0.26 for creativity. Third, the effect size according to subject area was shown in the order of electrical and electronic engineering 1.146, technology and home economics 0.489, artificial intelligence 0.379, and practical arts 0.168. Fourth, the effect size according to school level was 1.058 for high school, 0.312 for middle school, and 0.217 for elementary school. Fifth, the effect size by grade level was 0.295 when two or more grades were integrated and 0.294 for a single grade.

The Perception Analysis of Autonomous Vehicles using Network Graph (네트워크 그래프를 활용한 자율주행차에 대한 인식 분석)

  • Hyo-gyeong Park;Yeon-hwi You;Sung-jung Yong;Seo-young Lee;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.97-105
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    • 2023
  • Recently, with the development of artificial intelligence technology, many technologies for user convenience are being developed. Among them, interest in autonomous vehicles is increasing day by day. Currently, many automobile companies are aiming to commercialize autonomous vehicles. In order to lay the foundation for the government's new and reasonable policy establishment to support commercialization, we tried to analyze changes and perceptions of public opinion through news article data. Therefore, in this paper, 35,891 news article data mentioning terms similar to 'autonomous vehicles' over the past three years were collected and network analyzed. As a result of the analysis, major keywords such as 'autonomous driving', 'AI', 'future', 'Hyundai Motor', 'autonomous driving vehicle', 'automobile', 'industrial', and 'electric vehicle' were derived. In addition, the autonomous vehicle industry is developing into a faster and more diverse platform and service industry by converging with various industries such as semiconductor companies and big tech companies as well as automobile companies and is paying attention to the convergence of industries. To continuously confirm changes and perceptions in public opinion, it is necessary to analyze perceptions through continuous analysis of SNS data or technology trends.

A Study on the Depression Relief Effect of Visual Psychological Stabilization Image Using EEG Analysis (뇌파 분석을 이용한 시각 심리 안정 영상의 우울감 완화 효과에 대한 연구)

  • Gurim Kang;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.563-568
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    • 2023
  • The government's strengthening of the standards for mentally ill patients and expanding the scope of examinations to the entire nation reflects the changing times. According to the OECD's announcement (2021), the incidence of depression and anxiety has more than doubled since the prolonged COVID-19 pandemic in countries around the world, with Korea's prevalence ranking first. However, only 12.1% of those who have been diagnosed with mental disorders received counseling and treatment from experts. The difference between depression and simple depression is significant depending on whether it is medically treated or temporary, but it can be seen that the continuation of depression is depression. In order to reduce this depression, Kandinsky's work was visualized and created. In a study conducted by changing the playback speed of the produced Kandinsky image, beta and gamma values, which showed the largest deviation when compared to depressive patients and normal people, increased significantly when viewed at 90fps, which was most effective in relieving depression. Artistic creations are bound to be accepted differently depending on the individual's perspective, but it is hoped that research that can improve the phenomenon of individuals suffering from depression by integrating artificial intelligence and traditional mental health approaches will be further developed and widely used for treatment.