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A Research on Smartphone-based Friendly Mobile Robot (스마트폰을 활용한 개인 친화형 이동로봇 연구)

  • Jo, Jae-hyuk;Kim, Yu-ri;Kim, Hye-ji;Ro, Kwang-Hyun
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1038-1041
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    • 2015
  • 본 연구에서는 개인 서비스 로봇에서 한 단계 더 발전시켜 사용자와 소통이 가능한 로봇을 개발하여, 사용자에게 편리함을 제공할 뿐만 아니라 동반자와 같은 개인 친화적 로봇을 개발하고자 한다. 스마트 벗(Smart Bot)은 안드로이드 어플리케이션으로 로봇의 움직임 및 커뮤니케이션을 제어하며, 현재 사용중인 스마트폰과 다른 스마트폰 두 대의 스마트폰만 있으면 누구나 사용가능 하다. 스마트 벗에 스마트폰을 도킹하면 어플리케이션이 실행되며, 로봇에 부착된 아두이노와 스마트폰이 시리얼 통신을 하게 된다. 그러면 각 쓰레드가 시작되어 영상전송서버, 원격제어, 얼굴인식, 음성인식을 멀티 쓰레드로 동작시킨다. 각 기능의 쓰레드 간의 통신과 쓰레드 주기설정은 메인 쓰레드의 Handler 객체의 Message로 통신 및 제어를 하며, 원격제어 및 영상전송의 경우 다른 스마트폰의 Remote 어플리케이션을 통해 해당 로봇에 접속하게 된다. 이 때, 해당 영상 및 제어 전송/수신 통신은 스마트폰의 WIFI 기능을 통한 TCP/IP 프로토콜을 통해 전송/수신된다. 로봇에 안드로이드 스마트폰을 결합하여 스마트폰 보유자라면 누구나 로봇을 이용할 수 있고, 연령층과 성별의 구분 없이 각 사람들의 생활 속에서 활용할 수 있는 다양한 기능을 통해 일상생활 속에서 로봇의 활용성을 증대시키고자 하였다.

Inhibitory effects of Kirengeshoma koreana Nakai on Melanogenesis in B16F10 melanoma cells

  • Jang, Tae-Won;Choi, Ji-Soo;Mun, Jeong-Yun;Im, Jong-Yun;Nam, Su-Hwan;Kim, Do-Wan;Lee, Seung-Hyun;Park, Jae-Ho
    • Proceedings of the Plant Resources Society of Korea Conference
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    • 2019.04a
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    • pp.117-117
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    • 2019
  • Kirengeshoma koreana Nakai (K. koreana)was Saxifragaceae and rare plants in Korea, which is classified as an Critically Endangered (CR) species in Korea. Therefore, most of the studies on it were ecological and taxonomic, and there are no studies on biological activity. In this study, we evaluated the whitening activity of K. koreana extract (KKE). Melanogenesis Inhibitory effects were demonstrated by western-bot and RT-PCR for the effects of KKE on MITF, tyrosinase, TRP-1 and TRP-2 in IBMX-treated B16F10 melanoma cells. IBMX were reported as melanin synthesis enhancers. It could increase intracellular melanin synthesis by activation of the microphthalmia-associated transcription factor (MITF) signaling pathway. KKE showed no cytotoxicity at B16F10. In addition, KKE effectively inhibited the protein and mRNA levels of MITF, tyrosinase, TRP-1 and TRP-2. In conclusion, KKE inhibited melanin synthesis by inhibiting the expression of MITF and its downstream pathways tyrosinase, TRP-1 and TRP-2. Therefore, it was confirmed that K. koreana is a valuable resource for functional cosmetic and biomaterials.

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A study on the Change of University Education Based on Fliped Learning Using AI (AI 쳇봇을 활용한 플립러닝 기반의 대학교육의 변화)

  • Kim, Ock-boon;Cho, Young-bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1618-1624
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    • 2018
  • The undergraduate structure based on flipped learning should be a necessary course to cultivate value creation capability based on students' problem solving capability through the change of university education in the fourth industrial revolution era. Flipped learning stimulated the learner's high order thinking and activates communication between the faculty-student and the students through the use of activity oriented teaching strategy. Introduction and spread of Flipping Learning combining project-based learning with MOOC is required. The professor should be able to apply net teaching and learning methods using flipping learning and active learning, and develop class contents reflecting new knowledge, information and technology. As the introduction and spread of AI-based(E-Advisor, chat bot et al) learning consulting, Which is becoming increasingly advanced, the transition to "personalized education" that meets the 4th Industrial Revolution should be made.

Development of robotic hands of signbot, advanced Malaysian sign-language performing robot

  • Al-Khulaidi, Rami Ali;Akmeliawati, Rini;Azlan, Norsinnira Zainul;Bakr, Nuril Hana Abu;Fauzi, Norfatehah M.
    • Advances in robotics research
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    • v.2 no.3
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    • pp.183-199
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    • 2018
  • This paper presents the development of a 3D printed humanoid robotic hands of SignBot, which can perform Malaysian Sign Language (MSL). The study is considered as the first attempt to ease the means of communication between the general community and the hearing-impaired individuals in Malaysia. The signed motions performed by the developed robot in this work can be done by two hands. The designed system, unlike previously conducted work, includes a speech recognition system that can feasibly integrate with the controlling platform of the robot. Furthermore, the design of the system takes into account the grammar of the MSL which differs from that of Malay spoken language. This reduces the redundancy and makes the design more efficient and effective. The robot hands are built with detailed finger joints. Micro servo motors, controlled by Arduino Mega, are also loaded to actuate the relevant joints of selected alphabetical and numerical signs as well as phrases for emergency contexts from MSL. A database for the selected signs is developed wherein the sequential movements of the servo motor arrays are stored. The results showed that the system performed well as the selected signs can be understood by hearing-impaired individuals.

An AI Technology-based Intelligent Senior Assistant Voice Recognition System (AI 기술 기반 지능형 시니어 도우미 음성인식 시스템)

  • Hong, Phil-Doo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.355-357
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    • 2019
  • Now that we are entering an aging society, the user interface for new devices and IoT technology is very inconvenient for senior generation. To improve this, we propose an AI technology-based intelligent senior assistant voice recognition system. This system implements Cloud platform based API to accumulate data for machine learning processing, provides content for diagnosis and prevention of dementia, and provide chat-bot content for senior generation. We hope that senior generations will increase the accessibility and convenience of IoT devices and new technology devices with our system.

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The Effects of Virtual Reality-Based Occupational Therapy Program on the Physical Function and Learning Capacity of School-Age Intellectual Disability Children (가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향)

  • Kim, Ko-Un;Oh, Hye-Won
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.1
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    • pp.13-22
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    • 2021
  • Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

Satisfaction Through Clothing Utilization and Environmental Sustainability Based on Fashion AI Curation Service

  • Shin, Eunjung;Kim, Sohyun;Koh, Ae-Ran
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.9
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    • pp.2867-2881
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    • 2022
  • This study investigates fashion Artificial Intelligence (AI) curation services to expand sustainable consumption. We analyzed the factors that affect the AI fashion curation service experience of women in their 20s and 30s using their clothes. An online survey was conducted from March 29, 2021, to June 4, 2021, for women of the previously mentioned age groups residing in the metropolitan area. Before answering the questionnaire, they installed the "Style Bot" application on their phone, took five or more photos of their clothes according to the manual provided by the application, stored them in a virtual wardrobe on the application, and then responded to the questionnaire using the AI recommended coordinating function. The effect of the properties of fashion AI curation service application on the use of clothes was investigated. Among the attributes of the fashion AI curation service application, convenience, speed, and usefulness were found to have a positive effect on the use of clothes, and promptness had no effect. Second, regarding the impact of clothing utilization on environmental sustainability, clothing utilization was found to have a positive effect on environmental sustainability. Third, environmental sustainability was found to have a positive effect on satisfaction. Fourth, clothing utilization had a positive effect on satisfaction. Thus, fashion AI curation service would help promote service development so that clothes could be used actively through an in-depth understanding of the properties of these services. Finally, the results of this study would contribute to promoting environmental sustainability.

PPI (PRIVATE PARTICIPATION IN INFRASTRUCTURE) STATUS OF SOC (SOCIAL OVERHEAD CAPITALS) AND ITS IMPROVEMENT IN KOREA

  • Sugk-Yong Yoon ;Sung-Won Kim
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.353-359
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    • 2005
  • The infrastructure in korea has been improved drastically since July 7th, 1970 which was the first highway completed date in Korea (Seoul-Pusan). This is one of the major factors for the competitiveness of a country. Now the total length of highway in Korea is more than 2000km. However Korea is 11th in the trade volume in the world, the SOC level of Korea is around 20th at most in the world (IMD 2004). The infrastructure in Korea comparing other developed countries is far below, which gives the impact of cost of goods, even twice expensive in transporting goods through highways, railways and ports etc. Now the government budget is gradually spending more for welfare and health care side. The most of additional expense of welfare is increasing rather than SOC budget is decreasing or staying as it is as 2003. The government may think that the level of SOC is enough in point of view of preference input of budget such as welfare and health care etc. However the SOC level in Korea is far form the competitiveness of the country. The main points of this paper is to show that where Korea is in point of SOC level to go for developed country, and what to do to facilitate BOT, BTO and BTL projects. Korean government has tried to improve the practice of PPI (Private Participation of Infrastructure) with the Act on Private Capital Inducement in 1994 and the Act on Private Investment in 1997.

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Development of Restaurant Recommendation System Using K-Pop Hashtag Crawling (K-POP 연관 해시태그 크롤링을 이용한 맛집 추천 시스템 개발)

  • Kim, Hwa-Seon;Lee, Chae-Yeon;Cho, Seo-Yun;Nah, Jeong-Eun
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.878-880
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    • 2022
  • COVID-19 상황 속에서도 전 세계 Twitter K-POP 콘텐츠 관련 트윗 양은 78억 건 이상으로 매년 성장세를 보인다. Twitter 내 K-POP 팬들은 아티스트 관련 해시태그를 포함한 트윗을 작성하여 같은 팬덤끼리 실시간으로 정보를 전달하고 생산한다. 이러한 맛집 트윗들은 K-POP 팬들이 Twitter 내에서 신뢰도 있는 맛집 정보를 얻는 용도로 사용된다. 하지만 팬들이 정보를 얻기 위해서는 여러 맛집 해시태그로 검색하고 리트윗 수가 많은 트윗을 직접 찾아야 한다. 기존의 맛집 추천 시스템은 서비스 제공자 중심의 구조를 띤다. 서비스 제공자가 일방적으로 정보를 전달하거나, 사용자 리뷰 갱신 간격이 길다는 한계가 존재한다. 본 논문에서는 Twitter 내 K-POP 맛집 해시태그가 포함된 트윗을 Twitter API와 Tweepy를 사용하여 크롤링하였다. 수집한 데이터의 좋아요 수와 리트윗 수를 바탕으로 데이터 필터링을 진행하여 bot user와 광고 계정이 제외된 맛집 관련 트윗을 추출한다. 최종적으로는 추출한 트윗의 정보를 마커로 표시하여 웹 사이트를 제작하였다. K-POP 팬들은 맛집 해시태그를 검색하여 일일이 찾을 필요 없이 웹 사이트에 방문하여 맛집 위치를 확인할 수 있다. 웹 사이트 사용자의 위치가 지도상에 표시되어 가까운 맛집을 찾기도 편리하다. 본 논문에서는 맛집의 위치를 서대문구로 한정하여 진행했다.