• Title/Summary/Keyword: Computer software

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A Case Study of Basic Data Science Education using Public Big Data Collection and Spreadsheets for Teacher Education (교사교육을 위한 공공 빅데이터 수집 및 스프레드시트 활용 기초 데이터과학 교육 사례 연구)

  • Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.459-469
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    • 2021
  • In this paper, a case study of basic data science practice education for field teachers and pre-service teachers was studied. In this paper, for basic data science education, spreadsheet software was used as a data collection and analysis tool. After that, we trained on statistics for data processing, predictive hypothesis, and predictive model verification. In addition, an educational case for collecting and processing thousands of public big data and verifying the population prediction hypothesis and prediction model was proposed. A 34-hour, 17-week curriculum using a spreadsheet tool was presented with the contents of such basic education in data science. As a tool for data collection, processing, and analysis, unlike Python, spreadsheets do not have the burden of learning program- ming languages and data structures, and have the advantage of visually learning theories of processing and anal- ysis of qualitative and quantitative data. As a result of this educational case study, three predictive hypothesis test cases were presented and analyzed. First, quantitative public data were collected to verify the hypothesis of predicting the difference in the mean value for each group of the population. Second, by collecting qualitative public data, the hypothesis of predicting the association within the qualitative data of the population was verified. Third, by collecting quantitative public data, the regression prediction model was verified according to the hypothesis of correlation prediction within the quantitative data of the population. And through the satisfaction analysis of pre-service and field teachers, the effectiveness of this education case in data science education was analyzed.

Effective Utilization of Domain Knowledge for Relational Reinforcement Learning (관계형 강화 학습을 위한 도메인 지식의 효과적인 활용)

  • Kang, MinKyo;Kim, InCheol
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.3
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    • pp.141-148
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    • 2022
  • Recently, reinforcement learning combined with deep neural network technology has achieved remarkable success in various fields such as board games such as Go and chess, computer games such as Atari and StartCraft, and robot object manipulation tasks. However, such deep reinforcement learning describes states, actions, and policies in vector representation. Therefore, the existing deep reinforcement learning has some limitations in generality and interpretability of the learned policy, and it is difficult to effectively incorporate domain knowledge into policy learning. On the other hand, dNL-RRL, a new relational reinforcement learning framework proposed to solve these problems, uses a kind of vector representation for sensor input data and lower-level motion control as in the existing deep reinforcement learning. However, for states, actions, and learned policies, It uses a relational representation with logic predicates and rules. In this paper, we present dNL-RRL-based policy learning for transportation mobile robots in a manufacturing environment. In particular, this study proposes a effective method to utilize the prior domain knowledge of human experts to improve the efficiency of relational reinforcement learning. Through various experiments, we demonstrate the performance improvement of the relational reinforcement learning by using domain knowledge as proposed in this paper.

Comparison of Artificial Intelligence Multitask Performance using Object Detection and Foreground Image (물체탐색과 전경영상을 이용한 인공지능 멀티태스크 성능 비교)

  • Jeong, Min Hyuk;Kim, Sang-Kyun;Lee, Jin Young;Choo, Hyon-Gon;Lee, HeeKyung;Cheong, Won-Sik
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.308-317
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    • 2022
  • Researches are underway to efficiently reduce the size of video data transmitted and stored in the image analysis process using deep learning-based machine vision technology. MPEG (Moving Picture Expert Group) has newly established a standardization project called VCM (Video Coding for Machine) and is conducting research on video encoding for machines rather than video encoding for humans. We are researching a multitask that performs various tasks with one image input. The proposed pipeline does not perform all object detection of each task that should precede object detection, but precedes it only once and uses the result as an input for each task. In this paper, we propose a pipeline for efficient multitasking and perform comparative experiments on compression efficiency, execution time, and result accuracy of the input image to check the efficiency. As a result of the experiment, the capacity of the input image decreased by more than 97.5%, while the accuracy of the result decreased slightly, confirming the possibility of efficient multitasking.

Conscious sedation in dentistry: knowledge and practice among dental professionals in Tanzania

  • Sales, Nicco;Sohal, Karpal Singh;Moshy, Jeremiah Robert;Owibingire, Sira Stanslaus;Deoglas, David K;Laizer, Paulo J
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.21 no.6
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    • pp.557-564
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    • 2021
  • Background: Conscious sedation is a useful adjunct in the treatment of patients in dentistry; however, a lack of knowledge among the dental profession regarding sedation is a restricting factor in the practice of dental sedation. Therefore, this study was conducted to assess the knowledge and practice of sedation in dentistry among dental professionals in Tanzania. Methods: This was a cross-sectional study conducted for five months targeting all practicing dental professionals in Tanzania. A modified questionnaire contained 14 questions regarding knowledge about sedative agents and a section on the practice of sedation. The data obtained from this study were coded and entered into a computer program and analyzed using SPSS software version 23.0. The data are presented as frequencies and percentages in tables and charts. Statistical significance was set at P < 0.05. Results: The age range of participants was between 24 and 63 years (mean 36.6 ± 7.7 years). There were 107 men (78.1%), and the male-to-female ratio was 3.6:1. The majority (76.6%) of participants only had an undergraduate dental degree. Thirty-one percent of participants only worked in publicly owned health facilities. Slightly more than half (59.9%) of participants had satisfactory knowledge regarding sedation in dentistry. There was no statistically significant association between the level of sedation-related knowledge and the demographic characteristics of the participants. Only 21.9% reported using sedation in their practice, and the most commonly used sedative drug was diazepam. The reasons for not using dental sedation in clinical practice included a perceived lack of knowledge on sedation, lack of equipment, and cost. Conclusion: Most dental professionals in Tanzania have basic knowledge of sedation in dentistry, although knowledge regarding sedative agents is generally low. The practice of sedation in dentistry in Tanzania is very low compared to that in middle- and high-income countries. Inadequate knowledge, lack of equipment, and the cost of practicing sedation are the main reasons for not practicing sedation.

Anomaly detection and attack type classification mechanism using Extra Tree and ANN (Extra Tree와 ANN을 활용한 이상 탐지 및 공격 유형 분류 메커니즘)

  • Kim, Min-Gyu;Han, Myung-Mook
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.79-85
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    • 2022
  • Anomaly detection is a method to detect and block abnormal data flows in general users' data sets. The previously known method is a method of detecting and defending an attack based on a signature using the signature of an already known attack. This has the advantage of a low false positive rate, but the problem is that it is very vulnerable to a zero-day vulnerability attack or a modified attack. However, in the case of anomaly detection, there is a disadvantage that the false positive rate is high, but it has the advantage of being able to identify, detect, and block zero-day vulnerability attacks or modified attacks, so related studies are being actively conducted. In this study, we want to deal with these anomaly detection mechanisms, and we propose a new mechanism that performs both anomaly detection and classification while supplementing the high false positive rate mentioned above. In this study, the experiment was conducted with five configurations considering the characteristics of various algorithms. As a result, the model showing the best accuracy was proposed as the result of this study. After detecting an attack by applying the Extra Tree and Three-layer ANN at the same time, the attack type is classified using the Extra Tree for the classified attack data. In this study, verification was performed on the NSL-KDD data set, and the accuracy was 99.8%, 99.1%, 98.9%, 98.7%, and 97.9% for Normal, Dos, Probe, U2R, and R2L, respectively. This configuration showed superior performance compared to other models.

SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.

A Design of the Vehicle Crisis Detection System(VCDS) based on vehicle internal and external data and deep learning (차량 내·외부 데이터 및 딥러닝 기반 차량 위기 감지 시스템 설계)

  • Son, Su-Rak;Jeong, Yi-Na
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.2
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    • pp.128-133
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    • 2021
  • Currently, autonomous vehicle markets are commercializing a third-level autonomous vehicle, but there is a possibility that an accident may occur even during fully autonomous driving due to stability issues. In fact, autonomous vehicles have recorded 81 accidents. This is because, unlike level 3, autonomous vehicles after level 4 have to judge and respond to emergency situations by themselves. Therefore, this paper proposes a vehicle crisis detection system(VCDS) that collects and stores information outside the vehicle through CNN, and uses the stored information and vehicle sensor data to output the crisis situation of the vehicle as a number between 0 and 1. The VCDS consists of two modules. The vehicle external situation collection module collects surrounding vehicle and pedestrian data using a CNN-based neural network model. The vehicle crisis situation determination module detects a crisis situation in the vehicle by using the output of the vehicle external situation collection module and the vehicle internal sensor data. As a result of the experiment, the average operation time of VESCM was 55ms, R-CNN was 74ms, and CNN was 101ms. In particular, R-CNN shows similar computation time to VESCM when the number of pedestrians is small, but it takes more computation time than VESCM as the number of pedestrians increases. On average, VESCM had 25.68% faster computation time than R-CNN and 45.54% faster than CNN, and the accuracy of all three models did not decrease below 80% and showed high accuracy.

A Study on Tire Surface Defect Detection Method Using Depth Image (깊이 이미지를 이용한 타이어 표면 결함 검출 방법에 관한 연구)

  • Kim, Hyun Suk;Ko, Dong Beom;Lee, Won Gok;Bae, You Suk
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.5
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    • pp.211-220
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    • 2022
  • Recently, research on smart factories triggered by the 4th industrial revolution is being actively conducted. Accordingly, the manufacturing industry is conducting various studies to improve productivity and quality based on deep learning technology with robust performance. This paper is a study on the method of detecting tire surface defects in the visual inspection stage of the tire manufacturing process, and introduces a tire surface defect detection method using a depth image acquired through a 3D camera. The tire surface depth image dealt with in this study has the problem of low contrast caused by the shallow depth of the tire surface and the difference in the reference depth value due to the data acquisition environment. And due to the nature of the manufacturing industry, algorithms with performance that can be processed in real time along with detection performance is required. Therefore, in this paper, we studied a method to normalize the depth image through relatively simple methods so that the tire surface defect detection algorithm does not consist of a complex algorithm pipeline. and conducted a comparative experiment between the general normalization method and the normalization method suggested in this paper using YOLO V3, which could satisfy both detection performance and speed. As a result of the experiment, it is confirmed that the normalization method proposed in this paper improved performance by about 7% based on mAP 0.5, and the method proposed in this paper is effective.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

A Hybrid Blockchain-Based E-Voting System with BaaS (BaaS를 이용한 하이브리드 블록체인 기반 전자투표 시스템)

  • Kang Myung Joe;Kim Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.8
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    • pp.253-262
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    • 2023
  • E-voting is a concept that includes actions such as kiosk voting at a designated place and internet voting at an unspecified place, and has emerged to alleviate the problem of consuming a lot of resources and costs when conducting offline voting. Using E-voting has many advantages over existing voting systems, such as increased efficiency in voting and ballot counting, reduced costs, increased voting rate, and reduced errors. However, centralized E-voting has not received attention in public elections and voting on corporate agendas because the results of voting cannot be trusted due to concerns about data forgery and modulation and hacking by others. In order to solve this problem, recently, by designing an E-voting system using blockchain, research has been actively conducted to supplement concepts lacking in existing E-voting, such as increasing the reliability of voting information and securing transparency. In this paper, we proposed an electronic voting system that introduced hybrid blockchain that uses public and private blockchains in convergence. A hybrid blockchain can solve the problem of slow transaction processing speed, expensive fee by using a private blockchain, and can supplement for the lack of transparency and data integrity of transactions through a public blockchain. In addition, the proposed system is implemented as BaaS to ensure the ease of type conversion and scalability of blockchain and to provide powerful computing power. BaaS is an abbreviation of Blockchain as a Service, which is one of the cloud computing technologies and means a service that provides a blockchain platform ans software through the internet. In this paper, in order to evaluate the feasibility, the proposed system and domestic and foreign electronic voting-related studies are compared and analyzed in terms of blockchain type, anonymity, verification process, smart contract, performance, and scalability.