• Title/Summary/Keyword: End-to-end learning

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Semi-supervised domain adaptation using unlabeled data for end-to-end speech recognition (라벨이 없는 데이터를 사용한 종단간 음성인식기의 준교사 방식 도메인 적응)

  • Jeong, Hyeonjae;Goo, Jahyun;Kim, Hoirin
    • Phonetics and Speech Sciences
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    • v.12 no.2
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    • pp.29-37
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    • 2020
  • Recently, the neural network-based deep learning algorithm has dramatically improved performance compared to the classical Gaussian mixture model based hidden Markov model (GMM-HMM) automatic speech recognition (ASR) system. In addition, researches on end-to-end (E2E) speech recognition systems integrating language modeling and decoding processes have been actively conducted to better utilize the advantages of deep learning techniques. In general, E2E ASR systems consist of multiple layers of encoder-decoder structure with attention. Therefore, E2E ASR systems require data with a large amount of speech-text paired data in order to achieve good performance. Obtaining speech-text paired data requires a lot of human labor and time, and is a high barrier to building E2E ASR system. Therefore, there are previous studies that improve the performance of E2E ASR system using relatively small amount of speech-text paired data, but most studies have been conducted by using only speech-only data or text-only data. In this study, we proposed a semi-supervised training method that enables E2E ASR system to perform well in corpus in different domains by using both speech or text only data. The proposed method works effectively by adapting to different domains, showing good performance in the target domain and not degrading much in the source domain.

A Study on the Timing of Starting Pitcher Replacement Using Machine Learning (머신러닝을 활용한 선발 투수 교체시기에 관한 연구)

  • Noh, Seongjin;Noh, Mijin;Han, Mumoungcho;Um, Sunhyun;Kim, Yangsok
    • Smart Media Journal
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    • v.11 no.2
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    • pp.9-17
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    • 2022
  • The purpose of this study is to implement a predictive model to support decision-making to replace a starting pitcher before a crisis situation in a baseball game. To this end, using the Major League Statcast data provided by Baseball Savant, we implement a predictive model that preemptively replaces starting pitchers before a crisis situation. To this end, first, the crisis situation that the starting pitcher faces in the game was derived through data exploration. Second, if the starting pitcher was replaced before the end of the inning, learning was carried out by composing a label with a replacement in the previous inning. As a result of comparing the trained models, the model based on the ensemble method showed the highest predictive performance with an F1-Score of 65%. The practical significance of this study is that the proposed model can contribute to increasing the team's winning probability by replacing the starting pitcher before a crisis situation, and the coach will be able to receive data-based strategic decision-making support during the game.

Implementation of End-to-End Training of Deep Visuomotor Policies for Manipulation of a Robotic Arm of Baxter Research Robot (백스터 로봇의 시각기반 로봇 팔 조작 딥러닝을 위한 강화학습 알고리즘 구현)

  • Kim, Seongun;Kim, Sol A;de Lima, Rafael;Choi, Jaesik
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.40-49
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    • 2019
  • Reinforcement learning has been applied to various problems in robotics. However, it was still hard to train complex robotic manipulation tasks since there is a few models which can be applicable to general tasks. Such general models require a lot of training episodes. In these reasons, deep neural networks which have shown to be good function approximators have not been actively used for robot manipulation task. Recently, some of these challenges are solved by a set of methods, such as Guided Policy Search, which guide or limit search directions while training of a deep neural network based policy model. These frameworks are already applied to a humanoid robot, PR2. However, in robotics, it is not trivial to adjust existing algorithms designed for one robot to another robot. In this paper, we present our implementation of Guided Policy Search to the robotic arms of the Baxter Research Robot. To meet the goals and needs of the project, we build on an existing implementation of Baxter Agent class for the Guided Policy Search algorithm code using the built-in Python interface. This work is expected to play an important role in popularizing robot manipulation reinforcement learning methods on cost-effective robot platforms.

The Effects of Fatigue on Cognitive Performance in Police Officers and Staff During a Forward Rotating Shift Pattern

  • Taylor, Yvonne;Merat, Natasha;Jamson, Samantha
    • Safety and Health at Work
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    • v.10 no.1
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    • pp.67-74
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    • 2019
  • Background: Few studies have examined the effects of a forward rotating shift pattern on police employee performance and well-being. This study sought to compare sleep duration, cognitive performance, and vigilance at the start and end of each shift within a three-shift, forward rotating shift pattern, common in United Kingdom police forces. Methods: Twenty-three police employee participants were recruited from North Yorkshire Police (mean age, 43 years). The participants were all working the same, 10-day, forward rotating shift pattern. No other exclusion criteria were stipulated. Sleep data were gathered using both actigraphy and self-reported methods; cognitive performance and vigilance were assessed using a customized test battery, comprising five tests: motor praxis task, visual object learning task, NBACK, digital symbol substitution task, and psychomotor vigilance test. Statistical comparisons were conducted, taking into account the shift type, shift number, and the start and end of each shift worked. Results: Sleep duration was found to be significantly reduced after night shifts. Results showed a significant main effect of shift type in the visual object learning task and NBACK task and also a significant main effect of start/end in the digital symbol substitution task, along with a number of significant interactions. Conclusion: The results of the tests indicated that learning and practice effects may have an effect on results of some of the tests. However, it is also possible that due to the fast rotating nature of the shift pattern, participants did not adjust to any particular shift; hence, their performance in the cognitive and vigilance tests did not suffer significantly as a result of this particular shift pattern.

English-Korean Neural Machine Translation using MASS (MASS를 이용한 영어-한국어 신경망 기계 번역)

  • Jung, Young-Jun;Park, Cheon-Eum;Lee, Chang-Ki;Kim, Jun-Seok
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.236-238
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    • 2019
  • 신경망 기계 번역(Neural Machine Translation)은 주로 지도 학습(Supervised learning)을 이용한 End-to-end 방식의 연구가 이루어지고 있다. 그러나 지도 학습 방법은 데이터가 부족한 경우에는 낮은 성능을 보이기 때문에 BERT와 같은 대량의 단일 언어 데이터로 사전학습(Pre-training)을 한 후에 미세조정(Finetuning)을 하는 Transfer learning 방법이 자연어 처리 분야에서 주로 연구되고 있다. 최근에 발표된 MASS 모델은 언어 생성 작업을 위한 사전학습 방법을 통해 기계 번역과 문서 요약에서 높은 성능을 보였다. 본 논문에서는 영어-한국어 기계 번역 성능 향상을 위해 MASS 모델을 신경망 기계 번역에 적용하였다. 실험 결과 MASS 모델을 이용한 영어-한국어 기계 번역 모델의 성능이 기존 모델들보다 좋은 성능을 보였다.

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Opera Clustering: K-means on librettos datasets

  • Jeong, Harim;Yoo, Joo Hun
    • Journal of Internet Computing and Services
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    • v.23 no.2
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    • pp.45-52
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    • 2022
  • With the development of artificial intelligence analysis methods, especially machine learning, various fields are widely expanding their application ranges. However, in the case of classical music, there still remain some difficulties in applying machine learning techniques. Genre classification or music recommendation systems generated by deep learning algorithms are actively used in general music, but not in classical music. In this paper, we attempted to classify opera among classical music. To this end, an experiment was conducted to determine which criteria are most suitable among, composer, period of composition, and emotional atmosphere, which are the basic features of music. To generate emotional labels, we adopted zero-shot classification with four basic emotions, 'happiness', 'sadness', 'anger', and 'fear.' After embedding the opera libretto with the doc2vec processing model, the optimal number of clusters is computed based on the result of the elbow method. Decided four centroids are then adopted in k-means clustering to classify unsupervised libretto datasets. We were able to get optimized clustering based on the result of adjusted rand index scores. With these results, we compared them with notated variables of music. As a result, it was confirmed that the four clusterings calculated by machine after training were most similar to the grouping result by period. Additionally, we were able to verify that the emotional similarity between composer and period did not appear significantly. At the end of the study, by knowing the period is the right criteria, we hope that it makes easier for music listeners to find music that suits their tastes.

The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students' (플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향)

  • Bae, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.413-427
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    • 2022
  • The purpose of this study was to improve and verify task value and academic self-efficacy of university students with metaverse gamification teaching method combining flipped learning and project-based learning. The subjects in this study were 16 university students majoring in counseling psychology who engaged in K university in cheong-ju. The subjects were assigned to the experimental group or the comparison group. The experimental group received the proposed metaverse gamification teaching method combining flipped learning and project-based learning while comparison group received teacher-centered learning. The dependent variables in this study were task value and academic self-efficacy. Each variable was assessed before class, after the end of the class. At the end of the class, the experimental group engaged statistically significantly higher levels of task value and academic self-efficacy than the comparison group. The findings of this study suggest that this metaverse gamification teaching method combining flipped learning and project-based learning is effective at improving task value and academic self-efficacy.

Development and Effectiveness Analysis of a Review Course to Enhance Basic Competencies for Freshmen with Reduced Learning Ability in the College of Engineering (학습역량 저하 공과대학 신입생을 위한 기초역량 증진 복습교과목 개발 및 효과성 분석)

  • Kim, Gi Dae
    • Journal of Engineering Education Research
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    • v.25 no.4
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    • pp.35-41
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    • 2022
  • In order to enhance basic competencies for freshmen at engineering college, whose learning ability is gradually declining, a new course was developed to review basic mathematics and physics through a process of collecting opinions from fellow professors. Tests in six fields of math and physics with the same problems showed the correct answer rate rose from 24.8% at the beginning of the semester to 59.0% at the end of the semester after operating the course developed. According to the survey, the students' self-evaluated confidence on the basic competencies in 16 fields of math and physics showed a significant increase. Students with high confidence in basic competencies also received high actual grades. General high school graduates' confidence point in basic competencies improved from 54.7 at the beginning to 75.3 points at the end of the semester, while specialized high school graduates' enhanced from 38.3 to 64.0 which is higher than that of general high school graduates at the beginning of the semester.

Importance of End User's Feedback Seeking Behavior for Faithful Appropriation of Information Systems in Small and Medium Enterprises (중소기업 환경에서의 합목적적 정보시스템 활용을 위한 최종사용자 피드백 탐색행위의 중요성)

  • Shin, Young-Mee;Lee, Joo-Ryang;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.61-95
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    • 2007
  • Small-and-medium sized enterprises(SMEs) represent quite a large proportion of the industry as a whole in terms of the number of enterprises or employees. However researches on information system so far have focused on large companies, probably because SMEs were not so active in introducing information systems as larger enterprises. SMEs are now increasingly bringing in information systems such as ERP(Enterprise Resource Planning Systems) and some of the companies already entered the stage of ongoing use. Accordingly, researches should deal with the use of information systems by SME s operating under different conditions from large companies. This study examined factors and mechanism inducing faithful appropriation of information systems, in particular integrative systems such as ERP, in view of individuals` active feedback-seeking behavior. There are three factors expected to affect end users` feedback-seeking behavior for faithful appropriation of information systems. They are management support, peer IT champ support, and IT staff support. The main focus of the study is on how these factors affect feedback-seeking behavior and whether the feedback-seeking behavior plays the role of mediator for realizing faithful appropriation of information systems by end users. To examine the research model and the hypotheses, this study employed an empirical method based on a field survey. The survey used measurements mostly employed and verified by previous researches, while some of the measurements had gone through minor modifications for the purpose of the study. The survey respondents are individual employees of SMEs that have been using ERP for one year or longer. To prevent common method bias, Task-Technology Fit items used as the control variable were made to be answered by different respondents. In total, 127 pairs of valid questionnaires were collected and used for the analysis. The PLS(Partial Least Squares) approach to structural equation modeling(PLS-Graph v.3.0) was used as our data analysis strategy because of its ability to model both formative and reflective latent constructs under small-and medium-size samples. The analysis shows Reliability, Construct Validity and Discriminant Validity are appropriate. The path analysis results are as follows; first, the more there is peer IT champ support, the more the end user is likely to show feedback-seeking behavior(path-coefficient=0.230, t=2.28, p<0.05). In other words, if colleagues proficient in information system use recognize the importance of their help, pass on what they have found to be an effective way of using the system or correct others' misuse, ordinary end users will be able to seek feedback on the faithfulness of their appropriation of information system without hesitation, because they know the convenience of getting help. Second, management support encourages ordinary end users to seek more feedback(path-coefficient=0.271, t=3.06, p<0.01) by affecting the end users' perceived value of feedback(path-coefficient=0.401, t=6.01, p<0.01). Management support is far more influential than other factors that when the management of an SME well understands the benefit of ERP, promotes its faithful appropriation and pays attention to employees' satisfaction with the system, employees will make deliberate efforts for faithful appropriation of the system. However, the third factor, IT staff support was found not to be conducive to feedback-seeking behavior from end users(path-coefficient=0.174, t=1.83). This is partly attributable to the fundamental reason that there is little support for end users from IT staff in SMEs. Even when IT staff provides support, end users may find it less important than that from coworkers more familiar with the end users' job. Meanwhile, the more end users seek feedback and attempt to find ways of faithful appropriation of information systems, the more likely the users will be able to deploy the system according to the purpose the system was originally meant for(path-coefficient=0.35, t=2.88, p<0.01). Finally, the mediation effect analysis confirmed the mediation effect of feedback-seeking behavior. By confirming the mediation effect of feedback-seeking behavior, this study draws attention to the importance of feedback-seeking behavior that has long been overlooked in research about information system use. This study also explores the factors that promote feedback-seeking behavior which in result could affect end user`s faithful appropriation of information systems. In addition, this study provides insight about which inducements or resources SMEs should offer to promote individual users' feedback-seeking behavior when formal and sufficient support from IT staff or an outside information system provider is hardly expected. As the study results show, under the business environment of SMEs, help from skilled colleagues and the management plays a critical role. Therefore, SMEs should seriously consider how to utilize skilled peer information system users, while the management should pay keen attention to end users and support them to make the most of information systems.

Design of DNP Controller for Robust Control of Auto-Equipment Systems (자동화 설비시스템의 강인제어를 위한 DNP 제어기 설계)

  • 조현섭
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.13 no.2
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    • pp.55-62
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    • 1999
  • In order to perform a elaborate task like as assembly, manufacturing and so forth of components, tracking control on the trajectory of power coming in contact with a target as well as tracking control on the movement course trajectory of end-effector is indispensable. In this paper, to bring under robust ard accurate control of auto-equipnent systems which disturbance, parameter alteration of system, uncertainty ard so forth exist, neural network controller called dynamic neural processor(DNP) is designed. Also, the learning architecture to compute inverse kinematic coordinates transfonnations in the manirclator of auto-equipnent systems is developed ard the example that DNP can be used is explained The architocture and learning algorithm of the proposed dynamic neural network, the DNP, are described and computer simllations are provided to demonstrate the effectiveness of the proposed learning method using the DNP.he DNP.

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