• Title/Summary/Keyword: G-러닝

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Development of E-learning System for Vocational Rehabilitation of Students with Mental Retardation (정신지체 학생의 직업교육을 위한 e-러닝 시스템 개발)

  • Kim, C.G.;Ryu, G.J.;Song, B.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.49-54
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    • 2012
  • In this study, an E-learning system was developed for vocational rehabilitation training of intellectual disabilities. The developed system is available to have acquirement of knowledge through step by step learning and is configured to relearn through problem-solving and demonstration video. In addition, the learned information was composed to check the configuration which is correctly learning through rehearsal function. The device for rehearsal consists of a transmitter and the receiver. The transmitter is formed Pressure sensor, IR sensor for detecting client's work and Bluetooth module for wireless network. The receiver includes a Bluetooth module for wireless network and USB input terminal for communication with computer.

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Recent Trends of Object and Scene Recognition Technologies for Mobile/Embedded Devices (모바일/임베디드 객체 및 장면 인식 기술 동향)

  • Lee, S.W.;Lee, G.D.;Ko, J.G.;Lee, S.J.;Yoo, W.Y.
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.133-144
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    • 2019
  • Although deep learning-based visual image recognition technology has evolved rapidly, most of the commonly used methods focus solely on recognition accuracy. However, the demand for low latency and low power consuming image recognition with an acceptable accuracy is rising for practical applications in edge devices. For example, most Internet of Things (IoT) devices have a low computing power requiring more pragmatic use of these technologies; in addition, drones or smartphones have limited battery capacity again requiring practical applications that take this into consideration. Furthermore, some people do not prefer that central servers process their private images, as is required by high performance serverbased recognition technologies. To address these demands, the object and scene recognition technologies for mobile/embedded devices that enable optimized neural networks to operate in mobile and embedded environments are gaining attention. In this report, we briefly summarize the recent trends and issues of object and scene recognition technologies for mobile and embedded devices.

Prediction of Budget Prices in Electronic Bidding using Deep Learning Model (딥러닝 모델을 이용한 전자 입찰에서의 예정가격 예측)

  • Eun-Seo Lee;Gwi-Man Bak;Ji-Eun Lee;Young-Chul Bae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1171-1176
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    • 2023
  • In this paper, we predicts the estimated price using the DNBP (Deep learning Network to predict Budget Price) model with bidding data obtained from the bidding websites, ElecNet and OK EMS. We use the DNBP model to predict four lottery preliminary price, calculate their arithmetic mean, and then estimate the expected budget price ratio. We evaluate the model's performance by comparing it with the actual expected budget price ratio. We train the DNBP model by removing some of the 15 input nodes. The prediction results showed the lowest RMSE of 0.75788% when the model had 6 input nodes (a, g, h, i, j, k).

Object Recognition in 360° Streaming Video (360° 스트리밍 영상에서의 객체 인식 연구)

  • Yun, Jeongrok;Chun, Sungkuk;Kim, Hoemin;Kim, Un Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.317-318
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    • 2019
  • 가상/증강현실로 대표되는 공간정보 기반 실감형 콘텐츠에 대한 관심이 증대되면서 객체인식 등의 지능형 공간인지 기술에 대한 연구가 활발히 진행되고 있다. 특히 HMD등의 영상 시각화 장치의 발달 및 5G 통신기술의 출현으로 인해 실시간 대용량 영상정보의 송, 수신 및 가시화 처리 기술의 기반이 구축됨에 따라, $360^{\circ}$ 스트리밍 영상정보 처리와 같은 고자유도 콘텐츠를 위한 관련 연구의 필요성이 증대되고 있다. 하지만 지능형 영상정보 처리의 대표적 연구인 딥 러닝(Deep Learning) 기반 객체 인식 기술의 경우 대부분 일반적인 평면 영상(Planar Image)에 대한 처리를 다루고 있고, 파노라마 영상(Panorama Image) 특히, $360^{\circ}$ 스트리밍 영상 처리를 위한 연구는 미비한 상황이다. 본 논문에서는 딥 러닝을 이용하여 $360^{\circ}$ 스트리밍 영상에서의 객체인식 연구 방법에 대해 서술한다. 이를 위해 $360^{\circ}$ 카메라 영상에서 딥 러닝을 위한 학습 데이터를 획득하고, 실시간 객체 인식이 가능한 YOLO(You Only Look Once)기법을 이용하여 학습을 한다. 실험 결과에서는 학습 데이터를 이용하여 $360^{\circ}$영상에서 객체 인식 결과와, 학습 횟수에 따른 객체 인식에 대한 결과를 보여준다.

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A Research to realize a smart logistics warehouse system using 5G-based Logistics Automation Robot (5G 기반 물류 자동화 로봇을 활용한 스마트 물류 창고 시스템 구현을 위한 연구)

  • Park, Tae-uk;Yoon, Mahn-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.532-534
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    • 2022
  • At a time when the 5G era is advancing beyond commercialization, places that used to handle simple logistics warehouse tasks are transforming into smart logistics warehouses by combining IT convergence technology and platforms. Smart logistics warehouses can accurately predict demand and inventory of products with AI, deep learning, and robot technologies based on 5G, and provide information on warehousing and warehousing status in real time. As the e-commerce market grows, the smart logistics sector is also growing rapidly. This paper implements a smart logistics warehouse system and studies and proposes a method of establishing a fast and accurate logistics system by utilizing 5G-based Logistics Automation Robot.

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Use of Unmanned Aerial Vehicle Imagery and Deep Learning UNet to Classification Upland Crop in Small Scale Agricultural Land (무인항공기와 딥러닝(UNet)을 이용한 소규모 농지의 밭작물 분류)

  • Choi, Seokkeun;Lee, Soungki;Kang, Yeonbin;Choi, Do Yeon;Choi, Juweon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.6
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    • pp.671-679
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    • 2020
  • In order to increase the food self-sufficiency rate, monitoring and analysis of crop conditions in the cultivated area is important, and the existing measurement methods in which agricultural personnel perform measurement and sampling analysis in the field are time-consuming and labor-intensive for this reason inefficient. In order to overcome this limitation, it is necessary to develop an efficient method for monitoring crop information in a small area where many exist. In this study, RGB images acquired from unmanned aerial vehicles and vegetation index calculated using RGB image were applied as deep learning input data to classify complex upland crops in small farmland. As a result of each input data classification, the classification using RGB images showed an overall accuracy of 80.23% and a Kappa coefficient of 0.65, In the case of using the RGB image and vegetation index, the additional data of 3 vegetation indices (ExG, ExR, VDVI) were total accuracy 89.51%, Kappa coefficient was 0.80, and 6 vegetation indices (ExG, ExR, VDVI, RGRI, NRGDI, ExGR) showed 90.35% and Kappa coefficient of 0.82. As a result, the accuracy of the data to which the vegetation index was added was relatively high compared to the method using only RGB images, and the data to which the vegetation index was added showed a significant improvement in accuracy in classifying complex crops.

Trends in Lightweight Neural Network Algorithms and Hardware Acceleration Technologies for Transformer-based Deep Neural Networks (Transformer를 활용한 인공신경망의 경량화 알고리즘 및 하드웨어 가속 기술 동향)

  • H.J. Kim;C.G. Lyuh
    • Electronics and Telecommunications Trends
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    • v.38 no.5
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    • pp.12-22
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    • 2023
  • The development of neural networks is evolving towards the adoption of transformer structures with attention modules. Hence, active research focused on extending the concept of lightweight neural network algorithms and hardware acceleration is being conducted for the transition from conventional convolutional neural networks to transformer-based networks. We present a survey of state-of-the-art research on lightweight neural network algorithms and hardware architectures to reduce memory usage and accelerate both inference and training. To describe the corresponding trends, we review recent studies on token pruning, quantization, and architecture tuning for the vision transformer. In addition, we present a hardware architecture that incorporates lightweight algorithms into artificial intelligence processors to accelerate processing.

A Study on Creating a Dataset(G-Dataset) for Training Neural Networks for Self-diagnosis of Ocular Diseases (안구 질환 자가 검사용 인공 신경망 학습을 위한 데이터셋(G-Dataset) 구축 방법 연구)

  • Hyelim Lee;Jaechern Yoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.580-581
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    • 2024
  • 고령화 사회에 접어들면서 황반 변성과 당뇨 망막 병증 등 시야결손을 동반하는 안구 질환의 발병률은 증가하지만 이러한 질환의 조기 발견에 인공지능을 접목시킨 연구는 부족한 실정이다. 본 논문은 안구 질환 자가 검사용 인공 신경망을 학습시키기 위한 데이터 베이스 구축 방법을 제안한다. MNIST와 CIFAR-10을 합성하여 중첩 이미지 데이터셋인 G-Dataset을 생성하였고, 7개의 인공신경망에 학습시켜 최종적으로 90% 이상의 정확도를 얻음으로 그 유효성을 입증하였다. G-Dataset을 안구 질환 자가 검사용 딥러닝 모델에 학습시켜 모바일 어플에 적용하면 사용자가 주기적인 검사를 통해 안구 질환을 조기에 진단하고 치료할 수 있을 것으로 기대된다.

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Effects on Micro-learning Contents on University Students' Learning Flow and Learning Motivation based on Extracurricular Program (마이크로러닝 콘텐츠 기반 비교과 프로그램이 대학생의 학습몰입, 학습의욕에 미치는 영향)

  • Gwak Chan Mi;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.973-980
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    • 2023
  • This study analyzed the effects of a Micro-learning content-based extracurricular program among university students based on their general characteristics. A survey was conducted on 600 students affiliated with G University, a major national university. Learning immersion and learning motivation were used as the key indicators for measuring the learning effects. Cronbach's α coefficient analysis was performed to validate the reliability of the learning effect measurement tool. Independent sample t-tests were utilized to analyze differences in learning immersion and learning motivation based on gender and major disciplines. One-way analysis of variance (ANOVA) was employed to measure differences in learning immersion and learning motivation according to academic year. According to the research findings, gender and academic year did not significantly influence participation in the Micro-learning content-based program. However, differences in learning immersion and learning motivation were observed depending on the major discipline. Based on this, it is suggested that future programs should provide suitable environments and stimuli based on the students' major disciplines.

The Proposal of Quality Evaluation Element Developing Method for Serious Game Metadata (기능성게임 메타데이터 품질평가요소 개발방법 제안)

  • Park, Hee-Sook;Yoon, Seon-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.245-248
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    • 2012
  • Called G-learning the domestic history of the serious game is only a mere 10-odd years or so but in recent years, due to the increased interest of users and industry for the serious game and serious games industry has been the continued growth of large quantity. Current the various types of serious games have been developed and the demand for serious games is increasing rapidly. Therefore that is becoming an important issue the problem of including a quality evaluation elements into serious game metadata to make the right choice of users for the high-quality serious games. In this paper, we recognize deeply the need for quality evaluation element development for serious game and we propose a method and a process for developing the quality evaluation elements of serious game. Also, we develop a draft of the quality evaluation elements for serious game using proposed method.

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