• Title/Summary/Keyword: Intelligence App

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Design and Application of Artificial Intelligence Experience Education Class for Non-Majors (비전공자 대상 인공지능 체험교육 수업 설계 및 적용)

  • Su-Young Pi
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.529-538
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    • 2023
  • At the present time when the need for universal artificial intelligence education is expanding and job changes are being made, research and discussion on artificial intelligence liberal arts education for non-majors in universities who experience artificial intelligence as part of their job is insufficient. Although artificial intelligence education courses for non-majors are being operated, they are mainly operated as theory-oriented education on the concepts and principles of artificial intelligence. In order to understand the general concept of artificial intelligence for non-majors, it is necessary to proceed with experiential learning in parallel. Therefore, this study designs artificial intelligence experiential education learning contents of difficulty that can reduce the burden of artificial intelligence classes with interest in learning by considering the characteristics of non-majors. After, we will examine the learning effect of experiential education using App Inventor and the Orange artificial intelligence platform. As a result of analysis based on the learning-related data and survey data collected through the creation of AI-related projects by teams, positive changes in the perception of the need for AI education were found, and AI literacy skills improved. It is expected that it will serve as an opportunity for instructors to lay the groundwork for designing a learning model for artificial intelligence experiential education learning.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

Hybrid Learning-Based AI Education System Design Model (하이브리드 러닝 기반 AI 교육 시스템 구성)

  • Hong, Misun;Bae, JinAh;Park, Jung-Hwan;Cho, Jungwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.188-190
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    • 2022
  • We propose how to configure the AI education system based on the purpose of hybrid learning and the teaching-learning principle. Based on the four components of hybrid learning, we have designed the system conceptual diagram and DB configuration diagram for on-line and offline learning environments for effective AI education. The proposed AI education system model in this paper is expected to be a foundation for maximizing the effectiveness of AI education according to the level and needs of learners and building a more effective learner-centered learning environment in cultivating computational thinking in AI education.

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An image analysis system Design using Arduino sensor and feature point extraction algorithm to prevent intrusion

  • LIM, Myung-Jae;JUNG, Dong-Kun;KWON, Young-Man
    • Korean Journal of Artificial Intelligence
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    • v.9 no.2
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    • pp.23-28
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    • 2021
  • In this paper, we studied a system that can efficiently build security management for single-person households using Arduino, ESP32-CAM and PIR sensors, and proposed an Android app with an internet connection. The ESP32-CAM is an Arduino compatible board that supports both Wi-Fi, Bluetooth, and cameras using an ESP32-based processor. The PCB on-board antenna may be used independently, and the sensitivity may be expanded by separately connecting the external antenna. This system has implemented an Arduino-based Unauthorized intrusion system that can significantly help prevent crimes in single-person households using the combination of PIR sensors, Arduino devices, and smartphones. unauthorized intrusion system, showing the connection between Arduino Uno and ESP32-CAM and with smartphone applications. Recently, if daily quarantine is underway around us and it is necessary to verify the identity of visitors, it is expected that it will help maintain a safety net if this system is applied for the purpose of facial recognition and restricting some access. This technology is widely used to verify that the characters in the two images entered into the system are the same or to determine who the characters in the images are most similar to among those previously stored in the internal database. There is an advantage that it may be implemented in a low-power, low-cost environment through image recognition, comparison, feature point extraction, and comparison.

Implementation of a data collection system for big data analysis and learning based on infant body temperature data (영유아 체온 데이터 기반 빅데이터 분석 및 학습을 위한 데이터 수집 시스템 구현)

  • Lee, Hyoun-Sup;Heo, Gyeongyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.577-578
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    • 2021
  • Recently, artificial intelligence systems are being used in various fields. The accuracy of the decision algorithm of artificial intelligence is greatly affected by the amount of learning and the accuracy of the learning data. In the case of the amount of learning, a large amount of data is required because it has a decisive effect on the performance of AI. In this paper, we propose a data collection system for constructing a system that analyzes future conditions and changes in infants' conditions based on the body temperature data of infants and toddlers. The proposed system is a system that collects and transmits data, and it is believed that it can minimize the resource consumption of the server system in existing big data analysis and training data construction.

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Development of Product Control Apps using MQTT (MQTT를 이용한 제품 제어 앱 개발)

  • Dong-Jin Shin;Seung-Yeon Hwang;Jeong-Joon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.77-82
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    • 2023
  • Intelligence Home and Home Automation, which attracted attention before Smart Home, caused inconvenience to users by focusing on applying cutting-edge technologies to homes, and failed to popularize them due to lack of unemployment efficiency. However, with the 4th Industrial Revolution, various services using technologies related to big data, artificial intelligence, and the Internet of Things are increasing, and the rate of smart home services that operate, manage, and automate products at home is gradually increasing. In line with this trend, this paper implements a program app that can connect, manipulate, and manage products using MQTT server, Django web framework, and WIFI communication module.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Big Data Analysis and Prediction of Traffic in Los Angeles

  • Dauletbak, Dalyapraz;Woo, Jongwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.841-854
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    • 2020
  • The paper explains the method to process, analyze and predict traffic patterns in Los Angeles county using Big Data and Machine Learning. The dataset is used from a popular navigating platform in the USA, which tracks information on the road using connected users' devices and also collects reports shared by the users through the app. The dataset mainly consists of information about traffic jams and traffic incidents reported by users, such as road closure, hazards, accidents. The major contribution of this paper is to give a clear view of how the large-scale road traffic data can be stored and processed using the Big Data system - Hadoop and its ecosystem (Hive). In addition, analysis is explained with the help of visuals using Business Intelligence and prediction with classification machine learning model on the sampled traffic data is presented using Azure ML. The process of modeling, as well as results, are interpreted using metrics: accuracy, precision and recall.

Technologies of Intelligent Edge Computing and Networking (지능형 에지 컴퓨팅 및 네트워킹 기술)

  • Hong, S.W.;Lee, C.S.;Kim, S.C.;Kang, K.S.;Moon, S.;Shim, J.C.;Hong, S.B.;Ryu, H.Y.
    • Electronics and Telecommunications Trends
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    • v.34 no.1
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    • pp.23-35
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    • 2019
  • In the upcoming post-app era, real-time, intelligent and immersive services such as autonomous vehicles, virtual secretaries, virtual reality, and augmented reality are expected to dominate. However, there is a growing demand for new networking and computing infrastructure capabilities because existing physical connection-oriented networks and centralized cloud-based service environments have inherent limitations to effectively accommodate these services. To this end, research on intelligent edge network computing technology is underway to analyze the contextual situation of human and things and to configure the service environment on the network edge so that the application services can be performed optimally. In this article, we describe the technology issues for edge network intelligence and introduce related research trends.