Top-down approach in the intelligent robot research has focused on the single object intelligence however, it has two weaknesses. One is that has a high cost and a long spending time of sensing, calculating and communications. The other is the difficulty of responding to react changes in the unpredictable environment. we propose the collective intelligence algorithm based on Bottom-up approach for improving these weaknesses and the applied agent model and verify by simulation. The Modified Flocking Algorithm proposed in this research is the algorithm which is modified version of the concept of the Flocking (Craig Reynolds) which is used to model the flocks, herds, and schools in the graphics or games, and simplified the operation of conventional Flocking algorithm to make it easy to apply for the number of group robots. We modeled the Boid agent and verified possibility collectivization of the Modified Flocking Algorithm by simulation. And We validated by the actual multiple mobile robot experiment.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
/
v.8
no.5
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pp.885-892
/
2018
A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2021.05a
/
pp.210-212
/
2021
In modern society, various digital equipment are being distributed due to the influence of the 4th industrial revolution, and they are used in a wide range of fields such as automated processes, intelligent CCTV, medical industry, robots, and drones. Accordingly, the importance of the preprocessing process in a system operating based on an image is increasing, and an algorithm for effectively reconstructing an image is drawing attention. In this paper, we propose a filter algorithm based on a combined weight value to reconstruct an image in a complex noise environment. The proposed algorithm calculates the weight according to the spatial distance and the weight according to the difference between the pixel values for the input image and the pixel values inside the filtering mask, respectively. The final output was filtered by applying the join weights calculated based on the two weights to the mask. In order to verify the performance of the proposed algorithm, we simulated it by comparing it with the existing filter algorithm.
The Journal of the Convergence on Culture Technology
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v.9
no.5
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pp.397-401
/
2023
The study presents milestones for the Korean military to win the future battlefield based on the 4th Industrial Revolution. Chapter 1 deals with the necessity of research on how advanced countries operate industrial technology in the defense sector based on the 4th Industrial Revolution. Chapter 2 examines the current technology status of the 4th Industrial Revolution in Korea and the concept of Korean combat. Chapter 3 analyzes the military robotic technology of advanced military countries through examples of unmanned combat robots in the United States, Israel, and Germany. In the end, in future battles, it will be possible to dominate the battlefield only by taking a leap into a super-connected and super-intelligent military based on a high-tech platform. Our military should also research and develop military robotics in accordance with the characteristics of each combat system, and further expand and develop the concept of combat performance to protect our core capabilities and centers from enemy cyber, electronic warfare, and space attacks.
Journal of the Korean Institute of Intelligent Systems
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v.18
no.5
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pp.624-631
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2008
This paper presents a method for a mobile robot to follow a moving object in real time. The robot follows a target object keeping the facing angle toward the target and the distance to the target to given value. The method consists of two procedures: first, the detection of target position in the robot coordinate system, and the second, the calculation of translational velocity and rotational velocity to follow the object:. To detect the target location, range sensor data is represented in histogram. Based on the real time calculation of the location of the target relative to the robot, translational velocity and rotational velocity to follow the target are calculated. The velocities make the heading angle and the distance to target converge toward the desired ones. The performance of the method is tested through simulation. In the simulation, the target moves with three different trajectories, straight line trajectory, rectangular trajectory, and circular trajectory. As shown in the results, it is inevitable to lose track temporarily of the target when the target suddenly changes its motion direction. Nevertheless, the robot speeds up to catch up and finally succeeds to follow the target as soon as possible even in this case. The proposed method can also be utilized to coordinate the motion of multiple robots to keep their formation as well as to follow a target.
Journal of the Korean Institute of Intelligent Systems
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v.26
no.5
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pp.396-401
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2016
Owing to developments in the internet of things, many products have developed and various researches have processed. Smart home systems in Internet of things area are receiving attention from many people than the other areas. Autonomous mobile robots perform various parts in many industries. In this paper, a smart housekeeping robot was implemented using internet of things and an autonomous mobile robot. In order to make a smart housekeeping robot, Raspberry Pi, wireless USB camera, and uBrain robot of Huins Corp. is used. To control the robot, cell-phone connected with IP of Raspberry Pi, and then Raspberry Pi connected with uBrain robot using Bluetooth. a smart housekeeping robot was controlled using commands of a cell-phone application. If some user wants to move a robot automatically, we implemented that a robot can be chosen an autonomous driving mode from the user. In addition, we checked a realtime video using a cell-phone and computer. This smart housekeeping robot can help user check their own homes in real time.
Journal of Practical Agriculture & Fisheries Research
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v.23
no.2
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pp.99-111
/
2021
The connected farm that agricultural land, agricultural machinery and farmer are connected with an IoT gateway is in the commercialization stage. That has increased productivity, efficiency and profitability by intimate information exchange among those. In order to develop the educational program of intelligent agricultural machinery and the agricultural machinery safety education performance indicator, this study analyzed patent trends of agricultural machine with unmanned technology used in agriculture and efficiency technology applied advanced technologies such as ICT, robots and artificial intelligence. We investigated and analyzed patent trends in agricultural machinery of Korea, the USA and Japan as well as the countries in Europe. The United States is an advanced country in the field of unmanned technology and efficiency technology used in agriculture. Agricultural automation technology in Korea is insufficient compared to developed countries, which means rapid technological development is needed. In the sub-fields of field automation technology, path generation and following technology and working machine control technology through environmental awareness have activated.
Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$$Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.
The purpose of this study is to understand the public needs for AI education actively promoted and supported by the current government. In doing so, 11 metropolitan news articles and Twitter posts regarding AI education that have been posted from January 1, 2018 to December 31, 2019 were collected. Then, word frequency analysis using TF(Term Frequency) method and LDA(Latent Dirichlet Allocation) method of topic modeling analysis were conducted. The topics of the news articles turn out to be a macroscopic policy support such as 'training female manpower in the AI field' and 'curriculum reform of university and K-12', whereas the topics of twitter delineate more detailed social perception on future society, such as future competencies and pedagogical methods, including 'coexistence with intelligent robots', 'coding education', and 'humane education competence development'. The findings are expected to be used to suggest the implications for the composition and management of AI curriculum as well as the basic framework of human resources development in the future industry.
According to the researches of robot and software agent until now, computational emotion model is dependent on system, so it is hard task that emotion models is separated from existing systems and then recycled into new systems. Therefore, I introduce the Engine of computational Emotion model (shall hereafter appear as EE) to integrate with any robots or agents. This is the engine, ie a software for independent form from inputs and outputs, so the EE is Emotion Generation to control only generation and processing of emotions without both phases of Inputs(Perception) and Outputs(Expression). The EE can be interfaced with any inputs and outputs, and produce emotions from not only emotion itself but also personality and emotions of person. In addition, the EE can be existed in any robot or agent by a kind of software library, or be used as a separate system to communicate. In EE, emotions is the Primary Emotions, ie Joy, Surprise, Disgust, Fear, Sadness, and Anger. It is vector that consist of string and coefficient about emotion, and EE receives this vectors from input interface and then sends its to output interface. In EE, each emotions are connected to lists of emotional experiences, and the lists consisted of string and coefficient of each emotional experiences are used to generate and process emotional states. The emotional experiences are consisted of emotion vocabulary understanding various emotional experiences of human. This study EE is available to use to make interaction products to response the appropriate reaction of human emotions. The significance of the study is on development of a system to induce that person feel that product has your sympathy. Therefore, the EE can help give an efficient service of emotional sympathy to products of HRI, HCI area.
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