• 제목/요약/키워드: Interactive algorithm

검색결과 353건 처리시간 0.023초

변형된 돌연변이를 가진 대화형 유전자 알고리즘을 이용한 학습 콘텐츠의 설계 및 구현 (Design and Implementation of Learning Contents Using Interactive Genetic Algorithms with Modified Mutation)

  • 김정숙
    • 한국컴퓨터정보학회논문지
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    • 제10권6호
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    • pp.85-92
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    • 2005
  • 본 논문에서는 변형된 돌연변이 연산자를 적용한 대화형 유전자 알고리즘을 사용해서 웹-기반 학습 콘텐츠를 개발하였다. 대화형 유전자 알고리즘은 주로 상호 교환(reciprocal exchange) 돌연변이를 사용한다. 그러나 본 논문에서는 학습자의 학습 효과를 높이기 위해 돌연변이 연산자를 변형하였다. 그리고, 대화형 유전자 알고리즘을 이용한 웹 기반 학습 콘텐츠는 동적인 학습 내용과 실시간 테스트 시스템을 제공한다. 특히 학습자가 자신의 특성과 흥미에 따라 대화형 유전자 알고리즘을 수행하면서 효율적인 학습 환경과 콘텐츠 배열 순서를 선택할 수 있다.

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Three-Phase Line-Interactive Dynamic Voltage Restorer with a New Sag Detection Algorithm

  • Jeong, Jong-Kyou;Lee, Ji-Heon;Han, Byung-Moon
    • Journal of Power Electronics
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    • 제10권2호
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    • pp.203-209
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    • 2010
  • This paper describes the development of a three-phase line-interactive DVR with a new sag detection algorithm. The developed detection algorithm has a hybrid structure composed of an instantaneous detector and RMS-variation detectors. The source voltage passes through the sliding-window DFT and RMS calculator, and the instantaneous sag detector. If an instantaneous sag is detected, the RMS variation detector-1 is selected to calculate the RMS variation. The RMS variation detector-2 is selected when the instantaneous sag occurs under the operation of the RMS variation detector-1. The feasibility of the proposed algorithm is verified through computer simulations and experimental work with a prototype of a line-interactive DVR with a 3kVA rating. The line-interactive DVR with the proposed algorithm can compensate for an input voltage sag or an interruption within a 2ms delay. The developed DVR can effectively compensate for a voltage sag or interruption in sensitive loads, such as computers, communications equipment, and automation equipment.

Interactive Genetic Algorithm for Content-based Image Retrieval

  • Lee, Joo-Young;Cho, Sung-Bae
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.479-484
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    • 1998
  • As technology in a computer hardware and software advances, efficient information retrieval from multimedia database gets highly demanded. Recently, it has been actively exploited to retrieve information based on the stored contents. However, most of the methods emphasize on the points which are far from human intuition or emotion. In order to overcome this shortcoming , this paper attempts to apply interactive genetic algorithm to content-based image retrieval. A preliminary result with subjective test shows the usefulness of this approach.

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만화화 파라미터 튜닝을 위한 대화형 유전자 알고리즘 (Interactive genetic algorithm for cartooning parameter tuning)

  • 이선영;유민준;윤종철;이인권
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.443-448
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    • 2009
  • 본 논문에서는 필터링 기반으로 한 이미지 만화화를 위한 파라미터 조절을 위해 대화형 유전자 알고리즘을 이용한 시스템을 제안한다. 만화화의 스타일은 사람마다 주관적이고, 비전문가가 파라미터를 직접 조절하는 데에는 시그널 프로세싱에 대한 이해가 요구되므로 쉽지 않은 일이다. 우리는 이러한 문제점을 해결하기 위해 사용자에게 직접 평가함수를 받고 사용자가 원하는 방향으로 해를 찾아주는 대화형 유전자 알고리즘 기법을 이용하는 인터페이스 기술을 제안한다. 이 방법을 이용하면 비전문적인 사용자도 원하는 스타일의 만화화를 생성하는 파라미터를 비교적 빠른 시간 안에 설정해 줄 수 있었다.

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L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축 (Construction of HMD-based Interactive Realistic Media Algorithm Using L-System)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제23권1호
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

Automation of an Interactive Interview System by Hand Gesture Recognition Using Particle Filter

  • Lee, Yang-Weon
    • Journal of information and communication convergence engineering
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    • 제9권6호
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    • pp.633-636
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    • 2011
  • This paper describes a implementation of virtual interactive interview system. A hand motion recognition algorithm based on the particle filters is applied for this system. The particle filter is well operated for human hand motion recognition than any other recognition algorithm. Through the experiments, we show that the proposed scheme is stable and works well in virtual interview system's environments.

A PRIME FACTORIZATION ALGORITHM, IN ACTIONSCRIPT

  • Song, Tai-Sung
    • East Asian mathematical journal
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    • 제19권1호
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    • pp.81-89
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    • 2003
  • There are many algorithms for factoring integers. The trial division algorithm is one of the most efficient algorithms for factoring small integers(say less than 10,000,000,000). For a number n to be factored, the runtime of the trial division algorithm depends mainly on the size of a nontrivial factor of n. In this paper, we create a function named factors that can implement the trial division algorithm in ActionScript and using the factors function we construct an interactive Prime Factorization Movie and an interactive GCD Movie.

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유전알고리즘을 이용한 사족 보행로봇의 인간친화동작 구현 (The Implementation of Human-Interactive Motions for a Quadruped Robot Using Genetic Algorithm)

  • 공정식;이인구;이보희
    • 제어로봇시스템학회논문지
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    • 제8권8호
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    • pp.665-672
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    • 2002
  • This paper deals with the human-interactive actions of a quadruped robot by using Genetic Algorithm. In case we have to work out the designed plan under the special environments, our robot will be required to have walking capability, and patterns with legs, which are designed like gaits of insect, dog and human. Our quadruped robot (called SERO) is capable of not only the basic actions operated with sensors and actuators but also the various advanced actions including walking trajectories, which are generated by Genetic Algorithm. In this paper, the body and the controller structures are proposed and kinematics analysis are performed. All of the suggested motions of SERO are generated by PC simulation and implemented in real environment successfully.

A Study on Object Detection in Region-of-Interest Algorithm using Adjacent Frames based Image Correction Algorithm for Interactive Building Signage

  • Lee, Jonghyeok;Choi, Jinyeong;Cha, Jaesang
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권2호
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    • pp.74-78
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    • 2018
  • Recently, due to decrease hardware prices and the development of technology, analog signage has been changing to digital signage for providing content such as advertisements, videos. Furthermore, in order to provide advertisements and contents to users more effectively, technical researches are being conducted in various industries. In addition, including digital signage that uses displays, it can be seen that it provides advertisements and contents using diverse devices such as LED signage, smart pads, and smart phones. However, most digital signage is installed in one place to provide contents and provides interactivity through simple events such as manual content provision or touch. So, in this paper, we suggest a new object detection algorithm based on an adjacent frames based image correction algorithm for interactive building signage.

Effect of Interactive Multimedia PE Teaching Based on the Simulated Annealing Algorithm

  • Zhao, Mingfeng
    • Journal of Information Processing Systems
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    • 제18권4호
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    • pp.562-574
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    • 2022
  • As traditional ways of evaluation prove to be ineffective in evaluating the effect of interactive multimedia physical education (PE) teaching, this study develops a new evaluation model based on the simulated annealing algorithm. After the evaluation subjects and the principle of the evaluation system are determined, different subjects are well chosen to constitute the evaluation system and given the weight. The backpropagation neural network has been improved through the simulated annealing algorithm, whose improvement indicates the completion of the evaluation model. Simulation results show that the evaluation model is highly efficient. Compared with traditional evaluation models, the proposed one enhances students' performance in PE classes by 50%.