• 제목/요약/키워드: Interest in Programming

검색결과 231건 처리시간 0.03초

전경 이미지 분리와 마우스 트랙킹 프로그램을 이용한 사용자 관심 영역 유도 (Extraction of user interest area using foreground image separation and mouse tracking program)

  • 이면재
    • 한국게임학회 논문지
    • /
    • 제17권5호
    • /
    • pp.113-122
    • /
    • 2017
  • 영상 처리에서 전경 이미지 추출은 움직이는 대상이나 객체를 인식하려는 경우에 주로 응용된다. 게임에서 전경 이미지에 포함되는 객체들은 주로 캐릭터와 NPC(Non Player Character), 아이템 등이 될 수 있다. 이 객체들은 플레이어들의 이동, 공격, 방어, 수집의 대상이 되는 객체들로 플레이어들의 주요 관심 대상이 될 수 있다. 본 연구는 이러한 배경에서, 플레이어들의 관심 영역을 추출하기 위한 연구이다. 이를 위해, 첫째, 전경 이미지를 추출한다. 둘째, 추출한 전경 이미지를 일정시간 누적시켜서 히트맵(Heat Map) 이미지를 결과 이미지로 보여준다. 마지막으로 마우스 트랙킹 프로그램을 이용하여 마우스 이동 영역을 검출하고 히트맵 이미지와 비교함으로써 플레이어의 관심 영역을 유도할 수 있다.

Lizeth: Agent Mediated E-Commerce in a Virtual Environment

  • Cairo, Osvaldo;Olarte, Juan G.;Rivera, Fernando E.
    • 한국지능정보시스템학회:학술대회논문집
    • /
    • 한국지능정보시스템학회 2001년도 The Pacific Aisan Confrence On Intelligent Systems 2001
    • /
    • pp.11-15
    • /
    • 2001
  • The explosion of the Internet, and most recently e-commerce, has caused great interest in agent technologies. The development of virtual environments has also increased in the last few years. A growing number of real-time applications use graphics with photorealistic quality, especially in the field of training, but also in the areas of design and ergonomic research. We describe an attempt to develop a framework that provides customers with multimedia information and interactive experiences with a virtual shopping environment. The application presented consists on a virtual visit to a music -store where the user is guided by an intelligent agent named Lizeth which responds in real-time to user's requests with precise information about music, artist's biographies, prices and related products to help the user to make decisions. The potential of UML and the Java programming language is discussed to show their application in the field of intelligent agents as mediators on shopping processes. We conclude that the proposed framework leads to the creation of application with a potentially significant impact in the development of e-commerce systems embedded in virtual environments.

  • PDF

Challenges in Distributed Agile Software Development Environment: A Systematic Literature Review

  • Ghani, Imran;Lim, Angelica;Hasnain, Muhammad;Ghani, Israr;Babar, Muhammad Imran
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제13권9호
    • /
    • pp.4555-4571
    • /
    • 2019
  • Due to increasing interest in distributed agile software development, there is a need to systematically review the literature on challenges encountered in the agile software development environment. Using the Systematic Literature Review (SLR) approach, 32 relevant publications, dated between 2013 and 2018 were selected from four electronic databases. Data from these publications were extracted to identify the key challenges across the system development life cycle (SDLC) phases, which essentially are short phases in each agile-based iteration. 5 types of key challenges were identified as impacting the SDLC phases; these challenges are Communication, Coordination, Cooperation, Collaboration and Control. In the context of the SLDC phases, the Communication challenge was discussed the most often (79 times, 33%). The least discussed challenges were Cooperation and Collaboration (26 times, 11% each). The 5 challenges occur because of distances which occur in distributed environment. This SLR identified 4 types of distances which contribute to the occurrence of these key challenges - physical, temporal, social-cultural and knowledge/experience. Of the 32 publications, only 4 included research which proposed new solutions to address challenges in agile distributed software development. The authors of this article believe that the findings in this SLR are a resource for future research work to deepen the understanding of and to develop additional solutions to address the challenges in distributed agile software development.

학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구 (A Comparative Study of Virtual Reality Content Creation Education by Learner)

  • 남충모;김종우
    • 정보교육학회논문지
    • /
    • 제22권5호
    • /
    • pp.585-592
    • /
    • 2018
  • 가상현실을 교육현장에 활용하는 소프트웨어 교육이 교사와 학생에게 높은 관심을 갖게 됨에 따라 가상현실 콘텐츠 제작 교육을 위한 연구가 이루어지고 있다. 본 연구는 학습자의 학교급별 가상현실 교육을 위해 교육대학 학생들과 초등학생, 중학생을 대상으로 가상현실 콘텐츠 제작을 교육에 따른 교육과정, 산출물, 평가결과를 비교 분석하였다. 각 집단에 대한 분석의 결과로서 특정도구에 대한 적응력은 차이가 없었으며, 산출물 제작에서 객체의 제작능력 차이를 보이고 있으며, 학습태도에서 가상현실의 제작 및 활용에 높은 자신감 및 흥미를 나타나고 있다.

SC20를 통해 본 HPC 기술 동향 (HPC Technology Through SC20)

  • 어익수;모희숙;박유미;한우종
    • 전자통신동향분석
    • /
    • 제36권3호
    • /
    • pp.133-144
    • /
    • 2021
  • High-performance computing (HPC) is the underpinning for many of today's most exciting new research areas, to name a few, from big science to new ways of fighting the disease, to artificial intelligence (AI), to big data analytics, to quantum computing. This report captures the summary of a 9-day program of presentations, keynotes, and workshops at the SC20 conference, one of the most prominent events on sharing ideas and results in HPC technology R&D. Because of the exceptional situation caused by COVID-19, the conference was held entirely online from 11/9 to 11/19 2020, and interestingly caught more attention on using HPC to make a breakthrough in the area of vaccine and cure for COVID-19. The program brought together 103 papers from 21 countries, along with 163 presentations in 24 workshop sessions. The event has covered several key areas in HPC technology, including new memory hierarchy and interconnects for different accelerators, evaluation of parallel programming models, as well as simulation and modeling in traditional science applications. Notably, there was increasing interest in AI and Big Data analytics as well. With this summary of the recent HPC trend readers may find useful information to guide the R&D directions for challenging new technologies and applications in the area of HPC.

경량화된 심전도 측정 임베디드 장비에서 템플릿 기반 직선근사화를 이용한 통신오버헤드 감소 기법 (Communication-Power Overhead Reduction Method Using Template-Based Linear Approximation in Lightweight ECG Measurement Embedded Device)

  • 이승민;박길흠;박대진
    • 대한임베디드공학회논문지
    • /
    • 제15권5호
    • /
    • pp.205-214
    • /
    • 2020
  • With the recent development of hardware and software technology, interest in the development of wearable devices is increasing. In particular, wearable devices require algorithms suitable for low-power and low-capacity embedded devices. Among them, there is an increasing demand for a signal compression algorithm that reduces communication overhead, in order to increase the efficiency of storage and transmission of electrocardiogram (ECG) signals requiring long-time measurement. Because normal beats occupy most of the signal with similar shapes, a high rate of signal compression is possible if normal beats are represented by a template. In this paper, we propose an algorithm for determining the normal beat template using the template cluster and Pearson similarity. Also, the template is expressed effectively as a few vertices through linear approximation algorithm. In experiment of Datum 234 of MIT-BIH arrhythmia database (MIT-BIH ADB) provided by Physionet, a compression ratio was 33.44:1, and an average distribution of root mean square error (RMSE) was 1.55%.

엔진 밸브 자기 구동기의 설계 최적화 (Design Optimization for the Magnetic Engine Valve Actuator)

  • 소현준;박순옥;유정훈
    • 대한기계학회논문집A
    • /
    • 제33권6호
    • /
    • pp.584-589
    • /
    • 2009
  • As the automobile energy efficiency stands out an important matter of interest, the magnetic engine valve system receives attention. It has an advantage of no engine power leakage in opening and closing the valve. Moreover, it generates much bigger force than the piezo actuator system, so it can be a good alternative system of the cam and camshaft system. However, since the valve system is not light enough, it is necessary to make its weight reduce. In this study, topology optimization is applied to find the optimal shape of the armature in a magnetic valve system combined with the finite element analysis for the magnetic field analysis. The result is used to obtain a concept design. The adjoint variable method is employed in order to calculate the design sensitivity of the magnetic driving force in the armature component mostly to reduce the computational time during the repeated sensitivity calculation. The sequential linear programming is employed for the optimization algorithm.

A Study on the Current State of Artificial Intelligence Based Coding Technologies and the Direction of Future Coding Education

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
    • /
    • 제8권3호
    • /
    • pp.186-191
    • /
    • 2020
  • Artificial Intelligence (AI) technology is used in a variety of fields because it can make inferences and plans through learning processes. In the field of coding technologies, AI has been introduced as a tool for personalized and customized education to provide new educational environments. Also, it can be used as a virtual assistant in coding operations for easier and more efficient coding. Currently, as coding education becomes mandatory around the world, students' interest in programming is heightened. The purpose of coding education is to develop the ability to solve problems and fuse different academic fields through computational thinking and creative thinking to cultivate talented persons who can adapt well to the Fourth Industrial Revolution era. However, new non-computer science major students who take software-related subjects as compulsory liberal arts subjects at university came to experience many difficulties in these subjects, which they are experiencing for the first time. AI based coding technologies can be used to solve their difficulties and to increase the learning effect of non-computer majors who come across software for the first time. Therefore, this study examines the current state of AI based coding technologies and suggests the direction of future coding education.

직접교시에 의한 직관적인 양팔로봇 작업 생성 (Intuitive Programming of Dual-Arm Robot Tasks using Kinesthetic Teaching Method)

  • 김기현;박현준;배지훈;박재한;이동혁;박재흥;경진호;백문홍
    • 제어로봇시스템학회논문지
    • /
    • 제22권8호
    • /
    • pp.656-664
    • /
    • 2016
  • While anthropomorphic robots are gaining interest, dual-arm robots are widely used in the industrial environment. Many methods exist in order to implement bimanual tasks by dual-arm robot. However, kinesthetic teaching is used in this paper. This paper suggests three different kinesthetic teaching methods that can implement most of the human task by the robot. The three kinesthetic teaching methods are joint level, task level, and contact level teaching. The task introduced in this paper is box packing, which is a popular and complex task in industrial environment. The task is programmed into the dual-arm robot by utilizing the suggested kinesthetic teaching method, and this paper claims that most tasks can be implemented by using the suggesting kinesthetic teaching methods.

플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용 (Design and application of learner-centered coding class based on flip-learning and havruta learning method)

  • 이애리
    • 디지털산업정보학회논문지
    • /
    • 제14권2호
    • /
    • pp.69-78
    • /
    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.