• Title/Summary/Keyword: Reasoning System

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Contextualized Nature of Technology in Socioscientific Issues (대학생들의 과학기술관련 사회쟁점(SSI) 논의에서 기술의 본성(NOT)은 어떻게 나타나는가?)

  • Lee, Hyunok;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.303-315
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    • 2016
  • Socioscientific issues (SSI), by their nature, are conceptually embedded in technology. Previous research reported that nature of technology (NOT), unlike nature of science, was quite explicitly manifested in SSI decision-making, and NOT could be a promising construct for promoting SSI reasoning. In this study, authors introduced an integrated conceptual framework for NOT, which consisted of four dimensions (i.e., artifacts, knowledge, practice and system) as diverse modes of technology. We adapted the framework to investigate students' conceptualizations of NOT in the context of various SSIs. Data was collected from 45 college students enrolled in a liberal arts course on science and technology. The students participated in a team project, where they prepared and led discussions for SSI topics in class. Seven topics concerning SSIs were selected by students themselves. The preparation and class discussion of each student group were audio-recorded, and final reports were also analyzed. As a result, NOT sub-components in the dimensions of artifacts and system were explicitly represented in most contexts of SSI with various ranges of understanding. Other sub-components under the dimensions of knowledge and practice were rarely or implicitly shown in the discussion. The depth of students' understanding on NOT varied. Implications for science education were discussed.

The Effects of Cesium, Strontium and Cobalt on Cell Toxicity in the 2D and 3D Cell Culture Platforms (단층 및 입체 세포배양환경에서 세슘, 스트론튬 및 코발트가 세포 독성에 미치는 영향 분석)

  • Kim, Gi Yong;Kang, Sung-Min;Jang, Sung-Chan;Huh, Yun Suk;Roh, Changhyun
    • Korean Journal of Environmental Biology
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    • v.34 no.2
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    • pp.107-115
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    • 2016
  • Currently, there are 442 operating nuclear power plants in the world, and 62 more are under construction. According to this reasoning, the treatment of radioactive waste is important to prevent the environmental ecosystem including humans, animals, and plants. Especially, a leakage of radioactive waste causes not only regional problem but also serious global one. In this study, we demonstrate the effect of radioisotopes (e.g., cesium, strontium, and cobalt) on a 3D culture cell. To develop the 3D cell culture system, we used a 96-well-culture plate with biocompatible agarose hydrogel. Using this method, we can perform the 3D cell culture system with three different cell lines such as HeLa, HepG2, and COS-7. In addition, we conducted a cell viability test in the presence of radioisotopes. Interestingly, the 3D morphological cells showed 42% higher cell viability than those on the 2D against cesium. This result indicates that the 3D platform provides cells morphological and physiological characteristic similar to in vivo grown tissues. Moreover, it overcomes the limitation of conventional cell culture system that can't reflect in vivo systems. Finally, we believe that the proposed approach can be applied a new strategy for simple high-throughput screening and accurate evaluation of metal toxicity assay.

PDA Personalized Agent System (PDA용 개인화 에이전트 시스템)

  • 표석진;박영택
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.345-352
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    • 2002
  • 무선 인터넷을 이용하는 사용자는 정보의 양의 따른 시간적 통신비용의 증가 문제로 개인화 에이전트가 사용자의 관심에 따라 서비스를 제공하는 기능과 맞춤화된 정보를 제공하는 기능, 지식 기반 방식으로 정보를 예측하는 기능을 가지기를 바라고 있다. 본 논문에서는 이와 같이 무선 인터넷을 사용하는 사용자를 위한 PDA 개인화 에이전트 시스템을 구축하고자 한다. PDA 개인화 에이전트 시스템 구축을 위해 프로파일 기반의 에이전트 엔진과 사용자 프로파일을 이용한 지식기반 방식을 사용한다. 사용자가 웹페이지에서 행하는 행위들을 모니터링하여 사용자가 관심 가지는 문서를 파악하고 정보 검색을 통해 얻어진 문서를 분석하여 사용자 각각의 관심 문서로 나누어 서비스하게 된다. 모니터링 되어진 문서를 효과적으로 분석하기 위해 unsupervised clustering 기계학습 방식인 Cobweb을 이용한다. unsupervised 기계 학습은 conceptual 방식을 이용하여 검색되어진 정보를 사용자의 관심 분야별로 clustering한다. 클러스터링을 통해 얻어진 결과를 다시 기계학습을 통해 사용자 관심문서에 대한 프로파일을 생성하게 된다. 이렇게 만들어진 프로파일을 룰(Rule)로 만들어 이를 기반으로 사용자에게 서비스하게 된다. 이러한 룰은 사용자의 모니터링 결과로 얻어지기 때문에 주기적으로 업데이트하게 된다. 제안하는 시스템은 인터넷신문이나 웹진 등에서 사용자들에게 뉴스를 전달하기 위한 목적으로 생성하는 뉴스문서를 특정 대상으로 선정하였고 사용자 정보를 이용한 검색을 실시하고 결과로 얻어진 정보를 정보 분류를 통해 PDA나 휴대폰을 통해 사용자에게 제공한다. 상품을 검색하기 위한 검색노력을 줄이고, 검색된 대안들로부터 구매자와 시스템이 웹상에서 서로 상호작용(interactivity) 하여 해를 찾고, 제약조건과 규칙들에 의해 적합한 해를 찾아가는 방법을 제시한다. 본 논문은 구성기반 예로서 컴퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of compu

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Representation and Reasoning of User Context Using Fuzzy OWL (Fuzzy OWL을 이용한 사용자 Context의 표현 및 추론)

  • Sohn, Jong-Soo; Chung, In-Jeong
    • Journal of Intelligence and Information Systems
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    • v.14 no.1
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    • pp.35-45
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    • 2008
  • In order to constructan ubiquitous computing environment, it is necessary to develop a technology that can recognize users and circumstances. In this regard, the question of recognizing and expressing user Context regardless of computer and language types has emerged as an important task under the heterogeneous distributed processing system. As a means to solve this task of representing user Context in the ubiquitous environment, this paper proposes to describe user Context as the most similar form of human thinking by using semantic web and fuzzy concept independentof language and computer types. Because the conventional method of representing Context using an usual collection has some limitations in expressing the environment of the real world, this paper has chosen to use Fuzzy OWL language, a fusion of fuzzy concept and standard web ontology language OWL. Accordingly, this paper suggests the following method. First we represent user contacted environmental information with a numerical value and states, and describe it with OWL. After that we transform the converted OWL Context into Fuzzy OWL. As a last step, we prove whether the automatic circumstances are possible in this procedure when we use fuzzy inference engine FiRE. With use the suggested method in this paper, we can describe Context which can be used in the ubiquitous computing environment. This method is more effective in expressing degree and status of the Context due to using fuzzy concept. Moreover, on the basis of the stated Context we can also infer the user contacted status of the environment. It is also possible to enable this system to function automatically in compliance with the inferred state.

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The linguistic characteristics of Chinese character and Reading for the Analects of Confucius (한자(漢字)의 언어적 특성과 『논어(論語)』 읽기)

  • Kim, Sang-Rae
    • The Journal of Korean Philosophical History
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    • no.30
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    • pp.191-225
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    • 2010
  • This paper is the outcome of attempting to approach for reading the Analects of Confucius through the polysemy of Chinese character and indecidability of articles. For this purpose at first, I explained which this Chinese character can be applied for 'philosophy language'. In the 16th century Matteo Ricci had tried to find out the possibility of ideographic script as standing for a universal language. On the other hand, Hegel and Heidegger strictly insisted on the Chinese character is inappropriate for expressing the logic thought of the human being. The reason was as next; firstly, this character had not the preposition and articles, and secondly the only one word could not indicates the bisemy including the meaning of opposition, lastly this language system expresses and communicates only with the change of word order without inflection. But With some scholar like Cassirer, Saussure and Derrida we can confirm the possibility which will discover the Chinese character for using the logic and reasoning language of from different view. Because in the language system of this Chinese character the connection of words in contexts is more important other than meaning as the individual word, in comparison to the language of the West. The Chinese character hides the original meaning until being what kind of event and thing relationship watch inside with different letters. So to speak, the Chinese character is called as 'language of indecidability'. For these points, even though The Chinese character lacks of preposition, articles, and inflection speech etc. the letter systematic, this language system can play a role for expressing as the philosophic language which manages with the complicated problems of the human being.

A study on the use of a Business Intelligence system : the role of explanations (비즈니스 인텔리전스 시스템의 활용 방안에 관한 연구: 설명 기능을 중심으로)

  • Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.155-169
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    • 2014
  • With the rapid advances in technologies, organizations are more likely to depend on information systems in their decision-making processes. Business Intelligence (BI) systems, in particular, have become a mainstay in dealing with complex problems in an organization, partly because a variety of advanced computational methods from statistics, machine learning, and artificial intelligence can be applied to solve business problems such as demand forecasting. In addition to the ability to analyze past and present trends, these predictive analytics capabilities provide huge value to an organization's ability to respond to change in markets, business risks, and customer trends. While the performance effects of BI system use in organization settings have been studied, it has been little discussed on the use of predictive analytics technologies embedded in BI systems for forecasting tasks. Thus, this study aims to find important factors that can help to take advantage of the benefits of advanced technologies of a BI system. More generally, a BI system can be viewed as an advisor, defined as the one that formulates judgments or recommends alternatives and communicates these to the person in the role of the judge, and the information generated by the BI system as advice that a decision maker (judge) can follow. Thus, we refer to the findings from the advice-giving and advice-taking literature, focusing on the role of explanations of the system in users' advice taking. It has been shown that advice discounting could occur when an advisor's reasoning or evidence justifying the advisor's decision is not available. However, the majority of current BI systems merely provide a number, which may influence decision makers in accepting the advice and inferring the quality of advice. We in this study explore the following key factors that can influence users' advice taking within the setting of a BI system: explanations on how the box-office grosses are predicted, types of advisor, i.e., system (data mining technique) or human-based business advice mechanisms such as prediction markets (aggregated human advice) and human advisors (individual human expert advice), users' evaluations of the provided advice, and individual differences in decision-makers. Each subject performs the following four tasks, by going through a series of display screens on the computer. First, given the information of the given movie such as director and genre, the subjects are asked to predict the opening weekend box office of the movie. Second, in light of the information generated by an advisor, the subjects are asked to adjust their original predictions, if they desire to do so. Third, they are asked to evaluate the value of the given information (e.g., perceived usefulness, trust, satisfaction). Lastly, a short survey is conducted to identify individual differences that may affect advice-taking. The results from the experiment show that subjects are more likely to follow system-generated advice than human advice when the advice is provided with an explanation. When the subjects as system users think the information provided by the system is useful, they are also more likely to take the advice. In addition, individual differences affect advice-taking. The subjects with more expertise on advisors or that tend to agree with others adjust their predictions, following the advice. On the other hand, the subjects with more knowledge on movies are less affected by the advice and their final decisions are close to their original predictions. The advances in predictive analytics of a BI system demonstrate a great potential to support increasingly complex business decisions. This study shows how the designs of a BI system can play a role in influencing users' acceptance of the system-generated advice, and the findings provide valuable insights on how to leverage the advanced predictive analytics of the BI system in an organization's forecasting practices.

Interpretation of depositional setting and sedimentary facies of the late Cenozoic sediments in the southern Ulleung Basin margin, East Sea(Sea of Japan), by an expert system, PLAYMAKER2 (PLAYMAKER2, 전문가 시스템을 이용한 동해 울릉분지 남부 신생대 후기 퇴적층의 퇴적환경 해석)

  • Cheong Daekyo
    • The Korean Journal of Petroleum Geology
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    • v.6 no.1_2 s.7
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    • pp.20-24
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    • 1998
  • Expert system is one type of artificial intelligence softwares that incorporate problem-solving knowledges and experiences of human experts by use of symbolic reasoning and rules about a specific topic. In this study, an expert system, PLAYMAKER2, is used to interpret sedimentary facies and depositional settings of the sedimentary sequence. The original version of the expert system, PLAYMAKER, was developed in University of South Carolina in 1990, and modified into the present PLAYMAKER2 with some changes in the knowledge-base of the previous system. The late Cenozoic sedimentary sequence with maximum 10,000 m in thickness, which is located in the Korean Oil Exploration Block VI-1 at the southwestern margin of the Ulleung Basin, is analysed by the expert system, PLAYMAKER2. The Cenozoic sedimentary sequence is divided into two units-lower Miocene and upper Pliocene-Pleistocene sediments. The depositional settings and sedimentary facies of the Miocene sediments interpreted by PLAYMAKER2 in terms of belief values are: for depositional settings, slope; $57.4\%$, shelf; $21.4\%$, basin; $10.1\%$, and for sedimentary facies, submarine fan; $35.7\%$, continental slope; $26.3\%$, delta; $16.1\%$, deep basinplain; $6.1\%$ continental shelf; $3.2\%$, shelf margin; $1.4\%$. The depositional settings and sedimentary facies of the Pliocene-Pleistocene sediments in terms of belief values we: for depositional settings, slope; $59.0\%$, shelf; $22.8\%$, basin; $7.0\%$, and for sedimentary facies, delta; $24.1\%$, continental slope; $22.2\%$, submarine fan; $17.3\%$, continental shelf; $7.0\%$, deep basinplain; $4.8\%$, shelf margin; $2.6\%$. The comparison of the depositional settings and sedimentary facies consulted by PLAYMAKER2 with those of the classical interpretation from previous studies shows resonable similarity for the both sedimentary units-the lower Miocene sediments and the upper Pliocene-Pleistocene sediments. It demonstrates that PLAYMAKER2 is an efficient tool to interpret the depositional setting and sedimentary facies for sediments. However, to be a more reliable system, many sedimentologists should work to refine and add geological rules in the knowledge-base of the expert system, PLAYMAKER2.

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Synthesizable Interface Verification for Hardware/Software Co-verification (하드웨어/소프트웨어 동시검증을 위한 합성 가능한 인터페이스 검증 기법)

  • Lee, Jae-Ho;Han, Tai-Sook;Yun, Jeong-Han
    • Journal of KIISE:Software and Applications
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    • v.37 no.4
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    • pp.323-339
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    • 2010
  • The complexity of embedded systems and the effort to develop them has been rising in proportion with their importance. Also, the heterogeneity of the hardware and software parts in embedded systems makes it more challenging to develop. Errors caused by hardware/software interfaces, especially, account for up to 13 percent of failures with an increasing trend. Therefore, verifying the interface between hardware and software in embedded system is one of the most important research areas. However, current approaches such as co-simulation method and model checking have explicit limitations. In this paper, we propose the synthesizable interface co-verification framework for hardware/software co-design. Firstly, we introduce the separate interface specifications for the heterogeneous components to describe hardware design and software design. Our specifications are expressive enough to describe both. We also provide the transformation rules from the software specification to the hardware specification so that the whole system can be described from the software view. Secondly, we address the solution of verifying the interface of the software and hardware design by adopting and extending existing verification-techniques and extending them. In hardware interface verification, we exploit the model checking technique and provide more efficient verification by closing the hardware design from the assumption of the software behavior which is ensured by software verification step. Lastly, we generate the interface codes such as device APIs, device driver, and device controller from the specification so that verified hardware and software codes can be synthesized without extra efforts.

On the Development of Agent-Based Online Game Characters (에이전트 기반 지능형 게임 캐릭터 구현에 관한 연구)

  • 이재호;박인준
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.379-384
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    • 2002
  • 개발적인 측면에서 온라인 게임 환경에서의 NPC(Non Playable Character)들은 환경인식능력, 이동능력, 특수 능력 및 아이템의 소유 배분 등을 원활히 하기 위한 능력들을 소유해야 하며, 게임 환경을 인식, 저장하기 위한 데이터구조와 자신만의 독특한 임무(mission)를 달성하기 위한 계획을 갖고 행위를 해야 한다. 이런 의미에서 NPC는 자신만의 고유한 규칙과 행동 패턴, 그리고 목표(Goal)와 이를 실행하기 위한 계획(plan)을 소유하는 에이전트로 인식되어야 할 것이다. 그러나, 기존 게임의 NPC 제어 구조나 구현 방법은 이러한 요구조건에 부합되지 못한 부분이 많았다. C/C++ 같은 컴퓨터 언어들을 이용한 구현은 NPC의 유연성이나, 행위에 많은 문제점이 있었다. 이들 언어의 switch 문법은 NPC의 몇몇 특정 상태를 묘사하고, 그에 대한 행위를 지정하는 방법으로 사용되었으나, 게임 환경이 복잡해지면서, 더욱더 방대한 코드를 만들어야 했고, 해석하는데 많은 어려움을 주었으며, 동일한 NPC에 다른 행동패턴을 적용시키기도 어려웠다. 또한, 대부분의 제어권을 게임 서버 폭에서 도맡아 함으로써, 서버측에 많은 과부하 요인이 되기도 하였다. 이러한 어려움을 제거하기 위해서 게임 스크립트를 사용하기도 하였지만, 그 또한 단순 반복적인 패턴에 사용되거나, 캐릭터의 속성적인 측면만을 기술 할 수 있을 뿐이었다 이러한 어려움을 해소하기 위해서는 NPC들의 작업에 필요한 지식의 계층적 분화를 해야 하고, 현재 상황과 목표 변화에 적합한 반응을 표현할 수 있는 스크립트의 개발이 필수 적이라 할 수 있다 또한 스크립트의 실행도 게임 서버 측이 아닌 클라이언트 측에서 수행됨으로써, 서버에 걸리는 많은 부하를 줄일 수 있어야 할 것이다. 본 논문에서는, 대표적인 반응형 에이전트 시스템인 UMPRS/JAM을 이용하여, 에이전트 기반의 게임 캐릭터 구현 방법론에 대해 알아본다.퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computation. Adaptive transversal filter with proposed data recycling buffer algorithm could efficiently reject ISI of channel and increase speed of convergence in avoidance burden of computational complexity in reality when it was experimented having

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