• Title/Summary/Keyword: Remote training

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TEST ON REAL-TIME CLOUD DETECTION ALGORITHM USING A NEURAL NETWORK MODEL FOR COMS

  • Ahn, Hyun-Jeong;Chung, Chu-Yong;Ou, Mi-Lim
    • Proceedings of the KSRS Conference
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    • 2007.10a
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    • pp.286-289
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    • 2007
  • This study is to develop a cloud detection algorit1un for COMS and it is currently tested by using MODIS level 2B and MTSAT-1R satellite radiance data. Unlike many existing cloud detection schemes which use a threshold method and traditional statistical methods, in this study a feed-forward neural network method with back-propagation algorit1un is used. MODIS level 2B products are matched with feature information of five-band MTSAT 1R image data to form the training dataset. The neural network is trained over the global region for the period of January to December in 2006 with 5 km spatial resolution. The main results show that this model is capable to detect complex cloud phenomena. And when it is applied to seasonal images, it shows reliable results to reflect seasonal characteristics except for snow cover of winter. The cloud detection by the neural network method shows 90% accuracy compared to the MODIS products.

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Comparison of behavior characteristics between wild and cultured black seabream Acanthopagrus schlegeli using acoustic telemetry (음향 텔레메트리 기법을 이용한 자연산과 양식산 감성돔의 행동특성 비교)

  • Kang, Kyoung-Mi;Shin, Hyeon-Ok;Kang, Don-Hyug;Kim, Min-Seon
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.44 no.2
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    • pp.141-147
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    • 2008
  • Acoustic telemetry technique is one of useful tools to get behavioral information of the free-swimming fish. In this study, we conducted acoustic telemetry using coded acoustic transmitters to compare behavior characteristics between wild and cultured black seabream Acanthopagrus schlegeli, one of target species to promote resource in the marine ranching area. Two wild fish and five cultured fish were released in the marine ranching area after tagging surgically. Three of cultured fish were domesticated using the remote acoustic conditioning system for 3 weeks before being released. Two wild fish stayed at the released point for 2 hours and 9 days, respectively. One of wild fish was found about 10.8km away from the released point after 5 months. Two cultured fish stayed at the released point for 6 days and 75 days, respectively. One of acoustic conditioned fish stayed at the released point for 131 days and then was found about 10.1km away from the released point after 25 days. Others stayed at the released point during this study period(159 days).

COVA: A Distance Learning System supporting Content-based Lecture Retrieval (COVA: 내용 기반 강의 검색을 지원하는 원격 학습 시스템)

  • 차광호
    • Journal of KIISE:Databases
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    • v.31 no.2
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    • pp.99-107
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    • 2004
  • Education and training are expected to change dramatically due to the combined impact of the Internet, database, and multimedia technologies However, the distance learning is often impeded by the lack of effective tools and system to manage and retrieve the lecture contents effectively. This paper introduces a prototype system called COVA that enables remote users to access specific parts of interest by contents from a large lecture database. COVA includes several novel techniques to achieve the content-based lecture retrieval in distance teaming: (1) The XML-based semistructured model to represent lecture contents; (2) The technique to build structural summaries, i.e., schemas, of XML lecture databases; (3) Index structures to speed up the search to find appropriate lecture contents.

A study on the development of substation power system simulator for education and training (변전소 전력계통 교육용 SIMULATOR 개발에 관한 연구)

  • Baik S. D.;Kim S. K.;Lee J. H.;Lee S. C.
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.67-69
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    • 2004
  • This thesis attempts to investigate and analyze the structure of educational simulation devices implemented thus far. conducting a close analysis of their strengths and weaknesses. On this basis the author Presents and implements a new method of simulation, and continuously upgrades it for increased stability and convenience. The most important aspects of the educational simulation device described in this thesis are: first removing the editing function (scenarios. single line diagrams, and point DB), which the instructor finds time-consuming and inconvenient to use; second, developing and installing the program so as to calculate electric power flow that can measure fluctuations measurements after changing the system status; and third. implementing a Client/server mode to build a system that will make it possible to train many people at a time in remote locations. When compared to simulation devices of the Psst. the greatest differences are that algorithm-based scenarios make scenario inputs unnecessary. and that the amount of work required for the point DB and single line diagrams were minimized.

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A Novel Framework for Resource Orchestration in OpenStack Cloud Platform

  • Muhammad, Afaq;Song, Wang-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5404-5424
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    • 2018
  • This work is mainly focused on two major topics in cloud platforms by using OpenStack as a case study: management and provisioning of resources to meet the requirements of a service demanded by remote end-user and relocation of virtual machines (VMs) requests to offload the encumbered compute nodes. The general framework architecture contains two subsystems: 1) An orchestrator that allows to systematize provisioning and resource management in OpenStack, and 2) A resource utilization based subsystem for vibrant VM relocation in OpenStack. The suggested orchestrator provisions and manages resources by: 1) manipulating application program interfaces (APIs) delivered by the cloud supplier in order to allocate/control/manage storage and compute resources; 2) interrelating with software-defined networking (SDN) controller to acquire the details of the accessible resources, and training the variations/rules to manage the network based on the requirements of cloud service. For resource provisioning, an algorithm is suggested, which provisions resources on the basis of unused resources in a pool of VMs. A sub-system is suggested for VM relocation in a cloud computing platform. The framework decides the proposed overload recognition, VM allocation algorithms for VM relocation in clouds and VM selection.

Development of Virtual Simulator and Database for Deep Learning-based Object Detection (딥러닝 기반 장애물 인식을 위한 가상환경 및 데이터베이스 구축)

  • Lee, JaeIn;Gwak, Gisung;Kim, KyongSu;Kang, WonYul;Shin, DaeYoung;Hwang, Sung-Ho
    • Journal of Drive and Control
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    • v.18 no.4
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    • pp.9-18
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    • 2021
  • This study proposes a method for creating learning datasets to recognize obstacles using deep learning algorithms in automated construction machinery or an autonomous vehicle. Recently, many researchers and engineers have developed various recognition algorithms based on deep learning following an increase in computing power. In particular, the image classification technology and image segmentation technology represent deep learning recognition algorithms. They are used to identify obstacles that interfere with the driving situation of an autonomous vehicle. Therefore, various organizations and companies have started distributing open datasets, but there is a remote possibility that they will perfectly match the user's desired environment. In this study, we created an interface of the virtual simulator such that users can easily create their desired training dataset. In addition, the customized dataset was further advanced by using the RDBMS system, and the recognition rate was improved.

Comparative Study of Learning Platform for IT Developers (IT 개발자 대상 학습플랫폼 비교 연구)

  • Lee, Ji-Eun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.147-158
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    • 2021
  • The digital transformation and COVID-19 are also causing major changes in teaching-learning methods. The biggest change is the spread of remote training and the emergence of various innovative learning platforms. Distance education has been criticized for not meeting technology trends and field demands..However, the problem of distance education is being solved through a system that supports various interactions and collaborations and supports customized learning paths. The researcher conducted a case study on domestic and foreign learning platforms that provide non-face-to-face ICT education. Based on the case study results, the researcher presented the functional characteristics of a learning platform that effectively supports non-face-to-face learning. In common, these sites faithfully supported the basic functions of the information system. In addition to learning progress check and learning guidance, some innovative learning platforms were providing differentiated functions in practice support, performance management, mentoring, learning data analysis, curation provision, and CDP support. Most learning platforms supported one-way, superficial interaction. If the platform effectively supports a variety of learning experiences and provides an integrated learning experience thanks to the development of IT technology, user satisfaction with the learning platform, intention to continue learning, and achievement will increase.

Reducing Rural-Urban Education Gap in Uganda Through ICT Appropriate Technology (우간다의 도시-농촌 간 교육 불균형 해소를 위한 ICT 적정기술)

  • Roh, Hyosun
    • Journal of Appropriate Technology
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    • v.7 no.1
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    • pp.33-40
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    • 2021
  • The government of Uganda, which belongs to East Africa, approved the National Vison Statement, "A transformed Ugandan society from a Peasant to a Modern and Prosperous Country within 30 years". However, the Uganda is facing the problem of unbalanced development between urban and rural area in spite of the government's efforts. In particular, the urban-rural education gap is emerging as a problem that could negatively affect national development plans. In this paper, we explain the reasons why Uganda's urban-rural educational imbalance is accelerating. In addition, we would like to introduce a way to reduce the educational imbalance by using appropriate technology of ICT such as the electronic library system.

Design and Implement Mobile IoT Systems for Fencing Training : focus on Épée (펜싱 훈련을 위한 모바일 IoT 시스템 설계 및 구현 : 에페 종목을 중심으로)

  • You, Kangsoo
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.51-56
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    • 2022
  • Recently, interest in fencing is getting increased in Korea due to good results in international fencing competitions and its exposure to the media. However, one of the difficult factors in entering fencing is the cost of initial equipment purchases. Solving this can contribute to expanding the base of fencing. For this reason, this study designed and developed a system that can replace the function of the remote control with a mobile application using Bluetooth communication and learn the function of the fencing scoreboard and fencing terms in French. Through interviews, fencing leaders and club members were asked to find out what was necessary in this study, and to mention the pros and cons of the test operation. It is expected that the fencing scoreboard will be lightweight and small, and it will help to spread fencing through cost reduction.

The Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.509-516
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    • 2022
  • Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.