• Title/Summary/Keyword: Training intelligence

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On Practical Issue of Non-Orthogonal Multiple Access for 5G Mobile Communication

  • Chung, Kyuhyuk
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.67-72
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    • 2020
  • The fifth generation (5G) mobile communication has an impact on the human life over the whole world, nowadays, through the artificial intelligence (AI) and the internet of things (IoT). The low latency of the 5G new radio (NR) access is implemented by the state-of-the art technologies, such as non-orthogonal multiple access (NOMA). This paper investigates a practical issue that in NOMA, for the practical channel models, such as fading channel environments, the successive interference cancellation (SIC) should be performed on the stronger channel users with low power allocation. Only if the SIC is performed on the user with the stronger channel gain, NOMA performs better than orthogonal multiple access (OMA). Otherwise, NOMA performs worse than OMA. Such the superiority requirement can be easily implemented for the channel being static or slow varying, compared to the block interval time. However, most mobile channels experience fading. And symbol by symbol channel estimations and in turn each symbol time, selections of the SIC-performing user look infeasible in the practical environments. Then practically the block of symbols uses the single channel estimation, which is obtained by the training sequence at the head of the block. In this case, not all the symbol times the SIC is performed on the stronger channel user. Sometimes, we do perform the SIC on the weaker channel user; such cases, NOMA performs worse than OMA. Thus, we can say that by what percent NOMA is better than OMA. This paper calculates analytically the percentage by which NOMA performs better than OMA in the practical mobile communication systems. We show analytically that the percentage for NOMA being better than OMA is only the function of the ratio of the stronger channel gain variance to weaker. In result, not always, but almost time, NOMA could perform better than OMA.

A Study on Disaster Safety Management Policy Using the 4th Industrial Revolution and ICBMS (4차 산업혁명과 ICBMS를 활용한 재난안전관리에 관한 연구)

  • Kang, Heau-Jo
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1213-1216
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    • 2017
  • Recently due to the increasing uncertainty of the disaster environment caused by climate change the effects of disasters have become larger due to the confluence and solidification diversification into disaster type and secondary damage. In this paper, we apply ICBMS through intelligent information technology and big data analysis to all processes of disaster safety management to minimize human, social, economic and environment damage from accidents or disasters, and prevention by control technology preparation by education and training expansion to remember by body, response by advanced technology of disaster response unmanned technology restoration by creation of local community environment ecosystem, investigation and analysis by intelligent information technology learn about disaster safety management 4.0. In addition, technical limitation and problems in the $4^{th}$ industrial revolution and the application of big data were analyzed and suggested alternatives and strategies to overcome.

A Study on the Relationship of Internal Marketing and Market Orientation (내부마케팅과 시장지향성간의 관계에 대한 연구)

  • Chung, Ki-Han;Kim, Dae-Up
    • Journal of Global Scholars of Marketing Science
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    • v.9
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    • pp.19-46
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    • 2002
  • Market orientation emphasizes the capability of a firm to learn customers, competitors, and inter-functional coordination and to use this market intelligence of creating superior value in the marketplace. It has been proved that market orientation contributes to organizational performance. But the question is what the antecedents and consequent to superior market orientation are. The objective of this study is to assess the relationship between internal marketing and market orientation. In this study, Internal marketing consists of empowerment, internal communication, reward system, management supports, and education and training. The effects of internal marketing on market orientation were analysed by Structural equation model. Market orientation was positive affected by internal marketing, directly and indirectly. Specially, the management supports of internal marketing' constructs had relatively important effect on market orientation.

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Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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Intelligent Injection Mold Process Planning System Using Case-Based Reasoning (사례기반추론을 이용한 사출금형 공정계획시스템)

  • 최형림;김현수;박용성
    • Journal of Intelligence and Information Systems
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    • v.8 no.1
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    • pp.159-173
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    • 2002
  • The goal of this research is to develop of an intelligent injection mold process planning system using Case-Based Reasoning. Injection mold process planning is the planning of manufacturing process to produce an injection mold economically and efficiently. Automation of the process planning is required because the problems of handmade scheduling, the difficulty of training experts for process planning, the lack of domain experts, the spread of CAD/CAM system and flexible manufacturing. This research uses Case-Based Reasoning because the injection mold process planning is devised variously and complicatedly, but the process planning of similar injection molds is very similar to each other. The system that is developed by this research uses cases that are collected in a case base when planning the process of new injection mold. New injection mold process planning is devised by retrieving a case that was made from the most similar injection mold. This research presented and composed the cases of injection mold process planning, and devised a method of search and adaptation, and developed an intelligent injection mold process planning system with the experimental results.

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Web Attack Classification Model Based on Payload Embedding Pre-Training (페이로드 임베딩 사전학습 기반의 웹 공격 분류 모델)

  • Kim, Yeonsu;Ko, Younghun;Euom, Ieckchae;Kim, Kyungbaek
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.4
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    • pp.669-677
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    • 2020
  • As the number of Internet users exploded, attacks on the web increased. In addition, the attack patterns have been diversified to bypass existing defense techniques. Traditional web firewalls are difficult to detect attacks of unknown patterns.Therefore, the method of detecting abnormal behavior by artificial intelligence has been studied as an alternative. Specifically, attempts have been made to apply natural language processing techniques because the type of script or query being exploited consists of text. However, because there are many unknown words in scripts and queries, natural language processing requires a different approach. In this paper, we propose a new classification model which uses byte pair encoding (BPE) technology to learn the embedding vector, that is often used for web attack payloads, and uses an attention mechanism-based Bi-GRU neural network to extract a set of tokens that learn their order and importance. For major web attacks such as SQL injection, cross-site scripting, and command injection attacks, the accuracy of the proposed classification method is about 0.9990 and its accuracy outperforms the model suggested in the previous study.

Purchase Prediction Model using the Support Vector Machine (Support Vector Machine을 이용한 고객구매예측모형)

  • Ahn, Hyun-Chul;Han, In-Goo;Kim, Kyoung-Jae
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.69-81
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    • 2005
  • As the competition in business becomes severe, companies are focusing their capacity on customer relationship management (CRM) for survival. One of the important issues in CRM is to build a purchase prediction model, which classifies customers into either purchasing or non-purchasing groups. Until now, various techniques for building purchase prediction models have been proposed. However, they have been criticized because their performances are generally low, or it requires much effort to build and maintain them. Thus, in this study, we propose the support vector machine (SVM) a tool for building a purchase prediction model. The SVM is known as the technique that not only produces accurate prediction results but also enables training with the small sample size. To validate the usefulness of SVM, we apply it and some of other comparative techniques to a real-world purchase prediction case. Experimental results show that SVM outperforms all the comparative models including logistic regression and artificial neural networks.

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Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

Evolving Team-Agent Based on Dynamic State Evolutionary Artificial Neural Networks (동적 상태 진화 신경망에 기반한 팀 에이전트의 진화)

  • Jin, Xiang-Hua;Jang, Dong-Heon;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.290-299
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    • 2009
  • Evolutionary Artificial Neural Networks (EANNs) has been highly effective in Artificial Intelligence (AI) and in training NPCs in video games. When EANNs is applied to design game NPCs' smart AI which can make the game more interesting, there always comes two important problems: the more complex situation NPCs are in, the more complex structure of neural networks needed which leads to large operation cost. In this paper, the Dynamic State Evolutionary Neural Networks (DSENNs) is proposed based on EANNs which deletes or fixes the connection of the neurons to reduce the operation cost in evolution and evaluation process. Darwin Platform is chosen as our test bed to show its efficiency: Darwin offers the competitive team game playing behaviors by teams of virtual football game players.

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A Construction of The Multimedia Expert System For Wargame Su, pp.rt (워게임 지원용 멀티미디어 전문가시스템 구축)

  • 김화수;조문희;박홍규;박경원
    • Journal of Intelligence and Information Systems
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    • v.3 no.1
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    • pp.143-160
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    • 1997
  • 현재 우리 군에서는 첨단과학무기를 이용한 전투력을 신속히 집중, 전환시키고 효과적으로 통합 운용해야하는 각급 제대의 지휘관 및 참모의 지휘통제능력 향상을 위하여 첨단 컴퓨터장비를 이용하여 시뮬레이션 기법을 통한 워게임 모델을 개발하여 이를 이용한 훈련을 실시하고 있다. 이 워게임 모델중 지상전투의 가장 기본이 되는 근접전투 시뮬레이션은 미국에서 개발도입된 "COBRA" 시스템을 이용하고 있으나 한국실정에 맞는 시스템으로 확장 및 유지보수가 어렵고, 상위시스템의 서브시스템으로만 운영되고있어 자체 교육훈련 및 전투분석을 위한 단독시스템으로 운영이 어려운 실정이다. 본 논문에서는 이러한 문제점을 극복하고, 방대한 양의 지식을 효율적이고 효과적으로 표현할 수 있으며 시스템의 확장 및 유지보수가 용이하고 우리실정에 적합한 전투 훈련을 실시하도록 지원하는 워게임(근접전투) 지원용 멀티미디어 전문가시스템을 개발하였다. 본 논문에서 개발한 전문가시스템은 쌍방이 부대들의 근접전투를 실시할 때 실전에서 나타날 수 있는 가능한 모든 상황의 데이터를 이용하여 전투상황을 분석하며, 기존의 획일적이고 단순한 형태로 결과를 판정하던 것을 전투원의 사기, 체력, 전투한계 등 심리적 요소까지 고려함으로써 새로이 변화되는 전쟁양상에 쉽게 적응할 수 있는 확장성 및 유지보수가 용이하며 시스템 단독으로 운영하여 반복적으로 전투를 분석하고 교육훈련을 실시하도록 함으로써 실전적이고 실질적인 근접전투 워게임지원이 가능하다. 본 논문에서는 전문가 시스템을 개발함에 있어서 지식베이스 모듈, 추론엔진 모듈 및 설명 모듈은 전문가 시스템 개발도구인 Smart Elements를 이용하여 구축하였으며, 사용자 인터페이스 모듈은 멀티미디어 저적도구인 툴북 3.0을 이용하였으며, 마지막으로 전체적인 모듈은 API를 이용 통합하여 하나의 응용소프트웨어를 생성하였다.

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