Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$$Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.
The Journal of the Korea institute of electronic communication sciences
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v.12
no.5
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pp.859-864
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2017
IoT is a new emerging technology to lead the $4^{th}$ industry renovation and has been widely used in industry and home to increase the quality of human being. In this paper, IoT based face detection and recognition system for a smart elevator is developed. Haar cascade classifier is used in a face detection system and a proposed PCA algorithm written in Python in the face recognition system is implemented to reduce the execution time and calculates the eigenfaces. SVM or Euclidean metric is used to recognize the faces detected in the face detection system. The proposed system runs on RaspberryPi 3. 200 sample images in ORL face database are used for training and 200 samples for testing. The simulation results show that the recognition rate is over 93% for PP+EU and over 96% for PP+SVM. The execution times of the proposed PCA and the conventional PCA are 0.11sec and 1.1sec respectively, so the proposed PCA is much faster than the conventional one. The proposed system can be suitable for an elevator monitoring system, real time home security system, etc.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.10
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pp.330-338
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2018
The proportional-integral-derivative(PID) controller has been widely used in the industry because of its robust performance and simple structure in a wide range of operating conditions. However, the AVR(Automatic Voltage Regulator) as a control system is not robust to variations of the power system parameters. Therefore, it is necessary to use PID controller to increase the stability and performance of the AVR system. In this paper, a novel design method for determining the optimal PID controller parameters of an AVR system using the particle swarm optimization(PSO) algorithm is presented. The proposed approach has superior features, including easy implementation, stable convergence characteristic and good computational efficiency. In order to assist estimating the performance of the proposed PSO-PID controller, a new performance criterion function is also defined. This evaluation function is intended to reflect when the maximum percentage overshoot, the settling time are given as design specifications. The ITAE evaluation function should impose a penalty if the design specifications are violated, so that the PSO algorithm satisfies the specifications when searching for the PID controller parameter. Finally, through the computer simulations, the proposed PSO-PID controller not only satisfies the given design specifications for the terminal voltage step response, but also shows better control performance than other similar recent studies.
This study examined the importance of social capital in facilitating older adults' learning and adaptation of information technology as well as alleviating depressive symptoms. At two senior community centers in South Korea, 144 adults aged 60 and older were recruited to participate in 12 week-long technology classes to learn computers, smart phone, and internet skills. At the baseline interviews were conducted to assess their health status, depression, and online social relationships. Online and offline social capital (bonding vs. bridging) was assessed (Williams, 2006). Four-step Hierarchical Linear Regression analysis was conducted to examine the effects of online social relationship on depression. Findings suggested that depressive symptoms were associated with being widowed, being unemployed, and perceiving poor health status. Adding social capital variables in the final step, older adults who perceived less stressors, greater level of subjective health and high online bonding capitals had less depressive symptoms. Only online social bonding was significant in alleviating depression. This final model explained 48% of the variance. Computer/Internet training for older adults need to consider the significant role bonding social capital can play. The findings of this pilot study provided a preliminary base of knowledge about acceptable community-based interventions for older adults.
Open educational resources(OER) enable the spread of mutual information exchange and provide advantages to both their users and institutions, such as reducing costs, improving content quality, and establishing relationships. The recent research on OER was about their connection to formal education, copyright trends, and corporate e-learning. There have been very few studies, however, on the utilization of OER and on the problems related to their practical use. Thus, this study was conducted for the purposes of analyzing the status of OER usage in education-related institutions and of providing suggestions for institution operation based on the analysis results, to promote the use of OER. A survey was conducted among more than 200 institutions in Asia, and the survey results showed that 'images and visual materials' are the most commonly used materials in Asia, and that the factors barring OER usage in the said region are 'lack of awareness', 'lack of skills', 'the absence of a reward system', and poor cooperation in participation. To promote OER usage, each institution should provide training courses about awareness, utilization skills, and copyrights. There is also a need to provide support for the establishment of reward systems and environments for OER usage. Finally, more active participation is required for inter-agency cooperation in OER sharing.
Peroxisome proliferator-activated receptors (PPARs) are members of nuclear receptors and their activation induces regulation of fatty acid storage and glucose metabolism. Therefore, the $PPAR\gamma$ is a major target for the treatment of type 2 diabetes mellitus. In order to generate pharmacophore model, 1080 known agonists database was constructed and a training set was selected. The Hypo7, selected from 10 hypotheses, contains four features: three hydrogen-bond acceptors (HBA) and one general hydrophobic (HY). This pharmacophore model was validated by using 862 test set compounds with a correlation coefficient of 0.903 between actual and estimated activity. Secondly, CatScramble method was used to verify the model. Hence, the validated Hypo7 was utilized for searching new lead compounds over 238,819 and 54,620 chemical structures in NCI and Maybridge database, respectively. Then the leads were selected by screening based on the pharmacophore model, predictive activity, and Lipinski's rules. Candidates were obtained and subsequently the binding affinities to $PPAR\gamma$ were investigated by the molecular docking simulations. Finally the best two compounds were presented and would be useful to treat type 2 diabetes.
Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
Journal of the Institute of Electronics Engineers of Korea CI
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v.42
no.3
s.303
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pp.17-28
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2005
Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.8
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pp.139-148
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2019
Fostering science-gifted individuals are very important for the future of the nation, and it is especially important to cultivate information-gifted individuals in the age of the fourth industry. There is no standardized curriculum for each gifted education center of the University. Therefore, in this study, we analyzed how effective the curriculum developed on the basis of computing thinking is to affect the characteristics of the information-gifted individuals. The curriculum developed on the components of computing thinking was applied to the information-gifted students of K University. In order to verify the effectiveness of the curriculum, we developed a creative personality test and an intrinsic motivation test, and conducted tests before and after the training. We compared pre-post test results by t-test with R program. The creative personality test consisted of 36 items with 6 factors: risk-taking, self - acceptance, curiosity, humor, dominance, and autonomy. The intrinsic motivation test consisted of 20 items with 5 items: curiosity and interest oriented tendency, challenging learning task preference orientation, independent judgment dependency propensity, independent mastery propensity, and internal criterion propensity. The effect of the curriculum on the creative personality of the experimental group was significant (0.009, 0.05). The significance level of the intrinsic motivation was 0.056 and was not significant at the 0.05 level of significance.
Hwang, Kyo Seong;Park, Jun Gwan;Choi, Seong Un;Noh, Yun Hwan;Cho, Young Seuk;Shin, Dong Ha;Kwon, Young Kyu
Journal of Physiology & Pathology in Korean Medicine
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v.32
no.6
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pp.370-374
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2018
Oriental Diagnosis System(ODS) is an artificial intelligence program that utilize entered diagnosis knowledge, determine patient's disease and decide right medicine. The purpose of this study is to find a correlation between pattern Identification in Korean medicine and each sasang types(Tae-Eum and So-Yang) by analyzing ODS diagnosis result. Eventually our study secure availability of using ODS program at clinical training or developing diagnosis program. Subject of this study is 50 patients who was performed Sasang constitution diagnosis (28 patients were Tae-Eum and 22 patients were So-Yang). We analyize patient's diagnosis records by using ODS program and obtained result about pattern Identification. We used SPSS statistics 23 in analyzing the differences of the scores of Eight Principle Pattern Identification, Qi-Blood Pattern Identification, and Bing-xie Pattern Identification in each Sasang types (Tae-Eum, So-Yang). The Heat and Heat-moisture scores were significantly different(p<0.05) and Qi-Blood Pattern Identification scores were not different in each Sasang types(p>0.05). And Weight was significantly different in each Sasang types(p<0.05). It is hard to generalize the result because subject of this study was not enough and had sample speciality(tinnitus patients). However, we explained correlation between pattern Identification in korean medicine and each sasang types based on quantifiable and objective evidence system. it can be used at education of korean medicine and evidence of practice diagnosis. Futhermore, there have been no studies about anaylizing correlation between pattern Identification in Korean medicine and each sasang types using ODS program. So it is worthy of being utilized at clinical evidence data of ODS program.
In the field of speech recognition, as the DNN is applied, the use of speech recognition is increasing, but the amount of calculation for parallel training needs to be larger than that of the conventional GMM, and if the amount of data is small, overfitting occurs. To solve this problem, we propose an efficient method for robust voice feature extraction and voice signal noise removal even when the amount of data is small. Speech feature extraction efficiently extracts speech energy by applying the difference in frame energy for speech and the zero-crossing ratio and level-crossing ratio that are affected by the speech signal. In addition, in order to remove noise, the noise of the speech signal is removed by removing the noise of the speech signal with an average predictive improved LMS filter with little loss of speech information while maintaining the intrinsic characteristics of speech in detection of the speech signal. The improved LMS filter uses a method of processing noise on the input speech signal by adjusting the active parameter threshold for the input signal. As a result of comparing the method proposed in this paper with the conventional frame energy method, it was confirmed that the error rate at the start point of speech is 7% and the error rate at the end point is improved by 11%.
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