• 제목/요약/키워드: intelligent life

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인공생명과 지능시스템 (Artificial Life and Intelligent System)

  • 조성배
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1996년도 추계학술대회 학술발표 논문집
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    • pp.20-23
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    • 1996
  • 최근에 인공생명이나 진화적 계산론이라는 이름의 새로운 지능정보처리 방식이 미국과 일본을 중심으로 활발히 연구되고 있다. 이것은 지금까지 개별적으로 제안된 두뇌의 가소성이나 개체의 발생, 적응과 진화 등 생물의 특성으로부터 파생된 모형들을 총동원하여 정보처리의 새로운 가능성을 모색하고자 하는 것이다. 본 논문에서는 인공생명의 연구가 어떻게 시작되었으며, 현재의 기술수준이 어느 정도인지에 대하여 소개하고자 한다. 아울러, 인공생명으로부터 가능한 새로운 형태의 정보처리 기능창출을 목표로 하는 연구동향을 살펴보고 앞으로의 방향을 전망해 본다.

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뇌 기반 과학 교수 학습 모형을 적용한 "슬기로운 생활" 수업의 효과 (The Effects of a Brain-Based Science Teaching and Learning Model on ${\ulcorner}$Intelligent Life${\lrcorner}$ Course of Elementary School)

  • 임채성;하지연;김재영;김남일
    • 한국초등과학교육학회지:초등과학교육
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    • 제27권1호
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    • pp.60-74
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    • 2008
  • The purpose of this study was to examine the effects of a brain-based science teaching and learning model on the science related attitudes, scientific inquiry skills and science knowledge of the 2nd graders in Intelligent Life course. For this study, 117 elementary students from four classes of the 2nd grade in Seoul were selected. In the comparison group, traditional instruction was implemented and in the experimental group, instruction according to brain-based science teaching and learning model was implemented for four weeks. The results of this study were as follows : There were little differences between the comparison and experimental groups in terms of the science related attitudes except for the sub-domains of interest and curiosity. And brain-based science teaching and learning model programs improved a few scientific inquiry skills, especially observation and classification. In addition, the experimental groups showed a positive effect on science knowledge. In conclusion, brain-based science teaching and learning model programs were more effective in improvement of the science related attitudes, scientific inquiry skills and science knowledge of elementary students.

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비 결정론적 최적화 기법을 이용한 선박의 CAE 모델링 자동화를 위한 지능형 에이전트 시스템의 개발 (Development of intelligent agent system for automated ship CAE modelling by non-deterministic optimized methods)

  • 배동명;김학수;신창혁;왕칭
    • 수산해양기술연구
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    • 제44권1호
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    • pp.57-67
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    • 2008
  • Recently, Korean shipbuilding industry is keeping up the position of world wide No. 1 in world shipbuilding market share. It is caused by endless efforts to develope new technologies and methods and fast development of IT technologies in Korea, to raise up its productivities and efficiency in shipbuilding industry with many kinds of optimizing methods including genetic algorithm or artificial life algorithm... etc. In this paper, we have suggested the artificial life algorithm with relay search micro genetic algorithm. and we have improved a defect of simple genetic algorithm for its slow convergence speed and added a variety of solution candidates with applying relay search simple genetic algorithm. Finally, we have developed intelligent agent system for ship CAE modeling. We have tried to offer some conveniences a ship engineer for repeated ship CAE modeling by changing ship design repeatedly and to increase its accuracy of a ship model with it.

AHP를 이용한 욕구기반 게임 AI 객체 모델링 (Need based Game Artificial Intelligence Object Modeling using Analytic Hierarchy Process)

  • 권일경;이상용
    • 한국지능시스템학회논문지
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    • 제15권3호
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    • pp.363-368
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    • 2005
  • 인공생명은 생물 세계의 특성 일부를 가상 세계의 인공지능적인 객체에 적용하기 위한 시도로 생명이 가진 여러 행동적인 특성을 구현한 인공적으로 만들어진 시스템을 연구하는 학문이다. 이와 같이 인공생명을 통해 인간의 욕구를 게임에 적용하고 표현하기 위한 시도 및 연구가 활발히 진행되고 있다. 인간의 욕구 및 욕구에 대한 표현은 매우 다양하고 복잡하여 어느 특정한 방법으로 모델링하기란 매우 어렵다. 따라서 본 연구에서는 인간의 본성, 분석적 사고, 측정등에 대한 기본적인 관찰을 통해서 문제를 정량적으로 해결하기 위한 유용한 모델인 AHP를 이용하여 게임 AI 객체의 욕구를 모델링한다. 그리고 모델링된 게임 AI 객체의 욕구를 성과 민감도 분석과정을 통하여 분석하고 실제 게임에 적용가능한지 예를 통해 알아본다.

Evolving Cellular Automata Neural Systems(ECANS 1)

  • Lee, Dong-Wook;Sim, Kwee-Bo
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.158-163
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    • 1998
  • This paper is our first attempt to construct a information processing system such as the living creatures' brain based on artificial life technique. In this paper, we propose a method of constructing neural networks using bio-inspired emergent and evolutionary concept, Ontogeny of living things is realized by cellular automata model and Phylogeny that is living things adaptation ability themselves to given environment, are realized by evolutionary algorithms. Proposing evolving cellular automata neural systems are calledin a word ECANS. A basic component of ECANS is 'cell' which is modeled on chaotic neuron with complex characteristics, In our system, the states of cell are classified into eight by method of connection neighborhood cells. When a problem is given, ECANS adapt itself to the problem by evolutionary method. For fixed cells transition rule, the structure of neural network is adapted by change of initial cell' arrangement. This initial cell is to become a network b developmental process. The effectiveness and the capability of proposed scheme are verified by applying it to pattern classification and robot control problem.

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한국형 가정용 서비스 로봇의 설계 및 작업 공간 분석 (Design and Workspace Analysis of Korean Service Home Robot)

  • 배영걸;정슬
    • 한국지능시스템학회논문지
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    • 제23권2호
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    • pp.158-165
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    • 2013
  • 본 논문은 가사지원 한국형 서비스 로봇의 설계 및 작업공간의 분석에 대해 기술하였다. 한국형 서비스 로봇의 주안점은 바닥작업에 용이하도록 로봇을 설계하는 것이다. 로봇 팔의 길이도 바닥 작업에 용이 하도록 설계하였으며, 그에 따른 작업 공간을 분석하였다. 로봇 설계에 있어서도 매니퓰레이션 작업 영역의 확장을 위해 어깨와 허리에 높이 조절이 가능한 메커니즘과 슬라이딩 메커니즘 등을 적용하였다. 매니퓰레이터를 설계하고 및 제작하였으며, 제작된 매니퓰레이션 시스템의 작업 공간을 분석하였다. 실제로 로봇의 바닥잡업실험을 수행하였다.

The Approaches of Positive Experience Design on IoT Intelligent Products

  • Wu, Chunmao;Xu, Huayuan;Liu, Ziyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권5호
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    • pp.1798-1813
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    • 2021
  • This paper proposes a positive experience design approach for Internet of Things (IoT) intelligent products to improve users' subjective well-being in the fields of artificial intelligence and big data. First, the authors selected six target users and taking the Xiaomi IoT intelligent products for the research objects and conducted a thorough observation on how the target users used IoT intelligent products in their own homes over two weeks via a home-visiting interview, group diary, and focus group. Second, they constructed an individual activities table for the participants' IoT intelligent product experience using a hierarchical task analysis (HTA). Third, two researchers sorted out the sub-tasks of happiness in the HTA table. Finally, the authors found the positive experience design approach of IoT intelligent products. The positive experience design approach of IoT intelligent products is proposed from focusing on the personal pleasure experience to individual life meaningful design and group social relationship design, including individual pleasure experience, personal goal realization, group needs satisfaction and the harmony of group relations. The paper uses the two design examples of an interactive kettle and a harmonious chair to further discuss the feasibility of the design approach. In the era of big data, it is helpful for designers to use this design approach to improve the users' sense of sustainable pleasure, achievement perception of their future goal realization, and the well-being of the group's social relationships.

The Realization of Artificial Life to Adapt The Environment by Using The Markov Model

  • Kim, Do-Wan;Park, Wong-Hun;Chung, Jin-Wook;Hoon Kang
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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    • pp.513-516
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    • 2003
  • In this paper, we designed a Artificial Life(AL) that acts the appropriate actions according to the user's action, environments and AL's feeling. To realize this AL, we used the Markov Model. We consisted of the chromosome by Markov Model and obtained the appropriate actions by Genetic Algorithm.

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3D 가상 공간상에서의 인공생명의 구현 (Realization of Artificial Life in 3D virtual space)

  • 김도완;권민수;정진욱;강훈
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 춘계 학술대회 학술발표 논문집
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    • pp.221-224
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    • 2003
  • 본 논문에서는 Genetic Algorithm을 이용하여 사용자의 행동에 따라, Artificial Life의 반응과 행동을 3D 가상 공간상에서 구현하였다. 이러한 방법을 사용하여 어떻게 Artificial Life가 성장하고 어떻게 진화하는지를 3D 시뮬레이션을 통해 보여 주고 있다. 3D 가상 공간은 여러 명의 사용자가 이용할 수 있는 네트워크 프로그램을 기반으로 DirectX 8.1로 구현하였다.

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Artificial Intelligent Clothing Embedded Digital Technologies

  • Lim, Ho-Sun;Lee, Duck-Weon;Shim, Woo-Sub
    • 패션비즈니스
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    • 제14권6호
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    • pp.70-83
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    • 2010
  • With the rapid development of science and technology and the increased preference by consumers for high-function products, many products are being developed through the fusion of technologies in different industries. Among such fusion technologies, digital clothing which combines clothing with computer functions is being examined as a new growth item. The objectives of this study are to examine the concept, history, development, and market of intelligent clothing, in order to discuss future directions for the development of digital clothing technology. intelligent clothing (wearable computers) originated in the 1960s from the concept of separating computing equipment and attaching it to the body. This technology was studied intensively from the early 1980s and to the early 1990s. In the late 1990s, studies on wearable computers began to develop intelligent/digital clothing that was more comfortable and beneficial to users. Depending on the user and purpose, intelligent/digital clothing is now being developed and used in diverse industrial areas that include sports, medicine, military, entertainment, daily life, and business. Many experts forecast a huge growth potential for the digital textile/clothing market, and predict the fastest market growth in the field of healthcare/medicine. There exists a need to find solutions for many related technological, economic, and social issues for the steady dissemination and advancement of intelligent/digital clothing in various industries. Further, research should be continued on effective fusion technologies that reflect human sensitivity and that increase user convenience and benefits.