• Title/Summary/Keyword: move

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Comparison of Machine Learning Tools for Mobile Application

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.360-370
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    • 2022
  • Demand for machine learning systems continues to grow, and cloud machine learning platforms are widely used to meet this demand. Recently, the performance improvement of the application processor of smartphones has become an opportunity for the machine learning platform to move from the cloud to On-Device AI, and mobile applications equipped with machine learning functions are required. In this paper, machine learning tools for mobile applications are investigated and compared the characteristics of these tools.

A Study on Cargo Picking Safety Work: Focusing on Rack Work Place (보관작업장 사고방지 예방에 관한 연구: 렉 작업장을 중심으로)

  • Chung, Byung Hyun;Kim, Ki Hong
    • Journal of the Korea Safety Management & Science
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    • v.24 no.3
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    • pp.23-28
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    • 2022
  • Rack is a place to store products. Workers pick products from rack storage. After picking up, workers move to another location by forklift. Driving speed, worker condition, and number/frequency of operation is responsible for forklift accidents. When an accident occurs, products get damaged. Therefore, it is important to prevent one. As the research result, To prevent forklift accidents, the minimum order quantity, the minimum number of operations, and low speed operation are required.

Vision Navigation System by Autonomous Mobile Robot

  • Shin S.Y.;Lee, J.H.;Kang H.
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.146.3-146
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    • 2001
  • It has been integrated into several navigation systems. This paper shows that system recognizes difficult indoor roads and open area without any specific mark such as painted guide tine or tape. In this method, Robot navigates with visual sensors, which uses visual information to navigate itself along the road. An Artificial Neural Network System was used to decide where to move. It is designed with USB web camera as visual sensor.

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Pb-FREE SOLDER PLATING

  • Yada, Y.;Tokio, K.
    • Journal of Surface Science and Engineering
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    • v.32 no.3
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    • pp.211-213
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    • 1999
  • In the future, restrictions are likely to be imposed on the use of lead in the electronics industry. In dealing with such a move, we have been developing Pb-free Sn-Ag plating process to replace presently available Sn-Pb process. In this paper, the result of a basic comparison test between Sn-Pb plating and Sn-Ag plating is reported.

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Furniture Layout and Design for Better Indoor Air Quality in Office Buildings

  • Leung, Luke
    • International Journal of High-Rise Buildings
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    • v.11 no.1
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    • pp.69-74
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    • 2022
  • - COVID -19 taught us a lot about how to protect our tall buildings from infectious diseases. This paper captures the lessons learned about airflow in indoor spaces when considering furniture and its placement. By applying them we move towards future proofing our buildings both in normal and pandemic times.

Performance Comparison of Spectrum Sensing according to Structure of Sensing Receiver (센싱 수신기 구조에 따른 스펙트럼 센싱의 성능 비교)

  • Kang, Bub-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1891-1897
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    • 2009
  • This paper describes the optimization of the spectrum sensing in terms of the throughput of the cognitive radio (CR)system. The conventional rapers do not describe the optimization problem of the spectrum sensing by considering the channel search and channel move of the CR system to be caused by the appearance of the incumbent user. However this paper evaluates the throughput of the CR user by considering the situations such as the channel search and channel move additionally. Also, this paper suggests the sensing structure being separated the data receiver from sensing receiver, and compares the sensing performance for the same receiver structure of sensing and communication with that for the separated sensing receiver in terms of the throughput of the CR user. The numerical result demonstrates that the performance of the throughput efficiency is improved by the proposed sensing receiver to be separated from the data communication path.

UBA-Sot : An Approach to Control and Team Strategy in Robot Soccer

  • Santos, Juan-Miguel;Scolnik, Hugo-Daniel;Ignacio Laplagne;Sergio Daicz;Flavio Scarpettini;Hector Fassi;Claudia Castelo
    • International Journal of Control, Automation, and Systems
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    • v.1 no.1
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    • pp.149-155
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    • 2003
  • In this study, we introduce the main ideas on the control and strategy used by the robot soccer team of the Universidad de Buenos hires, UBA-Sot. The basis of our approach is to obtain a cooperative behavior, which emerges from homogeneous sets of individual behaviors. Except for the goalkeeper, the behavior set of each robot contains a small number of individual behaviors. Basically, the individual behaviors have the same core: to move from the initial to-ward the target coordinates. However, these individual behaviors differ because each one has a different precondition associated with it. Each precondition is the combination of a number of elementary ones. The aim of our approach is to answer the following questions: How can the robot compute the preconditions in time\ulcorner How are the control actions defined, which allow the robot to move from the initial toward the final coordinates\ulcorner The way we cope with these issues is, on the one hand, to use ball and robot predictors and, on the other hand, to use very fast planning. Our proposal is to use planning in such a way that the behavior obtained is closer to a reactive than a deliberative one. Simulations and experiments on real robots, based on this approach, have so far given encouraging results.

A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.

An Algorithm of the Minimal Time on the (sLa-Camera-pLb)path ((sLa-Camera-pLb)경로에서의 최소 시간 알고리즘)

  • Kim, Soon-Ho;Kim, Chi-Su
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.337-342
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    • 2015
  • SMT is an equipment that picks up electronic components and does precise placing onto PCBs. In order to do this, it stops in front of a camera installed in the middle to go over vision inspection. And after that it is move for placing. There are 16 different types of routes in this process. This paper presents the fastest algorithm to place (sLa-Camera-pLb) among all these routes. In order to do this, instead of stopping in front of camera the object should move on while going over the vision inspection. Among all possible tracks, this thesis will provide algorithm to find out the fastest tracks to do vision inspection and placing. And as a result, this thesis have demonstrated that this method can save about 16% of time compared to going over inspection while the object is standing still through simulation.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.