• Title/Summary/Keyword: robot programming

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Distribution of an OLP based Industrial Robot Simulation System (OLP 기반의 산업용 로봇 시뮬레이션 시스템의 분산화)

  • Kim, Jae-Wook;Lee, Jung-Tae;Ryu, Ki-Yeol;Kim, Jong-Chul;Borm, Jin-Hwan
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.218-222
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    • 2006
  • 최근 산업현장에서는 작업의 빈번한 변화에 따른 로봇의 재배치, 테스트로 인해 많은 비용이 소모되고 있다. 이러한 문제점의 해결방안으로 OLP(Off-line Programming) 시뮬레이션 시스템이 주목받고 있다. 현재 대부분의 OLP 시뮬레이션 시스템은 하나의 컴퓨터에서 실행되는 하나의 응용프로그램으로 되어있다. 따라서 로봇을 제어하는 시뮬레이션 프로그램이 복잡해지고 시뮬레이션 대상이 되는 작업장의 규모가 커지게 되면 이와 비례하여 시뮬레이션에 소모되는 시간이 늘어나게 되고 이로 인하여 시뮬레이션 진행상황을 실시간에 맞추어 출력하지 못하게 되는 경우가 발생하게 된다. 또한 하나 컴퓨터에서 실행되는 응용 프로그램의 한계로 인해 시뮬레이션 상황을 출력하는 화면크기는 제한될 수밖에 없어지고 여러 작업장의 시뮬레이션 진행상황을 동시에 확인하기가 힘들어 진다. 본 논문에서는 이러한 문제점을 해결하기 위하여 하나의 PC에서 실행되는 OLP 시뮬레이션 시스템을 사용자가 지정하는 로봇의 집합 단위로 네트워크로 연결된 여러 개의 PC에서 실행할 수 있도록 하여 다수의 로봇 제어 프로그램을 실행하는데 걸리는 부하와 시뮬레이션 진행 상황을 출력하는 CAD시스템에 걸리는 부하를 분산 시키고 연결된 여러 PC를 통해 시뮬레이션 진행상황을 자유롭게 확인할 수 있는 구조를 제안하였다. 그리고 시뮬레이션 시스템의 분산화로 인해 발생하는 동기화 문제에 대한 해결 방안으로 기존 시스템에 사용되는 이벤트/사이클 혼합 방식의 로봇 시뮬레이션 시스템의 알고리즘을 분산시킨 방안을 제시하였다.

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Text-Mining Analysis on the Interaction between the American Consumers Aged over 60 and Companion Pets Robots: Focused on Amazon Reviews for Joy For All Companion Pets (텍스트 마이닝을 활용한 미국 노년 소비자와 애완용 로봇 간 상호작용에 대한 분석: Joy For All Companion Pets에 대한 아마존 리뷰를 중심으로)

  • Chung, Yea-Eun;Lee, Yu Lim;Chung, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.469-489
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    • 2021
  • This study explores consumers' responses to socially assistive robotics by using text-mining method focusing on Companion Pets from Hasbro as it gives emotional support. We conducted text frequency analysis, LDA analysis using R programming. The key findings are 1)the most frequently used words the mimicry of living pets and the appearance of companion pets, 2)the five topics were derived from the LDA analysis and classified keywords in each topic split between positive and negative, 3)user, product, environment affect the interaction between consumer and companion pets, 4)consumers who have difficulty in cognition and physical conditions use companion pets to replace living pets. This study provides an understanding of consumer responses in companion pets and gives practical implications that may improve the efficacy of usage for consumers and understand the companion robot, which provides emotional support in COVID-19.

Structure Pruning of Dynamic Recurrent Neural Networks Based on Evolutionary Computations (진화연산을 이용한 동적 귀환 신경망의 구조 저차원화)

  • 김대준;심귀보
    • Journal of the Korean Institute of Intelligent Systems
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    • v.7 no.4
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    • pp.65-73
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    • 1997
  • This paper proposes a new method of the structure pruning of dynamic recurrent neural networks (DRNN) using evolutionary computations. In general, evolutionary computations are population-based search methods, therefore it is very useful when several different properties of neural networks need to be optimized. In order to prune the structure of the DRNN in this paper, we used the evolutionary programming that searches the structure and weight of the DRNN and evolution strategies which train the weight of neuron and pruned the net structure. An addition or elimination of the hidden-layer's node of the DRNN is decided by mutation probability. Its strategy is as follows, the node which has mhnimum sum of input weights is eliminated and a node is added by predesignated probability function. In this case, the weight is connected to the other nodes according to the probability in all cases which can in- 11:ract to the other nodes. The proposed pruning scheme is exemplified on the stabilization and position control of the inverted-pendulum system and visual servoing of a robot manipulator and the effc: ctiveness of the proposed method is demonstrated by numerical simulations.

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The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

Development of Control Board for Coding Education and Convergence Contents based on 3D Printing (코딩 교육용 제어 보드와 3D 프린팅 융복합 콘텐츠 개발)

  • Youm, Sung-Kwan;Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.1-8
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    • 2018
  • It is a key role in leading and activating coding education as a process to solve problems creatively to produce and provide the educational contents on the basis of 3D printing. In this paper, we develop a variety of fusion contents to use 3D printing and 8bit MCU base control board which provides specific functions through Arduino. The developed control program conducts various packet monitoring more than ten times per a second, supporting intrinsically full duplex. In addition, communication protocol optimized in conveying a lot of information enables to control different contents. The contents produced with the control board and 3D printing are useful as a programming education tool to train the principle and the concept of coding.

A Study on Automatic Module Control Robot System (자율 모듈 제어 로봇시스템에 관한 연구)

  • Lee, Jeong-Ick
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.610-613
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    • 2010
  • 본 과제를 통하여 기술적으로는 로봇 개발에 있어 기존 기술을 최대한 활용하고 새로운 기능을 추가하는 형태로 발전해 갈 수 있도록, 각 요소별 기능을 표준화 모듈화 하여 새로운 제품의 개발이 손쉽게 이루어 질 수 있는 기본 platform으로의 역할이 가능해졌다. 구동부 제작 및 설계, 금형 비용 등을 절감하기 위한 다목적 완구로봇 플랫폼을 확보할 수 있었다. 로봇이 복잡한 환경을 인식하고, 자율적으로 작업을 수행하며, 예측하지 못한 문제에 적절한 대처를 할 수 있도록 하기 위한 핵심 기술을 제공하게 될 것으로 생각된다. 로봇 개발에 있어 전문지식이 없는 초보자들이 직접 제작 구동해 볼 수 있는 비주얼한 개발환경을 지원할 뿐만 아니라 GUI 개발환경 및 TEXT Programming 으로 상호 전환이 가능한 코딩 방법을 지원(MSRS와의 차별화를 시도하였다. 기존 하드웨어 지식과 소프트웨어지식이 없는 상태에서도 제작자의 창의력에 따라 다양한 형태의 로봇을 제작 적용이 용의 하며 초보자들에 대한 로봇개발에 흥미를 유발할 수 있도록 하였다. 고급사용자를 위한 별도의 다운로딩 포트를 제공하였다. 로봇공학의 기본지식을 습득(아날로그/디지털 회로를 이해하고, 각종 센서의 이해하며, 스템/서보/DC모터의 제어기술, 펌웨어개발능력, 기본수준의 소프트웨어개발 능력) 활용할 수 있다. 또한, 경제 및 산업적 측면으로는 다음과 같은 장점이 있다. 기존 기술들의 장점을 취합하여 추가적인 기술을 적용할 수 있는 Base형태의 로봇을 개발할 경우 이를 활용한 제품 개발 및 Base자체로도 충분한 시장을 형성 할 수 있을 것으로 기대된다. 인터넷기반 로봇 제어 기술의 확보로 로봇시스템의 생산비용을 낮추고 TTM (Time-to-Market) 제약을 해결시켜 준다. 다른 응용 시스템에 쉽게 적용이 가능하고 지식기반 로봇 서비스의 요소기술 개발은 멀티미디어 콘텐츠분야(교육/게임/오락 등)의 활성화가 가능하기 때문에 타 IT산업에의 파급효과가 예상된다. B2B를 통한 실질적인 판매를 통한 동종기업의 연구 개발비 및 개발 기간의 단축이 예상된다.

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Current Status and Development Direction of Digital Literacy Education in Elementary Schools (초등학교에서의 디지털 리터러시 교육의 현황과 발전 방향)

  • Yang, Ji-Hye;Hyun, Yong-Chan;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.138-149
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    • 2021
  • Our society is developing exponentially, but schools are not keeping up with the pace of society's development, and they are not providing digital literacy education suitable for the growth and development of students. Thus, this study identified the actual conditions and problems of digital literacy education at school sites and sought the direction of development of digital literacy education. By identifying the current state of schools in which the 2015 curriculum is operated, we sought the direction of the development of digital literacy education for our school. First, old digital devices should be replaced, laptops or smart devices should be provided for each student, and internet access should be available throughout the school. Second, digital literacy education should be provided to teachers by providing various training opportunities.Third, coding education where you can express what you think as logical thinking, Software training should increase the level of the algorithmic domain that shows the computational thinking process of discovering problems and automating a given problem into a computer programming language, there is enough robot that can be seen operating the program, digital parish will need to be delivered.

Understanding and Research Trends in Liquid Crystal Elastomer Fibers (액정 엘라스토머 섬유의 이해와 연구동향)

  • Young Been Kim;Dae Seok Kim
    • Applied Chemistry for Engineering
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    • v.34 no.4
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    • pp.347-356
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    • 2023
  • Liquid crystal elastomer (LCE) fibers have been widely applied in various fields, such as soft robots and biomimetic actuators, in a one-dimensional form. LCEs possess the characteristics of both fluidity and solid order, as well as the elasticity of rubber, and exhibit stimulus-response based on these properties. In particular, by programming the responsiveness to various stimuli such as heat, light, electric fields, and magnetic fields in terms of shape-changing, various movements such as lifting, twisting, and rotating can be realized with high degrees of freedom. Therefore, LCE fibers have the potential for application in various fields such as artificial muscles, soft robots, wearable technologies, and sensing technologies. The research on liquid crystal elastomer fibers is evaluated to have high applicability in various fields in the Fourth Industrial Revolution as a smart material that can include various functionalities beyond simple fibers. In this review, we introduce the structure and basic characteristics of liquid crystal elastomer fibers, the latest research trends on orientation-based fabrication methods, and various applications such as artificial muscles, smart fabrics, and soft robots.

An Analysis of Research Trends Related to Software Education for Young Children in Korea (유아의 소프트웨어 교육 관련 국내 최근 연구의 경향 분석)

  • Chun, Hui Young;Park, Soyeon;Sung, Jihyun
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.177-196
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    • 2019
  • Objective: This study aims to analyze research trends related to software education for young children, focusing on studies published in Korea from 2016 to 2019 March. Methods: A total of 26 research publications on software education for young children, searched from Korea Citation Index and Research Information Sharing Service were identified for the analysis. The trend in these publications was classified and examined respectively by publication dates, types of publications, and the fields of study. To investigate a means of research, the analysis included key topics, types of research methods, and characteristics of the study variables. Results: The results of the analysis show that the number of publications on the topic of software education for young children has increased over the three years, of which most were published as a scholarly journal article. Among the 26 research studies analyzed, 16 (61.5%) are related to the field of early childhood education or child studies. Key topics and target subjects of the most research include the curriculum development of software education for young children or the effectiveness of software education on 4- and 5-year-old children. Most of the analyzed studies are experimental research designs or in the form of literature reviews. The most frequently studied research variable is young children's cognitive characteristics. For the studies that employ educational programs, the use of a physical computing environment is prevalent, and the most frequently used robot as a programming tool is "Albert". The duration of the program implementation varies, ranging from 5 weeks to 48 weeks. In the analyzed research studies, computational thinking is conceptualized as a problem-solving skill that can be improved by software education, and assessed by individual instruments measuring sub-factors of computational thinking. Conclusion/Implications: The present study reveals that, although the number of research publications in software education for young children has increased, the overall sufficiency of the accumulated research data and a variety of research methods are still lacking. An increased interest in software education for young children and more research activities in this area are needed to develop and implement developmentally appropriate software education programs in early childhood settings.

Implementing RPA for Digital to Intelligent(D2I) (디지털에서 인텔리전트(D2I)달성을 위한 RPA의 구현)

  • Dong-Jin Choi
    • Information Systems Review
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    • v.21 no.4
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    • pp.143-156
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    • 2019
  • Types of innovation can be categorized into simplification, information, automation, and intelligence. Intelligence is the highest level of innovation, and RPA can be seen as one of intelligence. Robotic Process Automation(RPA), a software robot with artificial intelligence, is an example of intelligence that is suited for simple, repetitive, large-scale transaction processing tasks. The RPA, which is already in operation in many companies in Korea, shows what needs to be done to naturally focus on the core tasks in a situation where the need for a strong organizational culture is increasing and the emphasis is on voluntary leadership, strong teamwork and execution, and a professional working culture. The introduction was considered naturally according to the need to find. Robotic Process Automation, or RPA, is a technology that replaces human tasks with the goal of quickly and efficiently handling structural tasks. RPA is implemented through software robots that mimic humans using software such as ERP systems or productivity tools. RPA robots are software installed on a computer and are called robots by the principle of operation. RPA is integrated throughout the IT system through the front end, unlike traditional software that communicates with other IT systems through the back end. In practice, this means that software robots use IT systems in the same way as humans, repeat the correct steps, and respond to events on the computer screen instead of communicating with the system's application programming interface(API). Designing software that mimics humans to communicate with other software can be less intuitive, but there are many advantages to this approach. First, you can integrate RPA with virtually any software you use, regardless of your openness to third-party applications. Many enterprise IT systems are proprietary because they do not have many common APIs, and their ability to communicate with other systems is severely limited, but RPA solves this problem. Second, RPA can be implemented in a very short time. Traditional software development methods, such as enterprise software integration, are relatively time consuming, but RPAs can be implemented in a relatively short period of two to four weeks. Third, automated processes through software robots can be easily modified by system users. While traditional approaches require advanced coding techniques to drastically modify how they work, RPA can be instructed by modifying relatively simple logical statements, or by modifying screen captures or graphical process charts of human-run processes. This makes RPA very versatile and flexible. This RPA is a good example of the application of digital to intelligence(D2I).