• Title/Summary/Keyword: 인간행위

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A Study for Autonomous Intelligence of Computer-Generated Forces (가상군(Computer-Generated Forces)의 자율지능화 방안 연구)

  • Han, Chang-Hee;Cho, Jun-Ho;Lee, Sung-Ki
    • Journal of the Korea Society for Simulation
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    • v.20 no.1
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    • pp.69-77
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    • 2011
  • Modeling and Simulation(M&S) technology gets an attention from various parts such as industry and military. Especially, military uses the technology to cope with a different situation from the one in the Cold War and maximize the effect of training against the cost in the new environment. In order for the training based on M&S technology to be effective, the situations of a battlefield and a combat must be more realistically simulated. For this, a technique development on Computer-Generated Forces(CGF) which represents a unit's simulation logic and a human's simulated behaviors is focused. The CGF simulating a human's behaviors can be used in representing an enemy force, experimenting behaviors in a future war, and developing a new combat idea. This paper describes a methodology to accomplish Computer-Generated Forces' autonomous intelligence. It explains the process of applying a task behavior list based on the METT+T element onto CGFs. On the other hand, in the domain knowledge of military field manual, fuzzy facts such as "fast" and "sufficient" whose real values should be decided by domain experts can be easily found. In order to efficiently implement military simulation logics involved with such subjectivity, using a fuzzy inference methodology can be effective. In this study, a fuzzy inference methodology is also applied.

Examining the Urban Inclusivity of Xita Koreatown in Shenyang: With a Focus of the Actor-Network Theory (심양 서탑 코리아타운의 도시 포용성 연구: 행위자-연결망 이론을 중심으로)

  • Li, Shenhong;Kim, Minhyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.177-189
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    • 2020
  • To newly discover the placeness of Xita Koreatown in Shenyang, this study establishes the conceptual structure of urban inclusivity based on the actor-network theory and the main discourse of inclusive cities. It then applies a framework to the relevant space for analysis. We conduct the case study by first identifying a historical timeline by dividing the age from the founding of New China to the present into sprouting and developing stages of Xita Koreatown, extracting major actors out of time, and finally creating a network graph for each of the six periods representing changes in the region. Throughout this process, we not only analyze the aspect of transition in the urban inclusivity of Xita Koreatown but also prospect the feasibility of an inclusive city for the area. The results of this study are as follows. First, the number and type of actors constituting Xita Koreatown have constantly increased significantly since the establishment of diplomatic relations between China and South Korea. The related actor-networks have also continued to expand in all indicators of urban inclusivity. Secondly, the agency of human actors such as Korean-Chinese, locals, and both South and North Koreans, representing the specificity of Xita Koreatown, has continuously improved. Lastly, due to the increase of cultural exchanges and related policy actors, the actor-network in this region has achieved an unprecedented leap forward. In conclusion, the urban inclusivity of Xita Koreatown in Shenyang shows significant growth in quality, with expectations of further improvement.

The Ethics of Robots and Humans in the Post-Human Age (포스트휴먼 시대의 로봇과 인간의 윤리)

  • You, Eun-Soon;Cho, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.592-600
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    • 2018
  • As the field of robots is evolving to intelligent robots that can replace even humans' mental or emotional labor, 'robot ethics' needed in relationship between humans and robots is becoming a crucial issue these days. The purpose of this study is to consider the ethics of robots and humans that is essential in this post-human age. It will deal with the followings as the main contents. First, with the cases of developing ethics software intended to make robots practice ethics, the authors begin this research being conscious about the matter of whether robots can really judge what is right or wrong only with the ethics codes entered forcibly. Second, regarding robot ethics, we should consider unethicality that might arise from learning data internalizing human biasness and also reflect ethical differences between countries or between cultures, that is, ethical relativism. Third, robot ethics should not be just about ethics codes intended for robots but reflect the new concept of 'human ethics' that allows humans and robots to coevolve.

How does Man and Non-human beings meet? (인간과 비인간 존재는 어떻게 만나는가?)

  • Sim, Gui-yeon
    • Journal of Korean Philosophical Society
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    • v.147
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    • pp.239-260
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    • 2018
  • Is an artificial intelligence robot, a non-human beings newly emerging in the age of technology, a threat to human beings, or a mutual cooperation or ensemble with human beings? The desire to control nature through the use of the power of science and technology is manifested in the fear that humans can annihilate themselves. This study attempts to identify the problems of Cartesian epistemology underlying these questions and fears and to answer these questions based on Merleau - Ponty 's ontological ontology using the Ontology and Latour' s ontology and technological philosophy. The cogito derived from the Cartesian philosophy became the basis of the structure of dichotomous epistemology of 'subjectivity and objectivity' based on human - reason. In the human-centered world, all non-human beings were tools or controls for humans. The problem of the modern people is not only to get help from the natural scientific methods to control the nature including man, but also to think that scientific method is the only way to understand the world. In criticizing this, Merleau-Ponty shows that the body mediates between human beings and non-human beings, and provides a possible ontological basis for the ontology. Merleau - Ponty 's phenomenological methodology and ontology are newly developed by Simondon under the influence of phenomenological philosopher and phenomenology. The relationship between human beings and nonhuman beings by Simondon appears as an ensemble of human and technical objects or a mutual co - operation of human and technical objects. In particular, Latour goes a step further in Simondon and defines all the bodies living in the world as actor-network theory, denying the core concept of modernity. Merleau - Ponty 's phenomenological view can be a new possible basis for the philosophical discussion of the technological age. We will see that the problem itself can be solved by shifting modern fear to a phenomenological attitude.

Study on the Effect of Self-Disclosure Factor on Exposure Behavior of Social Network Service (자기노출 요인이 소셜 네트워크 서비스의 노출행동에 미치는 영향에 관한 연구)

  • Do Soon Kwon;Seong Jun Kim;Jung Eun Kim;Hye In Jeong;Ki Seok Lee
    • Information Systems Review
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    • v.18 no.3
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    • pp.209-233
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    • 2016
  • Internet companies that utilize social network have increased in number. The introduction of diverse social media services facilitated innovative changes in e-business. Social network service (SNS), which is a domain of social media, is a web-based service designed to strengthen human relations in the Internet and build new social relations. The remarkable growth of social network services and the profit generation and perception of this service are the new growth engines of this digital age. Given this development, many global IT companies views SNS as the most powerful form of social media. Thus, they invest efforts to develop business models using SNS.2) This study verifies the impact of privacy exposure in SNS as a result of privacy invasion. This study examines the purpose of using the SNS and user's awareness of the significance of personal information, which are key factors that affect self-disclosure of personal information. This study utilizes theory of reasoned action (TRA) to provide a theoretical platform that describes the specific behavior and emotional response of individuals. This study presents a research model that considers negative attitude (negatude). In this model, self-disclosure in SNS is considered a TRA. TRA is a subjective norm, a behavioral intention, and a key variable of exposure behavior. A survey was conducted on college students at Y university in Seoul to empirically verify the research model. The students have experiences in using SNS. A total of 198 samples were collected. Path analysis was applied to analyze the relations of factors. The results of path analysis show the statistically insignificant impact of privacy invasion on negatude, subjective norm, behavioral intention, and exposure behavior. The impact of unrecognized privacy invasion was also considered insignificant. The impacts of intention to use SNS on negatude, subjective norm, behavioral intention, and exposure behavior was significant. A significant impact was also found for the significance of personal information on subjective norm, behavioral intention, and exposure behavior, whereas the impact on negatude was insignificant. The impact of subjective norm on behavioral intention was significant. Lastly, the impact of behavioral intention on exposure behavior was insignificant. These findings are significant because the study examined the process of self-disclosure by integrating psychological and social factors based on theoretical discussion.

Analysis and Classification of In-Vehicle Activity Based on Literature Study for Interior Design of Fully Autonomous Vehicle (완전 자율주행 자동차의 실내공간 설계를 위한 문헌연구 기반의 실내행위 분석 및 유형화)

  • Kwon, Ju Yeong;Ju, Da Young
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.5-20
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    • 2018
  • The fully autonomous vehicle, which has been actively studied in a worldwide before commercialization, is expected to become a living space by securing time and space compared to existing automobile. For this reason, interior design of fully autonomous vehicle has become very important. To enhance passenger's experience and satisfaction in fully autonomous vehicle, it is necessary to design an optimized space that can support in-vehicle activities. For this purpose, efforts to analyze the passenger's in-vehicle activities should be preceded. However, there were limited studies that define space and in-Vehicle activities of fully autonomous vehicle in Korea. The purpose of this study is to suggest the guideline of the interior design of fully autonomous vehicle by analyzing and classifying the scope of activities that the passenger can perform within the vehicle. As a method of the study, literature studies on future concept cars, human lifetime behavior and consumer needs had been conducted. As a result in-vehicle activities could be applied in a fully autonomous vehicle. Four in-vehicle activities 'work', 'home life and personal care', 'relaxation' and 'conversation and hobby' had been derived through the analysis of in-vehicle activities. Based on the results, the interior design of fully autonomous vehicle guideline has been suggested. The study is significant because the result of the study can act as a basic study which considers the activities in the fully autonomous vehicle environment.

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A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

Human Activity Recognition using View-Invariant Features and Probabilistic Graphical Models (시점 불변인 특징과 확률 그래프 모델을 이용한 인간 행위 인식)

  • Kim, Hyesuk;Kim, Incheol
    • Journal of KIISE
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    • v.41 no.11
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    • pp.927-934
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    • 2014
  • In this paper, we propose an effective method for recognizing daily human activities from a stream of three dimensional body poses, which can be obtained by using Kinect-like RGB-D sensors. The body pose data provided by Kinect SDK or OpenNI may suffer from both the view variance problem and the scale variance problem, since they are represented in the 3D Cartesian coordinate system, the origin of which is located on the center of Kinect. In order to resolve the problem and get the view-invariant and scale-invariant features, we transform the pose data into the spherical coordinate system of which the origin is placed on the center of the subject's hip, and then perform on them the scale normalization using the length of the subject's arm. In order to represent effectively complex internal structures of high-level daily activities, we utilize Hidden state Conditional Random Field (HCRF), which is one of probabilistic graphical models. Through various experiments using two different datasets, KAD-70 and CAD-60, we showed the high performance of our method and the implementation system.

A Study on the Libraries' Quintessence by Interpreting Information as Ubiquitous (정보의 유비쿼터스적 해석을 통한 도서관 본질에 관한 연구)

  • Chung, Jun-Min;Park, Seong-Woo
    • Journal of the Korean Society for information Management
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    • v.21 no.4 s.54
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    • pp.265-279
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    • 2004
  • This study is to research quintessence of information service in the libraries by interpreting 'Information' as it is ubiquitous. For the purpose, it investigates and analyzes information behaviors of the libraries in information-cultural history. The meaning of 'ubiquitous' is understood as a practice that everything we need should be inherent in our lives for its usefulness and effectiveness. Information is intrinsic in our lives and the libraries, information management systems, have been evolved by extending the intrinsic value of information, 'ubiquity'. Human being's history results from information behaviors and the meaning of the libraries consists of production, accumulation, organization and distribution of the libraries. It should be recognized that the ultimate purpose of the library services is for their users. Consequently information systems and technological networks in the libraries should be focused on applications and inherence for the purpose. Model studies of the libraries should be developed to user-centered information services that substantialize the interpretation of information, as it is ubiquitous. This study is a trial for defining the quintessence of the libraries. Furthermore, it provides foundation of understanding what the libraries are.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.