• Title/Summary/Keyword: 인공지능 개발자

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Development of Artificial Inetelligence Education Program for the Lower Grades of Elementary School (초등학교 저학년 학습자를 위한 인공지능 교육프로그램 개발)

  • Kang, Ji-eun;Koo, Dukhoi
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.761-768
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    • 2021
  • Recently, various platforms and contents for artificial intelligence education have been developed, but artificial intelligence education programs for the lower grades of elementary school are insufficient. Therefore, the purpose of this study is to develop an artificial intelligence education program for learners in the lower grades of elementary school. It was designed using the Novel Engineering with various convergence education research cases for software education. After the first program was developed, it was verified by expert validity test, and the program was modified and developed accordingly. It was necessary to construct a program based on spoken language rather than written language in consideration of the level of learners in the lower grades in the process of acquiring Hangeul, and to secure the number of educational hours through integration between subjects. It is expected that this study can suggest a new direction for artificial intelligence education for elementary and lower grade learners.

Comparison of Reinforcement Learning Algorithms used in Game AI (게임 인공지능에 사용되는 강화학습 알고리즘 비교)

  • Kim, Deokhyung;Jung, Hyunjun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.693-696
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    • 2021
  • There are various algorithms in reinforcement learning, and the algorithm used differs depending on the field. Even in games, specific algorithms are used when developing AI (artificial intelligence) using reinforcement learning. Different algorithms have different learning methods, so artificial intelligence is created differently. Therefore, the developer has to choose the appropriate algorithm to implement the AI for the purpose. To do that, the developer needs to know the algorithm's learning method and which algorithms are effective for which AI. Therefore, this paper compares the learning methods of three algorithms, SAC, PPO, and POCA, which are algorithms used to implement game AI. These algorithms are practical to apply to which types of AI implementations.

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Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.76-87
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    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

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A Study on Implementation Plan for AI Service Impact Assessment (인공지능 서비스 영향평가 추진방안에 대한 연구)

  • Shin, Sunyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.147-157
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    • 2022
  • The purpose of this study is to establish policy recommendations for the promotion of AI service impact assessment based on the definition of impact assessment and analysis of domestic and foreign AI service impact assessment cases. The direction of implementation was analyzed based on the case of impact evaluation promoted in various fields at home and abroad and the case of impact evaluation at home and abroad of artificial intelligence services. As a step-by-step implementation plan, in the first stage, quantitative indicators such as AI level survey-based economic effects are developed, and in the second stage, information culture such as safety and reliability and artificial intelligence ethics described in the Framework Act on Intelligence Information, social, economic, information protection, and people's daily lives are prepared. In the third stage, discussion on detailed metrics and methods will be expanded and impact assessment results will be evaluated. This study requires analysis through various participants such as policy designers, artificial intelligence service developers, and civic groups in the future.

Development of Artificial Inetelligence Education Program for the Lower Grades of Elementary School (초등학교 저학년 학습자를 위한 인공지능 교육프로그램 개발)

  • Kang, Ji-eun;Koo, Duk-hoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.123-129
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    • 2021
  • Recently, various platforms and contents for artificial intelligence education have been developed, but artificial intelligence education programs for the lower grades of elementary school are insufficient. Therefore, the purpose of this study is to develop an artificial intelligence education program for learners in the lower grades of elementary school. It was designed using the Novel Engineering, and its validity was verified by expert validation. It was necessary to construct a program based on spoken language rather than written language in consideration of the level of learners in the lower grades in the process of acquiring Hangeul, and to secure the number of educational hours through integration between subjects. There have been various research cases of software education with Novel Engineering, and its effectiveness has been verified. Artificial intelligence education is also expected to be applied in the school field through Novel Engineering.

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A Study on the Development of Industrial Field Technical Education Programs Integrating Robotics and Artificial Intelligence

  • Yong-Kwan Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.209-221
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    • 2024
  • The purpose of this study is to develop technical education programs that integrate robotics and artificial intelligence for employees in the robotics industry. To achieve this, the current status of robotics education programs for employees at domestic robotics institutions was investigated, and a demand survey on integrated robotics and AI education was conducted for domestic robotics companies. Based on the results of the demand survey, a robotics and AI integration education program was developed, and the contents of the designed curriculum and the survey results were presented. The developed education program was applied to the actual industry, and through evaluations of participant satisfaction and learning effectiveness, it was confirmed that the program can be effectively utilized in the industry. Suggestions for further research were also made.

Development of Artificial Intelligence Education Program for Elementary Education Using Advance Organizer (선행조직자를 활용한 초등 인공지능 교육 프로그램 개발)

  • Lee, Dagyeom;Kim, Seong-won;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.219-221
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    • 2022
  • 초등학교 인공지능(Artificial Intelligence, AI) 교육은 학교급별 특성과 수준을 고려하여 놀이 및 체험 활동 중심으로 계획되고 있다. 그러나 교육 현장의 수요 및 AI 리터러시 연구에서 AI 개념의 지도 필요성이 제시되고 있다. 초등학생에게 어렵고 생소한 AI 개념을 교육하기 위해 학습자의 발달 특성을 고려한 교수학습 전략이 필요하다. 선행조직자는 개념 지도 시 학습자의 인지적 부하를 줄일 수 있는 효과적인 교수학습 전략 중 하나로 이미 초등학생을 위한 인공지능 교재에 널리 사용되고 있다. 그러나 교재 분석 결과 선행조직자는 학생별 경험과 양육환경의 차이로 인해 선행조직자로서 기능하지 못할 가능성이 있다. 이를 해결하기 위해 본 연구는 초등학교에 널리 활용될 수 있는 선행조직자를 초등 교육과정에서 추출하여 AI 교육 프로그램을 개발하였다. 본 프로그램은 초등학교 5~6학년 AI 교육 내용 기준에서 AI 개념 요소를 추출하여 초등학교 1~4학년 교과 교육과정에서 선행조직자를 선정하였고 4차시의 교육 프로그램을 개발하였다. 본 연구를 통해 개발된 프로그램이 초등학생의 효과적인 AI 개념을 학습과 AI 리터러시 향상에 도움이 될 것으로 기대된다.

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Evolution Engine for Virtual Environment Generation based on Artificial Life (가상환경 생성을 위한 인공생명 기반 진화엔진)

  • 홍진혁;조성배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09b
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    • pp.35-38
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    • 2003
  • 최근 컴퓨터 게임의 확산과 함께 보다 나은 가상환경 생성을 위한 기술에 대한 필요성이 증가하고 있다 다양한 환경에서 지능적으로 행동하는 인공 캐릭터의 설계를 위해 다양한 인공지능 기술이 적용되고 있다. 하지만 게임의 캐릭터 설계에 적용된 휴리스틱이나 규칙기반 시스템 등의 기존 인공지능 기술은 게임 개발자에 의존적이기 때문에 플레이어가 쉽게 캐릭터의 행동패턴을 파악하여 게임의 흥미를 저하시키는 단점이 있다 따라서 진화연산이나 신경망 등의 학습기반 인공지능 기술의 게임에의 적용이 모색되고 있다 특히 진화를 이용한 지능기술은 자연계의 복잡성과 의외성을 모방하여 최적화된 지능보다는 속임수/의외성 등의 창의적인 지능행동의 생성을 가능하게 하며 새로운 게임전략의 생성, 게임 캐릭터의 성격형성 및 다양한 행동 생성 등에 매우 유용하다. 본 논문에서는 진화기술의 게임에의 효과적인 적용을 위해 진화엔진을 설계 및 제작하고 인공지능 시뮬레이터에 적용하여 그 유용성을 확인하였다.

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Suggestions for Nurturing Ecosystem to Spur Artificial Intelligence Industry (인공지능 산업활성화 생태계 조성을 위한 제언)

  • Lee, J.Y.;Cho, B.S.
    • Electronics and Telecommunications Trends
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    • v.31 no.2
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    • pp.51-62
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    • 2016
  • 인공지능(Artificial Intelligence: AI)이 사물인터넷, 빅데이터, 엄청나게 빠른 컴퓨팅 파워와 결합하고 있다. 이에 따라 인공지능이 인간과 같은 수준의 인지능력을 갖추게 되어 가까운 장래에 개인비서 기능뿐만 아니라 기업의 의사결정이나 고객관리를 비롯한 모든 비즈니스 부문에서 큰 역할을 할 것으로 기대된다. 해외의 주요 기술업체들은 AI를 핵심 R&D 분야로 삼고 각기 Application Programming Interface(APIs) 및 클라우드 서비스를 통한 인공지능 기술의 대중화에 힘쓰고 있으며, 개발자들은 이들 도구를 각자의 애플리케이션에 통합함으로써 수익기회를 창출하고 있다. 국내에서도 대기업 및 공공 R&D를 중심으로 인공지능 기술개발이 추진되고 있으나 관련 시장참여자 전체를 견인할 수 있는 기본 생태계 조성을 위한 정부의 지원이 필요한 상황이다. 본 연구는 인공지능 시장동향과 IBM 인공지능 생태계에 대해 개관하였으며, AI 산업체 의견을 반영한 국내 인공지능 산업 활성화 생태계 조성을 위한 제언으로 AI 플랫폼 지원, 인력문제 해결 그리고 공유의 장 마련이 필요하다는 점을 제시하였다.

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Digital Content to Improve Artificial Intelligence Literacy Ability

  • Han, Sun Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.93-100
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    • 2020
  • This study aims to design and develop effective digital contents to improve the ability for artificial intelligence literacy. First, we defined AI literacy and analyzed the competencies required for artificial intelligence literacy. After selecting the educational elements for AI ability, we composed 10 educational programs. To confirm the appropriateness of designed contents, we verified through content validity test by 10 experts. The CVI value was over 0.75, which was highly valid. The developed content was installed on the online system and applied to 55 AI beginners for 4 weeks. The learners showed a positive result of at least 3.85 in the items of content difficulty, understanding, effectiveness, and learning challenge. As a result of this analysis, we can see that the developed content is positive for helping many people understand AI and improving AI literacy.