• Title/Summary/Keyword: 지능적 반응

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Automated Composition of Semantic Web Services Based on Reactive Planning (반응형 계획에 기초한 자동화된 시맨틱 웹서비스의 조합)

  • Jin, Hoon;Kim, In-Cheol
    • The KIPS Transactions:PartB
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    • v.14B no.3 s.113
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    • pp.199-214
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    • 2007
  • Recently, there have been a lot of works trying to realize automated composition of semantic web services though application of AI planning techniques. The traditional AI planning techniques, however, have some limitations: it is not easy to represent a web service process with complex control constructs as an action or a plan; it is hardly possible to consider enough the rich information contained in domain ontologies during the planning process; it is impossible to model directly the data flow from the outputs of a web service to the inputs of another web service; it is difficult to predict and deal with uncertainty and dynamics of the environment because the plan generation phase is supposed to be separated from the plan execution phase. In order to overcome some of these limitations, this paper suggests a reactive planning approach to automated composition of semantic web services. Through some experiments using several e-commerce web services, we found that the reactive planning is an effective way to realize automated composition of semantic web services.

The Design of Knowledge-Emotional Reaction Model considering Personality (개인성을 고려한 지식-감정 반응 모델의 설계)

  • Shim, Jeong-Yon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.116-122
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    • 2010
  • As the importance of HCI(Human-Computer Interface) caused by dramatically developed computer technology is getting high, the requirement for the design of human friendly systems is also getting high. First of all, the personality and Emotional factor should be considered for implementing more human friendly systems. Many studies on Knowledge, Emotion and personality have been made, but the combined methods connecting these three factors is not so many investigated yet. It is known that memorizing process includes not only knowledge but also the emotion and the emotion state has much effects on the process of reasoning and decision making step. Accordingly, for implementing more human friendly efficient sophisticated intelligent system, the system considering these three factors should be modeled and designed. In this paper, knowledge-emotion reaction model was designed. Five types are defined for representing the personality and emotion reaction mechanism calculating emotion vector based on the extracted Thought threads by Type matching selection was proposed. This system is applied to the virtual memory and its emotional reactions are simulated.

Intelligent Characters for Fighting Action Games applied Energy Points (대전형 액션 게임에서 에너지 점수를 도입한 지능 캐릭터)

  • Lee Myun-Sub;Cho Byeong-Heon;Jung Sung-Hoon;Seong Yeong-Rak;Oh Ha-Ryoung
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.449-456
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    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy points are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point) that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters learn proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted with the best actions to obtain high score if their energy is sufficient, Otherwise, they did the actions to(that?) recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration of the their energy.

Exploring user experience factors through generational online review analysis of AI speakers (인공지능 스피커의 세대별 온라인 리뷰 분석을 통한 사용자 경험 요인 탐색)

  • Park, Jeongeun;Yang, Dong-Uk;Kim, Ha-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.193-205
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    • 2021
  • The AI speaker market is growing steadily. However, the satisfaction of actual users is only 42%. Therefore, in this paper, we collected reviews on Amazon Echo Dot 3rd and 4th generation models to analyze what hinders the user experience through the topic changes and emotional changes of each generation of AI speakers. By using topic modeling analysis techniques, we found changes in topics and topics that make up reviews for each generation, and examined how user sentiment on topics changed according to generation through deep learning-based sentiment analysis. As a result of topic modeling, five topics were derived for each generation. In the case of the 3rd generation, the topic representing general features of the speaker acted as a positive factor for the product, while user convenience features acted as negative factor. Conversely, in the 4th generation, general features were negatively, and convenience features were positively derived. This analysis is significant in that it can present analysis results that take into account not only lexical features but also contextual features of the entire sentence in terms of methodology.

A Study on the Development and the Verification of Engineering Structure Design Framework based on Neuro-Response Surface Method (NRSM) (신경반응표면을 이용한 공학 구조물 설계 프레임워크 구축 및 검증에 관한 연구)

  • Lee, Jae-Chul;Shin, Sung-Chul;Kim, Soo-Young
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.46-51
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    • 2014
  • The most important process of engineering system optimal design is to identify the relationship between the design variables and system response. In case of the system optimization, Response Surface Method (RSM) is widely used. The optimization process of RSM generates the design space using the typical alternative candidates and finds the optimal design point in the generated design space. By changing the optimal point depending on the configuration of the design space, it is important to generate the design space. Therefor in this study, the design space is generated by using the relationship between design variables and system response based on Neuro-Response Surface Method (NRSM). And I try to construct the framework for optimal shape design based on NRSM that the optimum shape can be predicted using the Non-dominated Sorting Genetic Algorithm-II (NSGA-II) within the generated design space. In order to verify the usefulness of the constructed framework, we applied the nonlinear mathematical function problem. In this study, we can solve the constraints of time in the optimization process for the engineering problem and effective to determine the optimal design was possible. by using the generated framework for optimal shape design based on NRSM. In the future research, we try to apply the optimization problem for Naval Architectural & Ocean Engineering based on the results of this study.

Brainstorming using TextRank algorithms and Artificial Intelligence (TextRank 알고리즘 및 인공지능을 활용한 브레인스토밍)

  • Sang-Yeong Lee;Chang-Min Yoo;Gi-Beom Hong;Jun-Hyuk Oh;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.509-517
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    • 2023
  • The reactive web service provides a related word recommendation system using the TextRank algorithm and a word-based idea generation service selected by the user. In the related word recommendation system, the method of weighting each word using the TextRank algorithm and the probability output method using SoftMax are discussed. The idea generation service discusses the idea generation method and the artificial intelligence reinforce-learning method using mini-GPT. The reactive web discusses the linkage process between React, Spring Boot, and Flask, and describes the overall operation method. When the user enters the desired topic, it provides the associated word. The user constructs a mind map by selecting a related word or adding a desired word. When a user selects a word to combine from a constructed mind-map, it provides newly generated ideas and related patents. This web service can share generated ideas with other users, and improves artificial intelligence by receiving user feedback as a horoscope.

Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

The Effects of Emotional Intelligence, Resilience, and Communication Style on Stress Coping in College Students (대학생의 감성지능, 회복탄력성, 커뮤니케이션 유형이 스트레스 대처방식에 미치는 영향)

  • Park, Yang-Shin;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.555-566
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    • 2020
  • The Purpose of this study is to examine the effect of emotional intelligence, resilience, and communication style on stress coping in college students. The research problems were verified by correlation analysis and multivariate regression analysis. A questionnaire survey was conducted on 303 college students. The findings are as follows. First, college students who have high emotional intelligence show more problem-focused coping and social-support seeking coping in stressful conditions. Particularly, it is found that managing emotion in emotional intelligence has the greatest effect on problem-focused coping and social-support seeking coping, using emotion influences emotion-focused coping. Second, college students who have high resilience are also found more problem-focused coping and social-support seeking coping in stressful conditions. Especially it is found that controllability has the greatest effect on problem-focused coping, positivism influences wishful thinking coping. Similarly, sociability influences social-support seeking coping and emotion-focused coping. Third, those students who was androgynous with high assertiveness and responsiveness used more frequently the problem-focused coping, those who was feminine with high responsiveness used more frequently the social-support seeking coping and wishful thinking coping.

Study for Human Behavior Classification using Soft-Computing Method (소프트 컴퓨팅에 의한 인간행위 분류에 관한 연구)

  • Jeong, Tae-Min;Choe, U-Gyeong;Kim, Seong-Ju;Kim, Yong-Min;Ha, Sang-Hyeong;Jeon, Hong-Tae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.257-260
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    • 2007
  • 인간의 행위에는 외부환경으로부터 감각정보가 입력되어 반응되는 무의식적인 행동과 뇌에 의한 추론과 인지에 의한 행동으로 분류할 수 있다. 동일한 환경 조건하에서의 인간 행위분류의 통해 활용 적합한 응용프로그램을 개발하여 적용하여 본다. 본 논문에서는 인간의 몸에 부착하여 움직임을 데이터로 분석할 수 있도록 행동인식 시스템을 개발하였다. 인간행동의 인식패턴을 분류하기 위해 Soft-Computing Algorithm을 행위 추출센서에 적용시킨 단독 시스템을 개발하여 센서모듈로부터 인간의 행동 패턴을 분류할 수 있도록 한다. 이러한 센서모듈은 3축 각속도 및 가속도 센서를 부착시킨 모듈로 Micro-Processor를 사용하여 모듈을 구성하였으며, 구축된 모듈은 인간의 몸에 착용하여 인간의 움직임을 디지털 데이터로 변환된다. 변환된 데이터를 무선통신을 통해 워크스테이션에 전달되어 인간행위에 대한 패턴분류 알고리즘 처리가 가능하며, 추출된 데이터를 기반으로 인간의 행동분석과 교정이 이루어 질 수 있도록 한다. 본 논문에서의 최종 시나리오는 운전자의 행동패턴을 이용한 행동 감지 및 서비스 시스템을 구성하는 데에 목적을 둔다.

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Authoring System for Developing lntelligent Courseware (지능형 코스웨어 개발을 위한 저작시스템)

  • Choi, Young-Mee;Kim, Min-Koo
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.81-95
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    • 1995
  • Intelligent courseware predicts the status of student diagnosing student diagnosing student's response and performs an adaptive tutoring based on the student model.This paper designs an authoring tool that supports dyanmic sequence control of tutoring.And also it defines a lesson description language for the dynamic control sequence.Using this language we can represent a control sequence of courseware statically and dynamically.We apply the proposed tool for controlling sequence of C language courseware and show the usability of the proposed system.

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