• Title/Summary/Keyword: 지능 캐릭터

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Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

Why Do Users Participate in Hashtag Challenges in a Short-form Video Platform?: The Role of Para-Social Interaction (숏폼 비디오 플랫폼에서 사용자는 왜 해시태그 챌린지에 참여하는가?: 준사회적 상호작용을 중심으로)

  • Li, Yi-Qing;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.29 no.3
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    • pp.82-104
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    • 2022
  • One of the interesting social phenomena in short-form video platforms is the hashtag challenge wherein ordinary users are encouraged to create by imitating short viral videos on a particular theme. Despite the increasing popularity of hashtag challenges, theoretical discussion on related user behavior is still very insufficient. In this study, we attempted to examine the impact of micro-influencers in order to understand users' willingness to participate in hashtag challenges. For this purpose, the para-social interaction theory and imitation behavior literature were adopted as key theoretical basis. In an empirical investigation using 243 survey data from TikTok users, our study found that a user's illusion of intimacy with a micro-influencer (i.e., para-social interaction) had significant positive impact on the intention to participate in a hashtag challenge. This study also showed that the degree of para-social interaction in a short-form video platform was determined by both media content-related factors and media character-related factors (i.e., content attractiveness, physical attractiveness, and attitude homophily). Our work in this study provided significant theoretical and practical implications on how to leverage micro-influencers for the success of hashtag challenges in a short-form video platform.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

The effect of perceived social exclusion on warm lighting preferences (지각된 사회적 배제가 따뜻한 조명 선호에 미치는 효과)

  • Lee, Guk-Hee
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.5-12
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    • 2019
  • Social exclusion, which does not fulfill the desire for respect as one of the most basic human desires, makes those who perceive themselves to be socially excluded seek physical warmth. However, very few studies have examined whether this phenomenon-wherein social exclusion develops a preference for warmth-can be generalized to the emotional or symbolic aspects, such as the color of lighting. This study aimed to verify the effects of perceived social exclusion on warm lighting preferences, and two experiments were performed for this purpose. In Experiment-1, participants who were respected by people the previous day were assigned to the group that did not perceive social exclusion (non-perceived social exclusion group), and those who were not respected were assigned to the group that perceived social exclusion (perceived social exclusion group). Following this, their preference for warm lighting (3000K), neutral lighting (4000K), and cold lighting (6000K) was measured. The results showed that the perceived social exclusion group had a stronger preference for warm lighting and a weaker preference for cold lighting than did their counterparts. Moreover, the perceived social exclusion group showed a strong preference for warm lighting over neutral lighting; they also showed a weak preference for cold lighting. In Experiment-2, after assigning the participants into groups as in Experiment-1, the participants' preference for a space with warm lighting, neutral lighting, and cold lighting was measured. The results showed that the perceived social exclusion group had a stronger preference for the space with warm lighting and a weaker preference for cold lighting than did their counterparts. Further, the perceived social exclusion group showed a strong preference for the space with warm lighting over the space with neutral lighting; they also showed a weak preference for the space with cold lighting. The findings of this study have implications that can be applied to designing living spaces for people who experience social exclusion, such as handicapped individuals, multicultural families, or immigrant workers, as well as developing artificial intelligence services and cyber-friend characters for this demographic.