• Title/Summary/Keyword: AI로봇

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Design and implementation of an AI-based speed quiz content for social robots interacting with users (사람과 상호작용하는 소셜 로봇을 위한 인공지능 기반 스피드 퀴즈 콘텐츠의 설계와 구현)

  • Oh, Hyun-Jung;Kang, A-Reum;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.611-618
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    • 2020
  • In this paper, we propose a design and implementation method of speed quiz content that can be driven by a social robot capable of interacting with humans, and a method of developing an intelligent module necessary for implementation. In addition, we propose a method of implementing speed quiz content through the process of constructing a map by arranging and connecting intelligent module blocks. Recently, software education has become mandatory and interest in programming is increasing. However, programming is difficult for students without basic knowledge of programming languages to directly access, and interest in block-type programming platforms suitable for beginners is growing. The block-type programming platform used in this paper is a platform that supports immediate and intuitive programming by supporting interactions between humans and robots. In this paper, the intelligent module implemented for the speed quiz content was used by blocking it within a block-type programming platform. In order to implement the scenario of the speed quiz content proposed in this paper, we implement a total of three image-based artificial intelligence modules. In addition to the intelligent module, various functional blocks were placed to implement the speed quiz content. In this paper, we propose a method of designing a speed quiz content scenario and a method of implementing an intelligent module for speed quiz content.

Analysis of Overseas Research Trends Related to Artificial Intelligence (AI) in Elementary, Middle and High School Education (초·중·고 교육분야의 인공지능(AI) 관련 해외 연구동향 분석)

  • Jung, Young-Joo;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.313-334
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    • 2021
  • This study aimed to analyze AI research trends related to elementary, middle, and high school education. To this end, the related literature was collected from the SCOPUS database and the publication period of the collected literature was from 1974 to March 2021, with 154 journal papers and 571 conference papers. Research trends were analyzed based on the co-occurrences analysis technique of 4,521 words of author keyword and index keyword included in these papers. As a result of the analysis, big data, data mining, data science and deep learning were found as the latest research trends with machine learning and there was a difference between elementary, middle and high school education. It can be seen that elementary school had a lot of robot-related research, middle school had a lot of game and data-related research, and high school had various and in-depth research. In discussion, we mapped the top 50 words common to elementary, middle, and high schools with the 'Artificial Intelligence Basics' curriculum of Korean Government and '5 Big Ideas' of the United States Government so that AI research can be viewed at a glance.

Development of a Synthetic Multi-Agent System;The KMITL Cadence 2003 Robotic Soccer Simulation Team, Intelligent and AI Based Control

  • Chitipalungsri, Thunyawat;Jirawatsiwaporn, Chawit;Tangchupong, Thanapon;Kittitornkun, Surin
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.879-884
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    • 2004
  • This paper describes the development of a synthetic multi-agent called KMITL Cadence 2003. KMITL Cadence 2003 is a robotic soccer simulation team consisting of eleven autonomous software agents. Each agent operates in a physical soccer simulation model called Robocup Soccer Server which provides fully distributed and real-time multi-agent system environment. All teammates have to cooperate to achieve the common goal of winning the game. The simulation models many aspects of the football field such as noise in ball movements, noisy sensors, unreliable communication channel between teammates and actuators, limited physical abilities and restricted communication. This paper addresses the algorithm to develop the soccer agents to perform basic actions which are scoring, passing ball and blocking the opponents effectively. The result of this development is satisfactory because the successful scoring attempts is increased from 11.1% to 33.3%, successful passing ball attempts is increased from 22.08% to 63.64%, and also, successful intercepting attempts is increased from 88% to 97.73%.

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High-Definition Map-based Local Path Planning for Dynamic and Static Obstacle Avoidance (동적 및 정적 물체 회피를 위한 정밀 도로지도 기반 지역 경로 계획)

  • Jung, Euigon;Song, Wonho;Myung, Hyun
    • The Journal of Korea Robotics Society
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    • v.16 no.2
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    • pp.112-121
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    • 2021
  • Unlike a typical small-sized robot navigating in a free space, an autonomous vehicle has to travel in a designated road which has lanes to follow and traffic rules to obey. High-Definition (HD) maps, which include road markings, traffic signs, and traffic lights with high location accuracy, can help an autonomous vehicle avoid the need to detect such challenging road surroundings. With space constraints and a pre-built HD map, a new type of path planning algorithm can be conceived as a substitute for conventional grid-based path planning algorithms, which require substantial planning time to cover large-scale free space. In this paper, we propose an obstacle-avoiding, cost-based planning algorithm in a continuous space that aims to pursue a globally-planned path with the help of HD map information. Experimentally, the proposed algorithm is shown to outperform other state-of-the-art path planning algorithms in terms of computation complexity in a typical urban road setting, thereby achieving real-time performance and safe avoidance of obstacles.

Transformer-Based MUM-T Situation Awareness: Agent Status Prediction (트랜스포머 기반 MUM-T 상황인식 기술: 에이전트 상태 예측)

  • Jaeuk Baek;Sungwoo Jun;Kwang-Yong Kim;Chang-Eun Lee
    • The Journal of Korea Robotics Society
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    • v.18 no.4
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    • pp.436-443
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    • 2023
  • With the advancement of robot intelligence, the concept of man and unmanned teaming (MUM-T) has garnered considerable attention in military research. In this paper, we present a transformer-based architecture for predicting the health status of agents, with the help of multi-head attention mechanism to effectively capture the dynamic interaction between friendly and enemy forces. To this end, we first introduce a framework for generating a dataset of battlefield situations. These situations are simulated on a virtual simulator, allowing for a wide range of scenarios without any restrictions on the number of agents, their missions, or their actions. Then, we define the crucial elements for identifying the battlefield, with a specific emphasis on agents' status. The battlefield data is fed into the transformer architecture, with classification headers on top of the transformer encoding layers to categorize health status of agent. We conduct ablation tests to assess the significance of various factors in determining agents' health status in battlefield scenarios. We conduct 3-Fold corss validation and the experimental results demonstrate that our model achieves a prediction accuracy of over 98%. In addition, the performance of our model are compared with that of other models such as convolutional neural network (CNN) and multi layer perceptron (MLP), and the results establish the superiority of our model.

The Effect of Genibo Program Based Robot Learning on a Pre-Schoolers' Emotional Development (로봇학습에 기반한 제니보 프로그램이 유아의 정서발달에 미치는 효과)

  • Lee, Jae-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.165-172
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    • 2015
  • The purpose of this study was to identify the effect of Genibo program robot-based learning(R-Learning) on a pre-schooler's mental state. To achieve above study purpose, the subject of this study was selected 46(teacher 2, five years old pre-schooler 44) from pre-school childrens in Kyongki Y city(R-Learning activity participants group 21: boys 10, girls 11. non-participants 25: boys 13, girls 12). R-Learning program is consist of 5 field about 20 contents using Genibo robot, were applied to the experimental group and the pre-post test was conducted using the EQ assessment tool and observations. The data were analyzed by t-test using the SPSS(ver 18.0) program. The results were as follows: First, the exposure of robots to pre-schoolers in practical situation has shown positive influence to the children's emotional well-being. Positive improvements were observed in the four sub categories of the EQ assessment after exposure. Second, the Genibo used for this study, is a biomimetic AI based robot mimicking the behavior of a pet dog. This is related more or less to the specifications of a pre-school education where animals are used as a 'friendly medium' to facilitate the learning process. Third, the robot exposure gave benefit to all the ones in the sample, regardless of sex. Furthermore, It is suggested that promising potential for robots to be utilized as a new educational media plus facilitator, R-Learning is related more or less to the specifications of a pre-school education where animals are used as a 'friendly medium' to facilitate the learning process, and when applying them for education, stereotyping the likes of sex is overrated - instead, the focus should be more on the pre-schoolers' / childrens' individual traits, learning curve differences and alike.

Analysis of the relationship between service robot and non-face-to-face

  • Hwang, Eui-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.247-254
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    • 2021
  • As COVID-19 spread, non-face-to-face activities were required, and the use of service robots is gradually increasing. This paper analyzed the relationship between the increasing trend of service robots before and after COVID-19 through keyword search containing the keyword 'service robot AND non-face-to-face' over the past three years (2018.10-20219) using BigKines, a news big data analysis system. As a result, there were 0 cases in the first period (2018.10~2019.9), 52 cases in the second period (2019.10~2020.9) and 112 cases in the third period (2020.10~2021.9), an increase of 115% compared to the second period. The keywords commonly mentioned in the analysis of related words in the second and third periods were COVID-19, AI, the Ministry of Trade, Industry, and Energy, and LG Electronics, and the weight of COVID-19 was the largest, confirming that the analysis keyword. Due to the spread of Corona 19, non-face-to-face is required, and with the development of information and communication technology, the field of application of service robots is rapidly increasing. Accordingly, for the commercialization of service robots that will lead the non-face-to-face economy, there is an urgent need to nurture human resources that require standardization and expertise in safety and performance fields.

Analysis of Daily Internet·Gaming·Smartphone Habit and Preference Factors of Moral Machine (인터넷·게임·스마트폰생활 습관과 모랄머신 선호도 요인 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.21-28
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    • 2020
  • Technological advancements such as artificial intelligence, robots, and big data are revolutionizing the entire society. In this paper, we analyzed preliminary teachers' daily internet/gaming/smartphone habit and the difference between preference factors in gender and diagnosis group in the situation of ethical dilemma in driverless cars. The result shows most of the male students are in high risk group of daily internet/gaming usage, and male students tend to be more immersed in games compared to female students, which negatively affects their daily lives. Students who have at least one of the daily internet/gaming/smartphone habits are more likely to be classified as high-risk group in all three of daily internet/gaming/smartphone habit. Fortunately, the students perceived themselves addicted and wanted change their habits. An analysis by a moral machine of these students tells that there is no significant difference in preference between male and female students and among diagnosis groups. However, specifically in the ethical dilemma of driverless cars, all the groups of male, female, normal, high-risk showed they have priority in pedestrians over drivers, a large number of people over small, and people who obey traffic rules over who do not. The tendency was pronounced in female group and high-risk students prioritized people who are older and in lower social status.

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.149-163
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    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

Creating Adaptive Behaviors for Shooting Game Characters Behavior-based Artificial Intelligence (행동기반 AI를 이용한 슈팅게임 캐릭터의 적응형 행동생성)

  • 구자민;홍진혁;조성배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.89-92
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    • 2004
  • 로보코드는 사용자가 직접 제작할 수 있는 슈팅게임 환경으로서, 이를 이용한 경진대회가 개최되고 있다. 매우 다양한 작전을 구사하는 로봇들이 인터넷을 통해 공개되지만, 대부분의 전략은 사람이 직접 설계하여 행동이 단순하고, 변화하는 환경에 따라 행동을 구사하는데에 어려움을 가지고 있다. 이로 인해 아무리 훌륭한 전략을 가지고 있더라도 환경적 요소에 따라 예상치 못한 이벤트가 발생했을 경우 적절한 행동을 선택하여 행하기가 어렵다. 본 논문에서는 동적인 환경에서 적절한 행동을 선택하는 행동선택 네트워크를 이용하여 상대 전략에 따라 적절한 행동을 선택하는 방법을 제안하고 로보코드에 적용하여 실험하였다. 실험결과, 상대 탱크의 전략에 따라 다양한 행동들을 자동으로 선택하였으며, 경기 결과로 그 전략의 우수성이 입증되었다.

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