• Title/Summary/Keyword: AI 개발

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Implementation Fighting Game AI using Reinforcement Learning (강화학습을 이용한 대전 격투 게임 AI 구현)

  • Shin, Hee-Sang;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.333-334
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    • 2022
  • 본 논문에서는 대전 격투 게임에서의 AI 개발을 위한 강화학습 사용 방법을 제안한다. 이 방법은 학습 모델에 상대방의 다양한 패턴을 학습시켜 적은 코드로 효율적인 AI 개발을 할 수 있어 개발 시간을 최소화 할 수 있다. 또한, 이 방법은 복잡한 코드를 추가 또는 제거할 필요 없이 보상과 액션을 조정하여 다양한 종류의 AI를 원하는 만큼 생성할 수 있다는 장점이 있다. 본 논문에서는 Unity 사에서 제공하는 머신러닝 툴인 ML-Agents를 활용하여 강화학습을 통한 대전 격투 게임 AI의 가능성을 보인다.

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Developing Programming Education Software with Generative AI (생성형 인공지능을 활용한 프로그래밍 교육 소프트웨어 개발)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.589-595
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    • 2023
  • Artificial intelligence(AI) is spurring advancements in EdTech, the merger of technology and education. This includes the creation of effective learning materials and personalized student experiences. Our study focuses on developing a programming education software that employs state-of-the-art generative AI. Our software also includes prompts optimized for programming code analysis, which are based on the well-known ChatGPT API. Furthermore, the necessary functions for acquiring programming skills were created with a user interface and developed as a question-and-answer template function based on an AI chatbot. The objective of this study is to guide the development of educational programmes that make use of generative AI.

Development of AI education program based on Design Thinking (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.31-36
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    • 2021
  • In the era of the 4th industrial revolution represented by AI technology, various AI education is being conducted in the education field. However, AI education in the educational field is mostly one-off project education or teacher-centered education. In order to practice student-centered, field-oriented education, an artificial intelligence education program was developed based on design thinking. The AI education program based on design thinking will improve understanding and ability to use AI through the process of solving everyday problems with AI, and will develop the ability to create new values beyond understanding AI. It is expected that various AI education will take place in the educational field through design thinking-based artificial intelligence education programs.

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Digital typological analysis of AI courseware in mathematics education (수학교육에서 AI 코스웨어의 디지털 유형학적 분석)

  • Son, Taekwon;Kang, Dahye
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.261-279
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    • 2024
  • The purpose of this study is to examine the characteristics of AI courseware for mathematics learning based on Choppin et al.'s (2014) digital typology and to derive implications for directions for AI courseware development. For this purpose, 12 types of AI courseware actively used in domestic were selected for analysis, and the characteristics of these AI courseware in terms of program-student interaction, teacher' s lesson design, and evaluation system were analyzed. As a result, each AI courseware provided unique functional features for students, teachers, and evaluation, but the ability to modify and configure teaching and learning was limited. Based on these results, implications for the direction of development of AI courseware in mathematics education were presented.

Development of Auxiliary Lights for Hearing Impaired Drivers (청각 장애인 운전자를 위한 보조등 개발)

  • Do-Yeo Kim;Young-Jun Ahn;Gyem-Bi Cho;Chan-Yang Han;Min-Seo Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.534-535
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    • 2023
  • 청각 장애인 운전자를 위한 보조등을 개발하고자 한다. 청각 장애인들은 운전할 때 다른 차의 경적이나 구급차, 소방차와 같은 긴급 자동차의 사이렌 소리를 듣지 못한다. LED 기술과 아두이노를 활용하여 소리의 발생 위치와 종류를 시각적으로 표시하며, 진동으로 알림을 제공해 주고자 한다. 이를 통해 다른 운전자와의 오해를 줄이고 운전 중의 시각 집중도를 높일 수 있을 것이다. 이로써, 청각 장애인들이 운전 시 마주치는 애로사항을 완화할 수 있을 것이다. 이 제품은 다양한 차종에 적용할 수 있을 것이며, 청각 장애 운전자에게 자유로운 운전과 도로 안전을 제공할 것으로 기대된다.

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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Exploration of AI Curriculum Development for Graduate School of Education (교육대학원 AI교육과정 개발 탐색)

  • Bae, Youngkwon;Yoo, Inhwan;Jang, Junhyeok;Kim, Daeyu;Yu, Wonjin;Kim, Wooyeol
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.433-441
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    • 2020
  • The advent of the intelligent information society and artificial intelligence education for fostering future talents is attracting the attention of the education community, and the AI graduate course for teachers is also being opened and operated. The curriculum of the AI education graduate school, which was established this year, is self-contained considering the conditions of each university. Are organized. Accordingly, this study seeks to explore the direction of curriculum development so that AI curriculum that can be more effective and enhance educational value in the graduate school of education can be developed in the future. Based on the Backward design, the AI curriculum proposed in this study includes Bloom's digital taxonomy, Bruner's spiral curriculum composition principle, and three elements such as 'content domain', 'level', and 'teacher learning method'. It was intended to consist of. Based on the direction of AI curriculum development suggested in the study, we hope that the AI curriculum of domestic graduate schools of education will be more substantial, and this framework will be revised and supplemented in the future to be used in the composition of the AI curriculum in elementary and secondary schools.

A Study on the Development of Health Care Service Platform for Chronic Patients Based on AI Chatbot Using Personal Life Log (개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼 개발에 대한 연구)

  • So-Jeong Byun;Mun-Sung Kim;Hyong-Shik Kim;Seung-Hwan Byun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.309-311
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    • 2023
  • 본 논문에서는 만성질환자 건강관리서비스 플랫폼 개발을 위항여 건강측정기 모바일 연계기술 개발 및 적용하고 IoT 기반 생체정보 획득 및 라이프로그 건강관리 플랫폼 API 연계 기술을 통하여 지역 만성질환자를 위한 언택트 헬스 모니터링 플랫폼 개발을 수행하였다. 해당 시스템을 통하여 지역 보건소 협력 및 가족 중심 만성질환자 입체적 건강관리 모니터링 시스템 개발에 적용하고 IoT 장비 인터페이스기술, 개인 건강관리기술, 플랫폼 운영 및 구현기술, 데이터 관리기술 개발을 통하여 효율적으로 개인 라이프로그를 활용할 수 있도록 하였으며, 효율적인 관리를 위하여 AI 챗봇 서비스 시스템을 통한 효율성을 극대화를 추진하였다. 본 논문에서는 개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼을 구현하여 만성질환자에 대한 서비스를 제공하고 만족도를 실증하여 서비스의 우수함을 입증하였다.

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Development and Application of Education Program on Understanding Artificial Intelligence and Social Impact (인공지능의 이해와 사회적 영향력에 관한 교육 프로그램 개발 및 적용)

  • Kim, Han Sung;Jun, Soojin;Choi, SeongYune;Kim, Sungae
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.21-29
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    • 2020
  • The purpose of this study is to develop the educational programs for cultivating balanced view of technical understanding and social impact on Artificial Intelligence (AI). To this end, an educational program based on a constructivist approach was developed. Through an experimental class for middle school students we analyzed the concept and perception of AI and the satisfaction of the class. The main results are as follows. First, students' understanding of the concept and the cases of AI in their daily lives has improved. Second, the recognition of the impact of AI on society has emerged and concern about social impact have been lowered. Third, in terms of program satisfaction, all the factors such as understanding of AI, interest in class, interest in AI were high. With these results, we discussed the implications for AI education in elementary and secondary school.

MBC의 미디어AI 서비스

  • 성시훈
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.53-59
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    • 2023
  • (주)문화방송(MBC)은 콘텐츠 제작 및 유통 워크플로우에 인공지능(Artificial Intelligence, AI) 기술을 적용한 미디어AI 서비스를 운영하고 있다. 영상아카이브에 보관되어 있는 수십만 개의 아날로그와 SD급 콘텐츠를 대상으로 HD급 수준의 영상화질로 품질을 향상시키기 위해서 AI영상화질개선시스템을 2020년에 개발 구축해서 여러 목적에 활용하고 있으며, HD급 콘텐츠를 대상으로 4K 초고화질급으로 변환하는 기술로 고도화해서 실서비스 적용을 눈앞에 두고 있다. 그리고 2년의 STT(Speech-To-Text, 음성문자변환) 베타서비스를 통해 얻어진 사용성 검증과 운영 경험을 바탕으로 STT HUB 서비스를 개발 구축해서 2022년부터 보도와 시사교양 프로그램의 제작 워크플로우에 적용하고 있다. 이들 서비스의 주요 기능들과 기술적 요소들의 구현, 미디어AI 서비스 운영의 경험을 나누고자 한다.

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