• Title/Summary/Keyword: Artificial Intelligence Agent

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Consumers' Tolerance When Confronted with Different Service Types in Service Retailing

  • Chengcheng YU;Na CAI;Jinzhe YAN;Yening ZHOU
    • Journal of Distribution Science
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    • v.22 no.2
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    • pp.103-113
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    • 2024
  • Purpose: With the popularity of artificial intelligence (AI) in the service industry and occurrence ofservice failures in AI-based services, understanding human-robot interaction issues in service failure situations is especially important. Some issues which deserve further empirical investigation are whether consumers can develop the same tolerance for chatbots after service failure as they have for human agents, and the relationship between agent type and tolerance is mediated by the mechanisms of perceived warmth and perceived competence. Research Design, Data, and Methodology: This research experimentally collected and analyzed data from 119 university students who had experienced chatbots service failures. Differences in tolerance towards human agents and chatbots after experiencing service failures were explored, with a further examination of the mediating pathways between this relationship via perceived warmth and perceived competence. Results: Consumers are more tolerant ofservice failure with chatbots compared to service failure with human agents. Significant mediation of the relationship between service agent and service failure tolerance by perceived competence, while perceived warmth has no significant mediating effect. Conclusions: This research enhances our understanding of AI-assisted services, human-computer interaction, improves the service functionality of existing smart devices, and deepens the understanding of the relationship between consumer responses and behaviors.

Development of Multiple Fault Diagnosis Methods for Intelligence Maintenance System (지적보전시스템의 실시간 다중고장진단 기법 개발)

  • Bae, Yong-Hwan
    • Journal of the Korean Society of Safety
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    • v.19 no.1
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    • pp.23-30
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    • 2004
  • Modern production systems are very complex by request of automation, and failure modes that occur in thisautomatic system are very various and complex. The efficient fault diagnosis for these complex systems is essential for productivity loss prevention and cost saving. Traditional fault diagnostic system which perforns sequential fault diagnosis can cause catastrophic failure during diagnosis when fault propagation is very fast. This paper describes the Real-time Intelligent Multiple Fault Diagnosis System (RIMFDS). RIMFDS assesses current machine condition by using sensor signals. This system deals with multiple fault diagnosis, comprising of two main parts. One is a personal computer for remote signal generation and transmission and the other is a host system for multiple fault diagnosis. The signal generator generates various faulty signals and image information and sends them to the host. The host has various modules and agents for efficient multiple fault diagnosis. A SUN workstation is used as a host for multiple fault modules and agents for efficient multiple fault diagnosis. A SUN workstation is used as a host for multiple fault diagnosis and graphic representation of the results. RIMFDS diagnoses multiple faults with fast fault propagation and complex physical phenomenon. The new system based on multiprocessing diagnoses by using Hierarchical Artificial Neural Network (HANN).

Conversational Agent as Web Virtual Representative using Artificial Intelligence Techniques (인공지능 기법을 이용한 웹 가상 도우미로서의 대화형 에이전트)

  • Kima, Kyoung-Min;Limb, Sung-Soo;Chob, Sung-Bae
    • Annual Conference on Human and Language Technology
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    • 2003.10d
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    • pp.201-207
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    • 2003
  • 인터넷의 사용이 보편화됨에 따라 인터넷을 통한 정보 제공 서비스가 확대되고 있다. 이에 따라 빠르게 변화하는 사용자의 요구를 만족시킴과 동시에 편리하고 유용한 서비스를 제공하기 위하여 사용자와 자연스럽게 의사소통할 수 있는 대화형 에이전트의 연구가 활발히 진행되고 있다. 더불어 시스템의 효율적인 설계 또한 중요한 문제가 아닐 수 없다. 본 논문에서는 패턴매칭 기법과 베이지안 네트워크를 이용해 사용자 질의에 대한 적절한 답변을 생성하고, 스크립트 인터페이스를 통한 자동 스크립트 설계로 보다 효율적인 시스템 구축 방안을 제안해 보고자 한다. 실제 의류 사이트를 위한 안내 도우미 에이전트를 구현해 봄으로써 그 기능성을 평가해 본다.

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Autonomy for Smart Manufacturing (스마트 매뉴팩처링을 위한 자율화)

  • Park, Hong-Seok;Tran, Ngoc-Hien
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.4
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    • pp.287-295
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    • 2014
  • Smart manufacturing (SM) considered as a new trend of modern manufacturing helps to meet objectives associated with the productivity, quality, cost and competiveness. It is characterized by decentralized, distributed, networked compositions of autonomous systems. The model of SM is inherited from the organization of the living systems in biology and nature such as ant colony, school of fish, bee's foraging behaviors, and so on. In which, the resources of the manufacturing system are considered as biological organisms, which are autonomous entities so that the manufacturing system has the advanced characteristics inspired from biology such as self-adaptation, self-diagnosis, and self-healing. To prove this concept, a cloud machining system is considered as research object in which internet of things and cloud computing are used to integrate, organize and allocate the machining resources. Artificial life tools are used for cooperation among autonomous elements in the cloud machining system.

Tangible Space Initiative

  • Ahn, Chong-Keun;Kim, Lae-Hyun;Ha, Sung-Do
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1053-1056
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    • 2004
  • Research in Human Computer Interface (HCI) is towards development of an application environment able to deal with interactions of both human and computers that can be more intuitive and efficient. This can be achieved by bridging the gap between the synthetic virtual environment and the natural physical environment. Thus a project called Tangible Space Initiative (TSI) has been launched by KIST. TSI is subdivided into Tangible Interface (TI) which controls 3D cyber space with user's perspective, Responsive Cyber Space (RCS) which creates and controls the virtual environment and Tangible Agent (TA) which senses and acts upon the physical interface environment on behalf of any components of TSI or the user. This paper is a brief introduction to a new generation of Human Computer Interface that bring user to a new era of interaction with computers in the future.

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Waypoints Assignment and Trajectory Generation for Multi-UAV Systems

  • Lee, Jin-Wook;Kim, H.-Jin
    • International Journal of Aeronautical and Space Sciences
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    • v.8 no.2
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    • pp.107-120
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    • 2007
  • Coordination of multiple UAVs is an essential technology for various applications in robotics, automation, and artificial intelligence. In general, it includes 1) waypoints assignment and 2) trajectory generation. In this paper, we propose a new method for this problem. First, we modify the concept of the standard visibility graph to greatly improve the optimality of the generated trajectories and reduce the computational complexity. Second, we propose an efficient stochastic approach using simulated annealing that assigns waypoints to each UAV from the constructed visibility graph. Third, we describe a method to detect collision between two UAVs. FinallY, we suggest an efficient method of controlling the velocity of UAVs using A* algorithm in order to avoid inter-UAV collision. We present simulation results from various environments that verify the effectiveness of our approach.

Game System for Agent applied Artificial Intelligence based on Augmented Reality (증강현실 기반의 인공지능이 적용된 에이전트를 위한 게임 시스템)

  • Jang, yu-na;Park, sung-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.49-51
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    • 2010
  • 스마트폰의 도입으로 인하여 증강현실이 널리 알려짐에 따라 대중들의 관심은 이에 집중되고 있으며 휴대성으로 인하여 모바일기기에서의 증강현실 연구가 하나의 흐름으로 자리 잡고 있다. 기존의 증강현실과 인공지능이 결합된 연구들은 주로 로봇공학이 많은 비율을 차지하고 있으며 게임에 접목된 연구들은 부족한 실정이다. 또한 인공지능이 적용된 에이전트들의 움직임을 위한 데이터들은 아직까지 사용자가 직접 입력해주거나 이를 인식하는데 마커를 사용하고 있다. 본 논문에서는 마커리스 추적 기술을 사용하여 생성한 데이터를 인공지능부분에서 사용하며 증강현실 기반의 인공지능이 적용된 에이전트를 위한 게임 시스템을 제안한다. 그리고 이를 아이폰 모바일 기기에서 구현하였으며 인식율, 정확도를 측정하여 본 시스템을 검증하였다.

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Implementation of Reinforcement Learning Agent to Avoid Blocks in Block Avoidance Game (블록 피하기 게임에서 강화 학습을 이용한 블록 피하기 에이전트 구현)

  • Lee, Kyong-Ho;Kang, Byong-Seop
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.243-246
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    • 2018
  • 본 논문에서는 2차원 공간상에서 상부에서 하부로 떨어지는 블록을 하부에서 피하는 게임에서 강화 학습에 사용되는 DQN 알고리즘을 이용하여 블록 피하기 에이전트를 구현하고 학습 통해 점점 더 높은 점수를 받는 모습을 확인하였다. 파이썬을 이용하여 게임을 구현한 후 텐서플로우를 이용하여 DQN를 이용한 에이전트를 구현하였다. 에이전트는 보상을 통한 학습을 통하여 점점 강화되도록 하였는데, 초기에는 무작위로 움직였으나, 환경으로부터 받는 보상으로 점점 더 능숙하게 피하는 모습을 관찰할 수 있었다. 본 구현에서는 4000번 정도의 게임 시행에서 아주 능숙하게 피하는 결과를 얻을 수 있었다.

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A Novel Method for Avoiding Congestion in a Mobile Ad Hoc Network for Maintaining Service Quality in a Network

  • Alattas, Khalid A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.132-140
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    • 2021
  • Under the mobile ad-hoc network system, the main reason for causing congestion is because of the limited availability of resources. On the other hand, the standardised TCP based congestion controlling mechanism is unable to control and handle the major properties associated with the shared system of wireless channels. It creates an effect on the design associated with suitable protocols along with protocol stacks through the process of determining the mechanisms of congestion on a complete basis. Moreover, when bringing a comparison with standard TCP systems the major environment associated with mobile ad hoc network is regraded to be more problematic on a complete basis. On the other hand, an agent-based mobile technique for congestion is designed and developed for the part of avoiding any mode of congestion under the ad-hoc network systems.

Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit (Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현)

  • Han, Seok Ho;Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.3
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    • pp.110-113
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    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.