• 제목/요약/키워드: Artificial Reality

검색결과 249건 처리시간 0.026초

Multiple Behavior s Learning and Prediction in Unknown Environment

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
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    • 제13권12호
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    • pp.1820-1831
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    • 2010
  • When interacting with unknown environments, an autonomous agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. The traditional multiple sequential learning model requires predefined probability of the states' transition. This paper proposes a multiple sequential learning and prediction system with definition of autonomous states to enhance the automatic performance of existing AI algorithms. In sequence learning process, the sensed states are classified into several group by a set of proposed motivation filters to reduce the learning computation. In prediction process, the learning agent makes a decision based on the estimation of each state's cost to get a high payoff from the given environment. The proposed learning and prediction algorithms heightens the automatic planning of the autonomous agent for interacting with the dynamic unknown environment. This model was tested in a virtual library.

Tangible Space Initiative

  • Ahn, Chong-Keun;Kim, Lae-Hyun;Ha, Sung-Do
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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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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Value Addition Span of Silkworm Cocoon - Time for Utility Optimization

  • Reddy, R. Manohar
    • International Journal of Industrial Entomology and Biomaterials
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    • 제17권1호
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    • pp.109-113
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    • 2008
  • Realizing the scope of utilizing by-products of silk cocoons by applying appropriate methods is the immediate crave to optimize returns. The nutritive value of pupae suits for human diet, feed for poultry, carps, fish, rabbits, piggery and dogs. The pupal skin, fat, oil, cocoon palade have applications in oleo chemical, soap, glycerin, cosmetic, artificial fibres, membranes and n-triacontanol isolation. The pupal proteins Chitin, Shinki fibroin, Serrapeptidase, glucosamine are latent precursors of post surgical, anti-carcinogenic, anti-inflammative, anti-bacterial, anti-histaminic, gastric, hepatitis, pancreatitis, leukocytopenia, neurological, ophthalmic, blood pressure, cardiac and diabetic medicines and for preparation of vitamins A, E and K. The silk and its proteins sericin and fibroin are potentially used for wound healing, diabetes, impotence, sinusitis, arthritis, edema, cystitis, epididymitis, tissue regeneration, cancer, post-surgical trauma and used as anti-oxidatives, bio-adhesives, ultra violet screens and bio-active textiles. The waste cocoons can be used in making art crafts like garlands, carpets, overcoats, decoratives and greeting cards. The in-depth research towards utility optimization and make aware this reality to sericulturists, reelers, weavers, traders, entrepreneurs, policy makers etc., is the upright want of the today's Sericulture industry.

Impact of Communication Technology on Global Creative Trends

  • Um, Nam-Hyun
    • International Journal of Contents
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    • 제13권1호
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    • pp.62-67
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    • 2017
  • This study attempts to explain how communication technology impacts global creative trends. We explore global creative trends based on award-winning creative topics presented at the 2016 Cannes Lions International Festival of Creativity. After analyzing award-winning topics, five main creative trends were selected with the keywords: technology, story-telling, social media, causes, and humor. The 2016 Cannes Lions Festival demonstrated that technology (i.e., virtual reality, artificial intelligence) has expanded the limits of creativity. Story-telling is still considered to be effective for raising audience attention. Social media enhances consumer engagement while nurturing future consumer relationships. Supporting social causes allows companies to garner goodwill from the public. Humor is powerful when it appropriately appeals to both products and customers.

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

  • 장유나;박성준
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2010년도 춘계 종합학술대회 논문집
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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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개념격자를 이용한 온톨로지 오류검출기법 (An Approach for Error Detection in Ontologies Using Concept Lattices)

  • 황석형
    • 한국IT서비스학회지
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    • 제7권3호
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    • pp.271-286
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    • 2008
  • The core of the semantic web is ontology, which supports interoperability among semantic web applications and enables developer to reuse and share domain knowledge. It used a variety of fields such as Information Retrieval, E-commerce, Software Engineering, Artificial Intelligence and Bio-informatics. However, the reality is that various errors might be included in conceptual hierarchy when developing ontologies. Therefore, methodologies and supporting tools are essential to help the developer construct suitable ontologies for the given purposes and to detect and analyze errors in order to verify the inconsistency in the ontologies. In this paper we propose a new approach for ontology error detection based on the Concept Lattices of Formal Concept Analysis. By using the tool that we developed in this research, we can extract core elements from the source code of Ontology and then detect some structural errors based on the concept lattices. The results of this research can be helpful for ontology engineers to support error detection and construction of "well-defined" and "good" ontologies.

Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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인공지능 가상현실 게임 프로그램 적용이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향 (The Effect of Training Using Artificial Intelligence Virtual Reality Program on Balance and Fall Efficacy For Stroke patients)

  • 이민재
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2016년도 춘계 종합학술대회 논문집
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    • pp.285-286
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    • 2016
  • 본 연구는 가상현실시스템을 이용한 훈련이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향을 알아보기 위해 실시하였다. 연구 대상자는 뇌졸중 환자 20명으로 실험군 10명 대조군 10명씩 각각 배정하였다. 실험군과 대조군 모두 일반적인 주 5회의 물리치료와 작업치료를 받았다. 실험군은 추가적으로 가상현실 프로그램을 이용하여 8주간 1일 20분 주 3회 시행하였다. 본 연구의 측정은 균형수행 능력검사, 낙상효능감 척도검사를 사용하였다. 두 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 또한 각 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 따라서 가상현실 프로그램 병행한 훈련이 뇌졸중 환자의 균형과 낙상효능감을 향상시키는데 긍적적인 도움을 주어 유용한 뇌졸중 환자의 치료 프로그램으로 사용될 수 있을 것으로 보여 진다.

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ETRI AI 실행전략 3: 네트워크 및 미디어·콘텐츠 미래기술 선도 (ETRI AI Strategy #3: Leading Future Technologies of Network, Media, and Content)

  • 김성민;연승준
    • 전자통신동향분석
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    • 제35권7호
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    • pp.23-35
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    • 2020
  • In this paper, we introduce ETRI AI Strategy #3, "Leading Future Technologies of Network, Media, and Content." Its first goal is "to innovate AI service technology to overcome the current limitations of AI technologies." Artificial intelligence (AI) services, such as self-driving cars and robots, are combinations of computing, network, AI algorithms, and other technologies. To develop AI services, we need to develop different types of network, media coding, and content creation technologies. Moreover, AI technologies are adopted in ICT technologies. Self-planning and self-managing networks and automatic content creation technologies using AI are being developed. This paper introduces the two directions of ETRI's ICT technology development plan for AI: ICT for AI and ICT by AI. The area of ICT for AI has only recently begun to develop. ETRI, the ICT leader, hopes to have opportunities for leadership in the second wave of AI services.

고분자유전체를 이용한 동적 점자출력기 (Dynamic Braille Display Using Dielectric Elastomer)

  • 최혁렬;이상원;정광목;이성일;최후곤;전재욱;남재도
    • 제어로봇시스템학회논문지
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    • 제9권8호
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    • pp.592-599
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    • 2003
  • As one of the Principal modalities of human sensation, tactile feel is prerequisite for building wide variety of applications such as telemanipulation, virtual reality and medical engineering. A dynamic Braille display device based on a polymer actuator is presented. The actuator, often called artificial muscle actuator has advantageous features over the existing methods in terms of intrinsic softness, ease of fabrication, cost-effectiveness and miniaturization. The principles of actuation with dielectric elastomer is introduced, and necessary considerations on the design of a tactile display device are discussed. The design of the device is described in detail including the fabrication process and driving electronics. Also, preliminary results of experiments are given to evaluate its performance.