• Title/Summary/Keyword: Artificial Reality

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Reality and Problem of AI in Poker Game: Focus on Texas Hold'em (포커 게임에서의 인공지능의 현실과 문제점: 텍사스 홀덤(Texas Hold'em)을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.101-108
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    • 2017
  • This study explores how Artificial Intelligence (AI), which is tremendously developed these days, applies to the game and advances. It analyzes the reality of AI and provides reasonable suggestion in Poker, one of the most popular games. Specifically, this study focuses on Texas Hold'em, the most favored kind in the world among various kinds of Poker games and deals with two AIs, Libratus and DeepStack that have applied to the game. Several news media report the growth of AI, but this study will multi-dimensionally discusses how and why AI works in Poker, the real problems of AI, and suggestions for advancement.

Real-virtual Point Cloud Augmentation Method for Test and Evaluation of Autonomous Weapon Systems (자율무기체계 시험평가를 위한 실제-가상 연계 포인트 클라우드 증강 기법)

  • Saedong Yeo;Gyuhwan Hwang;Hyunsung Tae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.3
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    • pp.375-386
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    • 2024
  • Autonomous weapon systems act according to artificial intelligence-based judgement based on recognition through various sensors. Test and evaluation for various scenarios is required depending on the characteristics that artificial intelligence-based judgement is made. As a part of this approach, this paper proposed a LiDAR point cloud augmentation method for mixed-reality based test and evaluation. The augmentation process is achieved by mixing real and virtual LiDAR signals based on the virtual LiDAR synchronized with the pose of the autonomous weapon system. For realistic augmentation of test and evaluation purposes, appropriate intensity values were inserted when generating a point cloud of a virtual object and its validity was verified. In addition, when mixing the generated point cloud of the virtual object with the real point cloud, the proposed method enhances realism by considering the occlusion phenomenon caused by the insertion of the virtual object.

Electro-active Polymer and Dielectric Elastomer Technology for Haptic Interface, Muscular Enhancement, and Tunable Optical Components (전기가변 고분자 소재를 이용한 응용소자)

  • Yoon, J.W.;Park, S.K.;Mun, S.
    • Electronics and Telecommunications Trends
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    • v.34 no.4
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    • pp.108-116
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    • 2019
  • Electro-active polymers and dielectric elastomers have many intriguing properties that enable smart interfaces and electrically tunable optical systems, such as haptic feedback devices, artificial muscles, and expansion-tunable optical elements. These device classes are of great interest owing to their promising roles in next-generation technologies including virtual or augmented reality, human sensing and muscular enhancement, and artificial skins. In this report, we review basic principles, current state-of-the-art techniques, and future prospects of electro-active and dielectric elastomer technology. We describe chemical and physical properties of the most promising polymer substances, essential elementary architectures for artificial muscle-like functionalities, and their applications to haptic interfaces, muscular enhancement, and focus-tunable optical elements.

A Study on the Generation of Datasets for Applied AI to OLED Life Prediction

  • CHUNG, Myung-Ae;HAN, Dong Hun;AHN, Seongdeok;KANG, Min Soo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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    • pp.7-11
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    • 2022
  • OLED displays cannot be used permanently due to burn-in or generation of dark spots due to degradation. Therefore, the time when the display can operate normally is very important. It is close to impossible to physically measure the time when the display operates normally. Therefore, the time that works normally should be predicted in a way other than a physical way. Therefore, if you do computer simulations based on artificial intelligence, you can increase the accuracy of prediction by saving time and continuous learning. Therefore, if we do computer simulations based on artificial intelligence, we can increase the accuracy of prediction by saving time and continuous learning. In this paper, a dataset in the form of development from generation to diffusion of dark spots, which is one of the causes related to the life of OLED, was generated by applying the finite element method. The dark spots were generated in nine conditions, such as 0.1 to 2.0 ㎛ with the size of pinholes, the number was 10 to 100, and 50% with water content. The learning data created in this way may be a criterion for generating an artificial intelligence-based dataset.

In-service teacher's perception on the mathematical modeling tasks and competency for designing the mathematical modeling tasks: Focused on reality (현직 수학 교사들의 수학적 모델링 과제에 대한 인식과 과제 개발 역량: 현실성을 중심으로)

  • Hwang, Seonyoung;Han, Sunyoung
    • The Mathematical Education
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    • v.62 no.3
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    • pp.381-400
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    • 2023
  • As the era of solving various and complex problems in the real world using artificial intelligence and big data appears, problem-solving competencies that can solve realistic problems through a mathematical approach are required. In fact, the 2015 revised mathematics curriculum and the 2022 revised mathematics curriculum emphasize mathematical modeling as an activity and competency to solve real-world problems. However, the real-world problems presented in domestic and international textbooks have a high proportion of artificial problems that rarely occur in real-world. Accordingly, domestic and international countries are paying attention to the reality of mathematical modeling tasks and suggesting the need for authentic tasks that reflect students' daily lives. However, not only did previous studies focus on theoretical proposals for reality, but studies analyzing teachers' perceptions of reality and their competency to reflect reality in the task are insufficient. Accordingly, this study aims to analyze in-service mathematics teachers' perception of reality among the characteristics of tasks for mathematical modeling and the in-service mathematics teachers' competency for designing the mathematical modeling tasks. First of all, five criteria for satisfying the reality were established by analyzing literatures. Afterward, teacher training was conducted under the theme of mathematical modeling. Pre- and post-surveys for 41 in-service mathematics teachers who participated in the teacher training was conducted to confirm changes in perception of reality. The pre- and post- surveys provided a task that did not reflect reality, and in-service mathematics teachers determined whether the task given in surveys reflected reality and selected one reason for the judgment among five criteria for reality. Afterwards, frequency analysis was conducted by coding the results of the survey answered by in-service mathematics teachers in the pre- and post- survey, and frequencies were compared to confirm in-service mathematics teachers' perception changes on reality. In addition, the mathematical modeling tasks designed by in-service teachers were evaluated with the criteria for reality to confirm the teachers' competency for designing mathematical modeling tasks reflecting the reality. As a result, it was shown that in-service mathematics teachers changed from insufficient perception that only considers fragmentary criterion for reality to perceptions that consider all the five criteria of reality. In particular, as a result of analyzing the basis for judgment among in-service mathematics teachers whose judgment on reality was reversed in the pre- and post-survey, changes in the perception of in-service mathematics teachers was confirmed, who did not consider certain criteria as a criterion for reality in the pre-survey, but considered them as a criterion for reality in the post-survey. In addition, as a result of evaluating the tasks designed by in-service mathematics teachers for mathematical modeling, in-service mathematics teachers showed the competency to reflect reality in their tasks. However, among the five criteria for reality, the criterion for "situations that can occur in students' daily lives," "need to solve the task," and "require conclusions in a real-world situation" were relatively less reflected. In addition, it was found that the proportion of teachers with low task development competencies was higher in the teacher group who could not make the right judgment than in the teacher group who could make the right judgment on the reality of the task. Based on the results of these studies, this study provides implications for teacher education to enable mathematics teachers to apply mathematical modeling lesson in their classes.

Applications and Effects of EdTech in Medical Education (의학교육에서의 에듀테크(EdTech)의 활용과 효과)

  • Hong, Hyeonmi;Kim, Youngjon
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.160-167
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    • 2021
  • Rapid developments in technology as part of the Fourth Industrial Revolution have created a demand for educational technology (EdTech) and a gradual transition from traditional teaching and learning to EdTech-assisted learning in medical education. EdTech is a portmanteau (blended word) combining the concepts of education and technology, and it refers to various attempts to solve education-related problems through information and communication technology. The aim of this study was to explore the use of key EdTech applications in medical education programs. A scoping review was conducted by searching three databases (PubMed, CINAHL, and Educational Sources) for articles published from 2000 to June 2021. Twenty-one studies were found that presented relevant descriptions of the effectiveness of EdTech in medical education programs. Studies on the application and effectiveness of EdTech were categorized as follows: (1) artificial intelligence with learner-adaptive evaluation and feedback, (2) augmented/virtual reality for improving learning participation and academic achievement through immersive learning, and (3) social media/social networking services with learner-directed knowledge generation, sharing, and dissemination in medical communities. Although this review reports the effectiveness of EdTech in various medical education programs, the number of studies and the validity of the identified research designs are insufficient to confirm the educational effects of EdTech. Future studies should utilize suitable research designs and examine the instructional objectives achievable by EdTech-based applications to strengthen the evidence base supporting the application of EdTech by medical educators and institutions.

Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Kinematic Access For Generation of Realistic Behavior of Artificial Fish in Virtual Merine World (가상해저공간에서 Artificial Fish의 사실적인 행동 생성을 위한 운동학적 접근)

  • Kim, Chong-Han;Jung, Seung-Moon;Shin, Min-Woo;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.308-317
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    • 2008
  • The objects real time rendered in the 3D cyber space can interact with each others according to the events which are happened when satisfying some conditions. But to representing the behaviors with these interactions, too many event conditions are considered because each behavior pattern and event must be corresponded in a one-to-one ratio. It leads to problems which increase the system complexity. So, in this paper, we try to physical method based on elasticity force for representing more realistic behaviors of AI fish and apply to the deformable multi-detection sensor, so we suggest the new method which can create the various behavior patterns responding to one evasion event.