• Title/Summary/Keyword: Computer Model

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Educational Effects of a Virtual IV Simulator and a Mannequin Arm Model Combined Training in Teaching Intravenous Cannulation for Nursing Students (간호대학생을 위한 정맥주사용 가상학습 시뮬레이터와 마네킨 팔 모형을 병합한 정맥주사 실습교육의 효과)

  • Kim, Yun-Ji;Kim, Jin Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.131-141
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    • 2020
  • The purpose of this study is to compare the effects on nursing students' knowledge, performance confidence, and skills from combined virtual IV simulator and mannequin arm IV cannulation training against training with a mannequin arm only. A non-equivalent control group pretest-posttest experimental study was carried out. Ninety-three sophomore nursing students who were just beginning their fundamental skills training were recruited. Participants were divided into two groups (46 for the combined group and 47 for the mannequin-only group). Data were collected from March 18-29. For the experimental group, both virtual IV simulator and mannequin-arm training were provided for 30 minutes (15 minutes each). For the control group, training for 30 minutes with a mannequin arm only was provided. After intervention, there was no statistically significant difference in the knowledge score between the two groups (F=2.52, p=.116). However, there was a significant improvement in performance confidence (t=2.14, p=.035) and nursing skills (t=5.34, p<.001) in the experimental group, compared with the control. Overall, this study provides empirical evidence that the combination of virtual IV simulator and mannequin arm training may further enhance nursing students' performance confidence and nursing skills.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.495-509
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    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

Development of a DEVS Simulator for Electronic Warfare Effectiveness Analysis of SEAD Mission under Jamming Attacks (대공제압(SEAD) 임무에서의 전자전 효과도 분석을 위한 DEVS기반 시뮬레이터 개발)

  • Song, Hae Sang;Koo, Jung;Kim, Tag Gon;Choi, Young Hoon;Park, Kyung Tae;Shin, Dong Cho
    • Journal of the Korea Society for Simulation
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    • v.29 no.4
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    • pp.33-46
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    • 2020
  • The purpose of Electronic warfare is to disturbe, neutralize, attack, and destroy the opponent's electronic warfare weapon system or equipment. Suppression of Enemy Air Defense (SEAD) mission is aimed at incapacitating, destroying, or temporarily deteriorating air defense networks such as enemy surface-to-air missiles (SAMs), which is a representative mission supported by electronic warfare. This paper develops a simulator for analyzing the effectiveness of SEAD missions under electronic warfare support using C++ language based on the DEVS (Discrete Event Systems Specification) model, the usefulness of which has been proved through case analysis with examples. The SEAD mission of the friendly forces is carried out in parallel with SSJ (Self Screening Jamming) electronic warfare under the support of SOJ (Stand Off Jamming) electronic warfare. The mission is assumed to be done after penetrating into the enemy area and firing HARM (High Speed Anti Radiation Missile). SAM response is assumed to comply mission under the degraded performance due to the electronic interference of the friendly SSJ and SOJ. The developed simulator allows various combinations of electronic warfare equipment specifications (parameters) and operational tactics (parameters or algorithms) to be input for the purpose of analysis of the effect of these combinations on the mission effectiveness.

A Deep Learning Method for Cost-Effective Feed Weight Prediction of Automatic Feeder for Companion Animals (반려동물용 자동 사료급식기의 비용효율적 사료 중량 예측을 위한 딥러닝 방법)

  • Kim, Hoejung;Jeon, Yejin;Yi, Seunghyun;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.28 no.2
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    • pp.263-278
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    • 2022
  • With the recent advent of IoT technology, automatic pet feeders are being distributed so that owners can feed their companion animals while they are out. However, due to behaviors of pets, the method of measuring weight, which is important in automatic feeding, can be easily damaged and broken when using the scale. The 3D camera method has disadvantages due to its cost, and the 2D camera method has relatively poor accuracy when compared to 3D camera method. Hence, the purpose of this study is to propose a deep learning approach that can accurately estimate weight while simply using a 2D camera. For this, various convolutional neural networks were used, and among them, the ResNet101-based model showed the best performance: an average absolute error of 3.06 grams and an average absolute ratio error of 3.40%, which could be used commercially in terms of technical and financial viability. The result of this study can be useful for the practitioners to predict the weight of a standardized object such as feed only through an easy 2D image.

Anomaly detection and attack type classification mechanism using Extra Tree and ANN (Extra Tree와 ANN을 활용한 이상 탐지 및 공격 유형 분류 메커니즘)

  • Kim, Min-Gyu;Han, Myung-Mook
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.79-85
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    • 2022
  • Anomaly detection is a method to detect and block abnormal data flows in general users' data sets. The previously known method is a method of detecting and defending an attack based on a signature using the signature of an already known attack. This has the advantage of a low false positive rate, but the problem is that it is very vulnerable to a zero-day vulnerability attack or a modified attack. However, in the case of anomaly detection, there is a disadvantage that the false positive rate is high, but it has the advantage of being able to identify, detect, and block zero-day vulnerability attacks or modified attacks, so related studies are being actively conducted. In this study, we want to deal with these anomaly detection mechanisms, and we propose a new mechanism that performs both anomaly detection and classification while supplementing the high false positive rate mentioned above. In this study, the experiment was conducted with five configurations considering the characteristics of various algorithms. As a result, the model showing the best accuracy was proposed as the result of this study. After detecting an attack by applying the Extra Tree and Three-layer ANN at the same time, the attack type is classified using the Extra Tree for the classified attack data. In this study, verification was performed on the NSL-KDD data set, and the accuracy was 99.8%, 99.1%, 98.9%, 98.7%, and 97.9% for Normal, Dos, Probe, U2R, and R2L, respectively. This configuration showed superior performance compared to other models.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.373-380
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    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

A Study on the Cerber-Type Ransomware Detection Model Using Opcode and API Frequency and Correlation Coefficient (Opcode와 API의 빈도수와 상관계수를 활용한 Cerber형 랜섬웨어 탐지모델에 관한 연구)

  • Lee, Gye-Hyeok;Hwang, Min-Chae;Hyun, Dong-Yeop;Ku, Young-In;Yoo, Dong-Young
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.363-372
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    • 2022
  • Since the recent COVID-19 Pandemic, the ransomware fandom has intensified along with the expansion of remote work. Currently, anti-virus vaccine companies are trying to respond to ransomware, but traditional file signature-based static analysis can be neutralized in the face of diversification, obfuscation, variants, or the emergence of new ransomware. Various studies are being conducted for such ransomware detection, and detection studies using signature-based static analysis and behavior-based dynamic analysis can be seen as the main research type at present. In this paper, the frequency of ".text Section" Opcode and the Native API used in practice was extracted, and the association between feature information selected using K-means Clustering algorithm, Cosine Similarity, and Pearson correlation coefficient was analyzed. In addition, Through experiments to classify and detect worms among other malware types and Cerber-type ransomware, it was verified that the selected feature information was specialized in detecting specific ransomware (Cerber). As a result of combining the finally selected feature information through the above verification and applying it to machine learning and performing hyper parameter optimization, the detection rate was up to 93.3%.

A Design of the Vehicle Crisis Detection System(VCDS) based on vehicle internal and external data and deep learning (차량 내·외부 데이터 및 딥러닝 기반 차량 위기 감지 시스템 설계)

  • Son, Su-Rak;Jeong, Yi-Na
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.2
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    • pp.128-133
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    • 2021
  • Currently, autonomous vehicle markets are commercializing a third-level autonomous vehicle, but there is a possibility that an accident may occur even during fully autonomous driving due to stability issues. In fact, autonomous vehicles have recorded 81 accidents. This is because, unlike level 3, autonomous vehicles after level 4 have to judge and respond to emergency situations by themselves. Therefore, this paper proposes a vehicle crisis detection system(VCDS) that collects and stores information outside the vehicle through CNN, and uses the stored information and vehicle sensor data to output the crisis situation of the vehicle as a number between 0 and 1. The VCDS consists of two modules. The vehicle external situation collection module collects surrounding vehicle and pedestrian data using a CNN-based neural network model. The vehicle crisis situation determination module detects a crisis situation in the vehicle by using the output of the vehicle external situation collection module and the vehicle internal sensor data. As a result of the experiment, the average operation time of VESCM was 55ms, R-CNN was 74ms, and CNN was 101ms. In particular, R-CNN shows similar computation time to VESCM when the number of pedestrians is small, but it takes more computation time than VESCM as the number of pedestrians increases. On average, VESCM had 25.68% faster computation time than R-CNN and 45.54% faster than CNN, and the accuracy of all three models did not decrease below 80% and showed high accuracy.

Implementation of a Transition Rule Model for Automation of Tracking Exercise Progression (운동 과정 추적의 자동화를 위한 전이 규칙 모델의 구현)

  • Chung, Daniel;Ko, Ilju
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.5
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    • pp.157-166
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    • 2022
  • Exercise is necessary for a healthy life, but it is recommended that it be conducted in a non-face-to-face environment in the context of an epidemic such as COVID-19. However, in the existing non-face-to-face exercise content, it is possible to recognize exercise movements, but the process of interpreting and providing feedback information is not automated. Therefore, in this paper, to solve this problem, we propose a method of creating a formalized rule to track the contents of exercise and the motions that constitute it. To make such a rule, first make a rule for the overall exercise content, and then create a tracking rule for the motions that make up the exercise. A motion tracking rule can be created by dividing the motion into steps and defining a key frame pose that divides the steps, and creating a transition rule between states and states represented by the key frame poses. The rules created in this way are premised on the use of posture and motion recognition technology using motion capture equipment, and are used for logical development for automation of application of these technologies. By using the rules proposed in this paper, not only recognizing the motions appearing in the exercise process, but also automating the interpretation of the entire motion process, making it possible to produce more advanced contents such as an artificial intelligence training system. Accordingly, the quality of feedback on the exercise process can be improved.

The Perception and Needs Analysis of Early Childhood Teachers for Development of a Play-Based Artificial Intelligence Education Program for 5-Year-Olds (만 5세 대상 놀이중심 인공지능 교육 프로그램 개발을 위한 유아교사의 인식과 요구분석)

  • Park, Jieun;Hong, Misun;Cho, Jungwon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.39-59
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    • 2022
  • We analyze the perceptions and requirements of early childhood teachers for artificial intelligence(AI) education to develop an AI education program for 5-year-olds. As for the research methodology, we conducted a survey and an in-depth interview to extract the AI educational elements centering on the analysis stage, the first stage of the ADDIE model. The research result is that first, it is necessary to design a curriculum that combines the contents of early childhood education and AI education to be naturally accepted as AI education for 5-year-olds. Second, an evaluation tool for AI education that can showcase the teacher's reflection should be developed systematically. Third, it is necessary to support a play-centered AI education support and environment for early childhood teachers. Lastly, it is essential to establish a system that can be continuously operated in the field of early childhood education in consideration of AI education in the non-curricular curriculum. It is expected that in the future, a play-oriented AI education program for 5-year-olds will be developed to spread awareness of AI education for infants and present an AI education approach for each age and stage of learners.