• Title/Summary/Keyword: Dynamic Environments

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Reconstruction of e-Learning Contents based on Web 2.0, and the Level Diagnosis (Web 2.0 기반 e-러닝 콘텐츠 재구성 및 수준 진단)

  • Lim, Yang-Won;Lim, Han-Kyu
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.429-437
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    • 2010
  • As Web technology and functions have recently changed to a user-focused paradigm, new studies are being conducted to construct dynamic learning content that enables the learner's participation and continuous learning in the field of e-learning research and design. This paper covers a study on the degree of difficulty in learner-focused dynamic learning contents to provide efficient learning environments for its adaptation to e-learning 2.0. This study suggests DLA (Dynamic Level Adjustment) to provide learner-focused contents. The suggested system will be a guideline to control and adopt learning content that can be easily applied to the environmental change, and more in-depth future research can be performed by using the system. A dynamic learning content model was made to recognize various learning patterns of learners as a result of the performance evaluation.

Reinforcement Learning Approach to Agents Dynamic Positioning in Robot Soccer Simulation Games

  • Kwon, Ki-Duk;Kim, In-Cheol
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.321-324
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement Beaming is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement loaming is different from supervised teaming in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement loaming algorithms like Q-learning do not require defining or loaming any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning(AMMQL) as an improvement of the existing Modular Q-Learning(MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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A Study for Durability Test of Dynamic Power Cable under Marine Operating Environment Condition (동적 파워 케이블의 해양운용환경 내구성 검증시험에 관한 연구)

  • Shim, Chunsik;Kim, Chulmin;Rho, Yuho;Lee, Jaebok;Chae, Kwangsu;Song, Hacheol;Kim, Hokyeong;Bae, Chulmin;Wi, Sungkuk;Im, Kichen
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.1
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    • pp.49-57
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    • 2021
  • In the production power transmitting of a floating production system like a wind offshore floating, the power cable should be connected from the surface system into the subsea system. The connection between the surface and the subsea system will make the power cable get a dynamic load like current and wave forces. Based on this condition, a dynamic power cable is required to endure external physical force and vibration in the long-term condition. It needs more requirements than static power cable for mechanical fatigue properties to prevent failures during operations in marine environments where the external and internal loads work continuously. As a process to verify, the durability test of dynamic power cables under the marine operation environment condition was carried out by using domestic technology development.

C-COMA: A Continual Reinforcement Learning Model for Dynamic Multiagent Environments (C-COMA: 동적 다중 에이전트 환경을 위한 지속적인 강화 학습 모델)

  • Jung, Kyueyeol;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.4
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    • pp.143-152
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    • 2021
  • It is very important to learn behavioral policies that allow multiple agents to work together organically for common goals in various real-world applications. In this multi-agent reinforcement learning (MARL) environment, most existing studies have adopted centralized training with decentralized execution (CTDE) methods as in effect standard frameworks. However, this multi-agent reinforcement learning method is difficult to effectively cope with in a dynamic environment in which new environmental changes that are not experienced during training time may constantly occur in real life situations. In order to effectively cope with this dynamic environment, this paper proposes a novel multi-agent reinforcement learning system, C-COMA. C-COMA is a continual learning model that assumes actual situations from the beginning and continuously learns the cooperative behavior policies of agents without dividing the training time and execution time of the agents separately. In this paper, we demonstrate the effectiveness and excellence of the proposed model C-COMA by implementing a dynamic mini-game based on Starcraft II, a representative real-time strategy game, and conducting various experiments using this environment.

A Study on Application of Dynamic Design Elements for Designing Ambient Media (엠비언트 미디어의 디자인을 위한 동적인 디자인 요소의 활용에 관한 연구)

  • Park, Jin-Yung;Park, Sun-Young;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.233-238
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    • 2008
  • Ambient Media (or ambient displays, Wisneski et al 1998) is one of newly emergent dynamic design objects, representing information through subtle changes of everyday objects and environments. Unlike the existing GUI-based media focusing on the situation that a user is concentrating the media, ambient media enable a user to be peripherally aware of the information without his/her concentration. In order to design ambient media, it is necessary to interpret the basic elements of dynamic changes in physical space and the proper method to apply them for peripherally representing information in ambient media. The aim of this study is to investigate dynamic design elements and the method to apply them for ambient media design in physical space. We explored and refined the type of the dynamic design elements, analyzing dynamic qualities of ambient media cases as well as various time based design fields. As a result, 4 dynamic elements - tempo, connectivity, intensity and rhythm- were proposed. By literature reviews related to peripheral awareness in psychology or ambient media, we analyzed the characteristics of dynamic design elements. Based on that, we developed a new ambient media, 'Cyber Pung-Kyung', and applied dynamic elements for designing the prototype system. The research outcome is expected to contribute designing ambient media which can represent information peripherally or centrally as needed. Understanding the dynamic design elements is helpful for designing various time based design outcomes as well.

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Dynamic Arrangement of Control in a Personalized Learning Environment (개인화 학습 공간을 위한 동적 컨트롤 배치 기법)

  • Han, Sung-Jae;Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.106-110
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    • 2008
  • The requirement for customized learning environments is increasing with the development of Web 2.0 technology To personalize services in E-learning, there are various functions available to the user. However, some components have fixed or inflexible functionality that limits what can be changed, and customization information has not been used for other purposes. In this paper, we propose an e-Space manager for the dynamic customization of learning environment control units. The proposed method can confirm which areas users have customized and how they have customized them. The advantage is that users can control their own learning environments, including not only the format, but also the content within the limits of the underlying system. The customization information is captured to confirm the competency model.

Goal-directed Obstacle Avoidance Using Lane Method (레인 방법에 기반한 이동 로봇의 장애물 회피)

  • Do, Hyun-Min;Kim, Yong-Shik;Kim, Bong-Keun;Lee, Jae-Hoon;Ohba, Kohtaro
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.121-129
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    • 2009
  • This paper presents a goal-directed reactive obstacle avoidance method based on lane method. The reactive collision avoidance is necessarily required for a robot to navigate autonomously in dynamic environments. Many methods are suggested to implement this concept and one of them is the lane method. The lane method divides the environment into lanes and then chooses the best lane to follow. The proposed method does not use the discrete lane but chooses a line closest to the original target line without collision when an obstacle is detected, thus it has a merit in the aspect of running time and it is more proper for narrow corridor environment. If an obstacle disturbs the movement of a robot by blocking a target path, a robot generates a temporary target line, which is parallel to an original target line and tangential to an obstacle circle, to avoid a collision with an obstacle and changes to and follows that line until an obstacle is removed. After an obstacle is clear, a robot returns to an original target line and proceeds to the goal point. Obstacleis recognized by laser range finder sensor and represented by a circle. Our method has been implemented and tested in a corridor environment and experimental results show that our method can work reliably.

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Fuzzy Inference-based Replication Scheme for Result Verification in Desktop Grids (데스크톱 그리드에서 결과 검증을 위한 퍼지 추론 기반 복제 기법)

  • Gil, Joon-Min;Kim, Hong-Soo;Jung, Soon Young
    • The Journal of Korean Association of Computer Education
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    • v.12 no.4
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    • pp.65-75
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    • 2009
  • The result verification is necessary to support a guarantee for the correctness of the task results be executed by any unspecified resources in desktop grid environments. Typically, voting-based and trust-based result verification schemes have been used in the environments. However, these suffer from two potential problems: waste of resources due to redundant replicas of each task and increase in turnaround time due to the inability to deal with a dynamic changeable execution environment. To overcome these problems, we propose a fuzzy inference-based replication scheme which can adaptively determine the number of replicas per task by using both trusty degree and result return probability of resources. Therefore our proposal can reduce waste of resources by determining the number of replicas meeting with a dynamic execution environment of desktop grids, not to mention an enhancement of turnaround time for entire asks. Simulation results show that our scheme is superior to other ones in terms of turnaround time, the waste of resources, and the number of re-replications per task.

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Building of Integrated Increment Interpretation System Based on Action Equations (작용 식 기반 통합 점진 해석 시스템 구축)

  • Han, Jung-Ran;Choi, Sung
    • The KIPS Transactions:PartA
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    • v.11A no.3
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    • pp.149-156
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    • 2004
  • As software is large and sophisticate, in order to increase the productivity and efficiency of programs in programming development environments, it is necessary to support the integrated system that offers user interface integrated editing, compiling, debugging, and running steps. The key tool in such environments is an incremental translation. In this paper, in order to increase the productivity and reusability of software, the goal is to construct the integrated incremental interpretation system that supports friendly user interface with editor, debugger, and incremental interpreter. We define the new object-oriented language, IMPLO(IMPerative Language with Object) using EBNF notation, and construct the integrated incremental interpretation system using incremental interpreter of the language. To do so, we extend attribute grammars for specifying static semantics and present new action equations to describe the dynamic semantics. We executed the incremental interpretation by using analyzing the dynamic semantics and then implemented integrated incremental interpretation system with editor and debugger in C, Lex and Yacc using X windows on SUN. We obtain about 50% speedups in case of incremental execution time for example programs.

Dynamic Buffer Allocation for Seamless IPTV Service Considering Handover Time and Jitter (이동망에서 IPTV 서비스 제공 시 핸드오버 시간과 지터를 고려한 동적 버퍼 할당 기법)

  • Oh, Jun-Seok;Lee, Ji-Hyun;Lim, Kyung-Shik
    • The KIPS Transactions:PartC
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    • v.15C no.5
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    • pp.391-398
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    • 2008
  • To provide IPTV service over mobile networks, the mechanism that reduce packet loss and interrupt of multimedia service during the handover should be supported. Especially, buffering based mechanism is preferable for supporting IPTV services in the way of preserving streaming service using stored data and recovering non-received data after handover. But previous research doesn't consider the buffer allocation for applying various environments which can change handover time or end to end delay of relay node. This paper propose DBAHAJ mechanism that optimize buffer size of mobile nodes and relay node for supporting seamless IPTV service over mobile environments. Mobile node determines buffer size by checking handover time and maximum difference of sequence to keep playing video data. And multicast agent recovers packet loss during the handover by sending buffered data. By these two procedure, node supports seamless IPTV service on mobile networks. We confirm performance of this mechanism on NS-2 simulator.