• Title/Summary/Keyword: Everyday objects

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Cooperative Robot for Table Balancing Using Q-learning (테이블 균형맞춤 작업이 가능한 Q-학습 기반 협력로봇 개발)

  • Kim, Yewon;Kang, Bo-Yeong
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.404-412
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    • 2020
  • Typically everyday human life tasks involve at least two people moving objects such as tables and beds, and the balancing of such object changes based on one person's action. However, many studies in previous work performed their tasks solely on robots without factoring human cooperation. Therefore, in this paper, we propose cooperative robot for table balancing using Q-learning that enables cooperative work between human and robot. The human's action is recognized in order to balance the table by the proposed robot whose camera takes the image of the table's state, and it performs the table-balancing action according to the recognized human action without high performance equipment. The classification of human action uses a deep learning technology, specifically AlexNet, and has an accuracy of 96.9% over 10-fold cross-validation. The experiment of Q-learning was carried out over 2,000 episodes with 200 trials. The overall results of the proposed Q-learning show that the Q function stably converged at this number of episodes. This stable convergence determined Q-learning policies for the robot actions. Video of the robotic cooperation with human over the table balancing task using the proposed Q-Learning can be found at http://ibot.knu.ac.kr/videocooperation.html.

A Study on Soina Delaunay's Paintings and fashion (소니아 들로네의 회화의 현대의상에 관한 연구)

  • 이서희
    • Journal of the Korean Society of Costume
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    • v.20
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    • pp.137-150
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    • 1993
  • Sonia Delaunay was among the group of avant-garde artists drawn to Paris in the early part of this century who were exploring concepts of art that were felt to capture best the speed and me chanization of the modern world. She believed modernity-and her own attitude toward modern life-could be expressed through the primacy of color in art the dynamic inter-play of its dissonances and harmonies. The metap-hysical implications Delauny felt inherent in this idea made it applicable to all surfaces, and she was compelled to transform the world around her ac-cording to it. She set up a dialogue between fine art and everyday objects and accompplished the transition from representation work to her color theory through her investigation in embroidery and collage. This study is for Sonia Delaunay's field fo work which is close to fine and applied arts. To study Sonia Delaunay's work, I can find some points of her fashion designs. First, Simultaneous, which is to use collage tec-henics such as simultaneous and meterial to com-binate of variety meterial. Seound, Durability which is restoration of mor-dern fashion, Eventhough her work is 60 years old still it is foward to the furture. Imitation of textile which is devdloped by her, always looks new and fresh. Third, The elements of Folklore. Her elements of Russia, it appears on variety colors. Sepecially contemporary cloths has elements of folklore, we should use it and made it to suituble to contem-porary fashion of our country. For the furture, we need more study how to apply pictorial meterial of art into fashion design.

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An Autonomic Self-management Mechanism for High-available Ubiquitous Computing System (고가용성 유비쿼터스 컴퓨팅 시스템을 위한 오토노믹 자가 관리 메커니즘)

  • Choi, Chang-Yeol;Kim, Sung-Soo
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.566-577
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    • 2005
  • A ubiquitous computing system could be constructed not only with one computer but with networks of computers (or ether devices with computing power) embedded in everyday objects. For this, dependability must be guaranteed for each single component of a system and for the whole system which might be more than just a sum of its components. This paper proposes an autonomic self-management mechanism that ran operate for 24 hours/day with the minimum human intervention. In addition, we validate the autonomic fault management scheme based on a workload model derived from the system log analysis.

Trustworthy Repositories Audit Criteria: Self-Assessment of OASIS (믿을 수 있는 디지털 아카이브 인증기준: OASIS 적용사례)

  • Lee, So-Yeon
    • Journal of the Korean Society for information Management
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    • v.25 no.3
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    • pp.5-25
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    • 2008
  • Individuals and organizations in the modern society produce diverse digital objects everyday, which are not only valuable information resources at present but also will be invaluable digital heritage for the future generation. TRAC(Trustworthy Repositories Audit & Certification: Criteria & Checklist) is one of the evaluating tools against which digital archives could be assessed for their preparedness to perform the task of long-term preservation. The current study uses TRAC to assess OASIS(Online Archiving & Searching Internet Source). The results show that the web archive has a greater room for strengthening in the object management infrastructure than in organizational and technical infrastructures.

Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

Magritte's drawings and Lacan's Subject theory: Gaze, Encounter with the world (마그리트 회화와 라캉의 주체론 - 응시, 세계와의 조우)

  • Baek, Jin-Hwa
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.7-24
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    • 2007
  • The subject is connected with a structure named "The Symbolic" to Lacan, but he denied that the subject is explained simply as a fruit of language and "Other". From his point of view, passing through Subject, De-formation and Crack over it is designated as foundation of generation and creation rather than our destined defect. It should not be understood that subject of "The Real" is a concept of the subject free itself from restraint of "The Symbolic". However, this does not mean he asserts "Subject" is something incapable of being controlled by the unknown power. The problem is that this autonomous existence meets inside of it with something "more than one's own self" by "circulating around itself" like a permanent star. This is the indication of a "stranger in the middle of my privacy", or "extimit$\'{e}$", a coined-word by Lacan. Perhaps "Subject" is nothing more than the name of distance of object which is "too hot" to come close, and of this circulating movement. It's because of this object that the real subject stands against generalization and the subject can't be restored to any place in symbolic order-even though it is empty. The part which is told from Lacan's structural theory, that is to say, an importance to Lacan is that his Subject theory is not suggested or denied as a manual structure. On the contrary, it is a study of the relationship between the settled symbol that included in "real subject which is a unconscious one" and the symbolic subject hold- that is a metaphysical subject in general meaning. In Lacan's enlarged concept of subject beyond symbolic reality, it is noticeable that it gives justifiability to the union of a medium of different nature in artistic expression. We can recognize that the unconscious world is a living space which enables it to be a "condition of human being", not something dark under the surface of water through Magritte's(Rene Magritte, 1898~1967) surrealistic works. In other words, Magritte's art secures a core dimension of human nature through a mysterious gap of conscious and settled space. Magritte's drawings often evokes strange and unsettling feelings in people who view his paintings. This is because routine objects are found in "unsuitable" places from which we usually find them in our everyday lives. "Reality" in Magritte's paintings makes it aware that it is a strained field of concealment and disclosure basically between truths, and we can learn that his behavior to overturn to paint in-visible things is finally an effort to restore the "real subject" to the viewer's reality. In other words, such reversion arouses a nostalgic desire for the objects existing in their original appearance as they are - natural condition that our gaze had not been distorted yet by anamorphic stains. - and the state when we are conscious of them normally. Such desire offers an opportunity for us to get out of mental depression rather than operates to us as an abnormal crack. It's a successive process of effort to search for lost subject and Paradise Lost facing up to reality of subject human that is to be a subject of world and life are ousted from their place by structure and authority of culture.

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A Study on the Actual Condition and Teachers' Perception of Outdoor Play in Child Care Center (보육시설의 실외놀이 운영실태 및 교사 인식에 관한 연구)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.19 no.1
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    • pp.203-214
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    • 2010
  • This study will examine the current condition of outdoor play in child care centers and the overall perception of teachers on outdoor play in regards to its related programs and children's reaction to them. Through examining such issues, this study will provide the basic data that can be applied in planning appropriate outdoor play activities, programs and environments. For the study, we surveyed teachers and directors of child care centers using a structured questionnaire. The objects of the survey were 22 child care centers in Daejeon and Seoul, who agreed to conduct the survey. The survey was conducted from August 1 to September 30 2006; 220 copies were distributed, and 188 copies were collected. The results of the study can be summarized as follows: 1) The number of outdoor plays per week were on average 1~2 in most cases, although teachers believed the play should be done everyday. Outdoor play time was mostly 21~30 minutes, while teachers thought 31~40 minutes as appropriate. Children's reaction scored the highest when they played outdoors for 30 minutes every day with their teachers involved in the play. As a result, we have concluded that the appropriate outdoor play should be conducted everyday for 30~40 minutes. 2) Outdoor play was mostly conducted as part of the overall educational plan rather than a separate plan. Since outdoor play affects children's development as much as indoor play, there is a need for development of a specific and separate plan for various outdoor play programs. 3) The outdoor play program that was most often conducted was equipment play and sand play. This indicated the monolithic nature of the outdoor program. Given the fact that children enjoy outdoor plays a lot (M=4.71), various programs including adventure play, sensitive play, and carpenter play should be developed. 4) In outdoor play, the teacher's role included supervising and interacting with children. According to the survey, teachers had a good understanding of the importance on safety and supervising issues in outdoor plays. However they seemed to overlook the importance of having better programs and improving teacher's participation to the play. Despite the importance of outdoor play to children's development, the result shows that teachers have tendencies to limit and obstruct outdoor plays by emphasizing supervising and safety issues instead. 5) Children's safety should not be the only consideration for outdoor plays; teachers ought to better understand that children's development can be maximized by the play. Furthermore, there should be emphasis placed on the program development and teacher's participation; teacher's participation should actively encourage the interactions between a child and a teacher, as well as among children.

An Integrated Framework Environment for Automatic Simulation of Geant4 : Geant4Editor (Geant4시뮬레이션 자동화를 위한 통합 프레임워크 환경 개발 : Geant4Editor)

  • Shin, Sung-Sik;Kim, A-Mi;Kim, Seung-Wan;Song, Ju-Whan;Gwun, Ou-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.4
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    • pp.12-18
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    • 2008
  • Researches on particle physics have benefited our everyday life in many aspects. They have tested the safety of the objects we use everyday, conducted experiments to examine harmful environments to man, and treated diseases. Despite the usefulness of particle physics in a range of fields, however, it's difficult to conduct researches and experiments directly. But the advancements in the computer industry have allowed for experiments of particle physics in virtual simulations. One of the foremost simulation libraries for particle physics that have been researched actively these days, Geant4 has been put to diverse uses in particle physics. This study designed GUI so that physicists, who were not good at programming, could use a simulation library faster, more accurately, and more conveniently. It also developed the Geant4Editor, a simulation automation framework. The advantages of the Geant4Editor include automatic generations of essential classes in a simulation using Geant4 libraries and real-time reflection of user demands in a simulation. It also allows for efficient management of resources(user-created data) through the Data Manager.

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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An Analysis of Earth System Understandings (ESU) of 8th-grade Students' Imagery about 'the Earth' Represented by Words and Drawings (단어와 그림으로 표현된 8학년 학생들의 '지구'에 대한 심상에서 나타난 지구계 이해 분석)

  • Oh, Hyun-Seok;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.31 no.1
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    • pp.71-87
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    • 2010
  • The purpose of this study was to explore 8th-grade students' imageries of the Earth. We analyzed the middle school students' imageries about the Earth represented with words and drawings in Earth Systems Understanding (ESU, hereafter) framework. The students' imageries about 'the Earth' are vary by their experiences and prior-knowledge, which significantly impacts their imagery construction. Especially, the students' ESU were characterized into two aspects: One is a macroscopic view point based on full-objects of the Earth by indirect experiences and the other is everyday view point based on scene of the Earth surface and environment by direct experiences. Results revealed students' imageries about the Earth were impacted by visual experiences and those students' ESU were more represented by drawing as visual imagery than by words, formal language. The negative imageries were mainly represented through interactions of the Earth subsystems.