• Title/Summary/Keyword: Intelligent Game

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Methodology for Near-miss Identification between Earthwork Equipment and Workers using Image Analysis (영상분석기법을 활용한 토공 장비 및 작업자간 아차사고식별 방법론)

  • Lim, Tae-Kyung;Choi, Byoung-Yoon;Lee, Dong-Eun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.4
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    • pp.69-76
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    • 2019
  • This paper presents a method that identifies the unsafe behaviors at the level of near-misses using image analysis. The method establishes potential collision hazardous area in earthmoving operation. It is implemented using a game engine to reproduce the dangerous events that have been accepted as major difficulty in utilizing computer vision technology to support construction safety management. The method keeps realistically track of the ever-changing hazardous area by reflecting the volatile field conditions. The method opens a way to distinguish unsafe conditions and unsafe behaviors that have been overlooked in previous studies, and reflects the causal relationship which causes an accident. The case study demonstrate how to identify the unsafe behavior of a worker exposed to an unsafe area created by dump trucks at the level of near-misses and to determine the hazardous areas.

Summarization of Soccer Video based on Multiple Cameras Using Dynamic Bayesian Network (동적 베이지안 네트워크를 이용한 다중 카메라기반 축구 비디오 요약)

  • Min, Jun-Ki;Park, Han-Saem;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.567-571
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    • 2009
  • Sports game broadcasting system uses multiple video cameras in order to offer exciting and dynamic scenes for the TV audiences. Since, however, the traditional broadcasting system edits the multiple views into a static video stream, it is difficult to provide the intelligent broadcasting service that summarizes or retrieves specific scenes or events based on the user preference. In this paper, we propose the summarization and retrieval system for the soccer videos based on multiple cameras. It extracts the highlights such as shot on goal, crossing, foul, and set piece using dynamic Bayesian network based on soccer players' primitive behaviors annotated on videos, and selects a proper view for each highlight according to its type. The proposed system, therefore, offers users the highlight summarization or preferred view selection, and can provide personalized broadcasting services by considering the user's preference.

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Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.153-167
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    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

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A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.78-86
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    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

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A Study of the 3D-Reconstruction of indoor using Stereo Camera System (스테레오 카메라를 이용한 실내환경의 3차원 복원에 관한 연구)

  • Lee Dong-Hun;Um Dae-Youn;Kang Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.42-47
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    • 2005
  • In this papcr, we address the 3D reconstruction of the indoor circumstance using what the data is extracted by a pall of image from Stereo Camera. Generally sucaking, there arc three methods to extract 3-Dimensional data using IR sensor, Laser sensor and Stereo camera sensor. The best is stereo camera sensor which can show a high performance at a reasonable price. We used 'Window Correlation Matching Method' to extract 3-Dimensional data in stereo image. We proposed new Method to reduce error data, said 'Histogram Weighted Hough Transform'. Owing to this mettled, we reduced error data in each stereo image. So reconstruction is well done. 3-Dimensional Reconstruction is accomplished by using the DirectX that is well known as 3D-Game development tool. We show that the stereo camera can be not only used to extract 3-dimensional data but also applied to reconstruct the 3-Dimensional circumstance. And we try to reduce the error data using various method.

Mathematical Modelling and Chaotic Behavior Analysis of Cyber Addiction (사이버 중독의 수학적 모델링과 비선형 거동 해석)

  • Kim, Myung-Mi;Bae, Young-Chul
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.245-250
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    • 2014
  • Addiction can be largely divided into two categories. One is called medium addiction in which medium itself causes an addiction. Another is called cause addiction that brings addiction through combination of sensitive self and latent personal action. The medium addiction involves addiction phenomena directly caused by illegal drugs, alcohol and various other chemicals. The cause addiction is dependent on personal sensitivities as a sensitive problem of personal and includes cyber addictions such as shopping, work, game, internet, TV, and gambling. In this paper we propose two-dimensional addiction model that are equivalent to using an R-L-C series circuit of Electrical circuit and a Spring-Damper-mass of mechanical system. We also organize a Duffing equation that is added a nonlinear term in the proposed two-dimensional addiction model. We represent periodic motion and chaotic motion as time series and phase portrait according to parameter's variation. We confirm that among parameters chaotic motion had addicted state and periodic motion caused by change in control coefficient had pre-addiction state.

Human Emotion Recognition using Power Spectrum of EEG Signals : Application of Bayesian Networks and Relative Power Values (EEG 신호의 Power Spectrum을 이용한 사람의 감정인식 방법 : Bayesian Networks와 상대 Power values 응용)

  • Yeom, Hong-Gi;Han, Cheol-Hun;Kim, Ho-Duck;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.2
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    • pp.251-256
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    • 2008
  • Many researchers are studying about human Brain-Computer Interface(BCI) that it based on electroencephalogram(EEG) signals of multichannel. The researches of EEG signals are used for detection of a seizure or a epilepsy and as a lie detector. The researches about an interface between Brain and Computer have been studied robots control and game of using human brain as engineering recently. Especially, a field of brain studies used EEG signals is put emphasis on EEG artifacts elimination for correct signals. In this paper, we measure EEG signals as human emotions and divide it into five frequence parts. They are calculated related the percentage of selecting range to total range. the calculating values are compared standard values by Bayesian Network. lastly, we show the human face avatar as human Emotion.

A Proposal for Software Framework of Intelligent Drones Performing Autonomous Missions (지능형 드론의 자율 임무 수행을 위한 소프트웨어 프레임워크 제안)

  • Shin, Ju-chul;Kim, Seong-woo;Baek, Gyong-hoon;Seo, Min-gi
    • Journal of Advanced Navigation Technology
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    • v.26 no.4
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    • pp.205-210
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    • 2022
  • Drones, which have rapidly grown along with the 4th industrial revolution, spread over industries and also widely used for military purposes. In recent wars in Europe, drones are being evaluated as a game changer on the battlefield, and their importance for military use is being highlighted. The Republic of Korea Army also planned drone-bot systems including various drones suitable for echelons and missions of the military as future defense forces. The keyword of these drone-bot systems is autonomy by artificial intelligence. In addition, common use of operating platforms is required for the rapid development of various types of drones. In this paper, we propose software framework that applies diverse artificial intelligence technologies such as multi-agent system, cognitive architecture and knowledge-based context reasoning for mission autonomy and common use of military drones.

The Development of Artificial Intelligence-Enabled Combat Swarm Drones in the Future Intelligent Battlefield (지능화 전장에서 인공지능 기반 공격용 군집드론 운용 방안)

  • Hee Chae;Kyung Suk Lee;Jung-Ho Eom
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.65-71
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    • 2023
  • The importance of combat drones has been highlighted through the recent outbreak of the Russia-Ukraine war. The combat drones play a significant role as a a game changer that alters the conventional wisdom of traditional warfare. Many pundits expect the role of combat swarm drones would be more crucial in the future warfare. In this regard, this paper aims to analyze the development of artificial intelligence-enabled combat swarm drones. To transform the human-operated swarm drones into fully autonomous weaponry system our suggestions are as follows. Developments of (1) AI algorithms for optimized swarm drone operations, (2) decentralized command and control system, (3) inter-drones' mission analysis and allocation technology, (4) enhanced drone communication security and (5) set up of ethical guideline for the autonomous system. Specifically, we suggest the development of AI algorithms for drone collision avoidance and moving target attacks. Also, in order to adjust rapidly changing military environment, decentralized command and control system and mission analysis allocation technology are necessary. Lastly, cutting-edging secure communication technology and concrete ethical guidelines are essential for future AI-enabled combat swarm drones.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.