• Title/Summary/Keyword: Learning rule

Search Result 655, Processing Time 0.029 seconds

Design of Optimized Pattern Recognizer by Means of Fuzzy Neural Networks Based on Individual Input Space (개별 입력 공간 기반 퍼지 뉴럴 네트워크에 의한 최적화된 패턴 인식기 설계)

  • Park, Keon-Jun;Kim, Yong-Kab;Kim, Byun-Gon;Hoang, Geun-Chang
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.13 no.2
    • /
    • pp.181-189
    • /
    • 2013
  • In this paper, we introduce the fuzzy neural network based on the individual input space to design the pattern recognizer. The proposed networks configure the network by individually dividing each input space. The premise part of the networks is independently composed of the fuzzy partition of individual input spaces and the consequence part of the networks is represented by polynomial functions. The learning of fuzzy neural networks is realized by adjusting connection weights of the neurons in the consequent part of the fuzzy rules and it follows a back-propagation algorithm. In addition, in order to optimize the parameters of the proposed network, we use real-coded genetic algorithms. Finally, we design the optimized pattern recognizer using the experimental data for pattern recognition.

강도외규장각고

  • 배현숙
    • Journal of Korean Library and Information Science Society
    • /
    • v.6
    • /
    • pp.53-103
    • /
    • 1979
  • Kyujang-gak was an institution established by the King Jungjo's order to enshrine and edit the royal writings and autographs, and to help the revival of learning with more active services in collection, control, and use of the important materials. Furthermore, it was aimed in its establishment to promote the settlement of an innovative and ideal Royal Regime. In this paper, the Outer Kyujang-gak(外奎章閣) of Kangwha Magistracy(江華府), which was one of the lower branches of the Kyujanggak(奎章閣), will be treated, especially about its details of establishment, location, functions, the characteristics and value of its collection. After the Japanese invasion of Korea in 1592, the Historical Deposit Library(史庫) was established at the Kangwha Magistracy to take custody of the royal writings and autographs. An Annex(別庫) was built near by the Historical Deposit Library to enlarge the space in the reign of the King Hyojong. These spaces, however, become insufficient as the amount of materials deposited expanded, and custody for them was also not successful. Therefore, at the April of the 6th year of the King Jungjo's rule, the Outer Kyujang-gak was built at the east of the Temporary Palace(行宮) within Kangwha Magistracy, where the royal materials were deposited. This Outer Kynjang-gak was also called 'Kangdo Oe-gak(江都外閣)', 'Kyujang Oe-gak(奎章外閣)' or 'Simdo Oe-gak(心都外閣)', and its major function was to take custody of the materials and to hand them down to the next generations forever. The Kandwha Magistrate(江華留守) was responsible for the management of the Outer Kyujang-gak. Regular events for the book keeping were enshrinement, inventory and airing. In the 6th year in the reign of the King Jungjo, 4,892 volumes consisting of 762 titles were moved here from the Bon-gmodang(奉謨堂), the Seoseo(西序) in Main Palace, the Annex(別庫), the Deposit Library(史庫) mentioned above, the Kaegsa(客舍) and Chaeg-go(冊庫) within Kangwha Magistracy. By the end of the Joseon Dynasty, through fourteen times of addition altogether, the number of collection enshrined here reached 6,400 volumes consisting of 1,212 titles. The significance of this Outer Kyujang-gak established at the Kangwha Magistracy is in the point that this was one of the most important deopsit libraries of the Joseon Dynasty.

  • PDF

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.170-171
    • /
    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

  • PDF

A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.35 no.12A
    • /
    • pp.1181-1187
    • /
    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Fault Severity Diagnosis of Ball Bearing by Support Vector Machine (서포트 벡터 머신을 이용한 볼 베어링의 결함 정도 진단)

  • Kim, Yang-Seok;Lee, Do-Hwan;Kim, Dae-Woong
    • Transactions of the Korean Society of Mechanical Engineers B
    • /
    • v.37 no.6
    • /
    • pp.551-558
    • /
    • 2013
  • A support vector machine (SVM) is a very powerful classification algorithm when a set of training data, each marked as belonging to one of several categories, is given. Therefore, SVM techniques have been used as one of the diagnostic tools in machine learning as well as in pattern recognition. In this paper, we present the results of classifying ball bearing fault types and severities using SVM with an optimized feature set based on the minimum distance rule. A feature set as an input for SVM includes twelve time-domain and nine frequency-domain features that are extracted from the measured vibration signals and their decomposed details and approximations with discrete wavelet transform. The vibration signals were obtained from a test rig to simulate various bearing fault conditions.

Automatic Recognition of the Front/Back Sides and Stalk States for Mushrooms(Lentinus Edodes L.) (버섯 전후면과 꼭지부 상태의 자동 인식)

  • Hwang, H.;Lee, C.H.
    • Journal of Biosystems Engineering
    • /
    • v.19 no.2
    • /
    • pp.124-137
    • /
    • 1994
  • Visual features of a mushroom(Lentinus Edodes, L.) are critical in grading and sorting as most agricultural products are. Because of its complex and various visual features, grading and sorting of mushrooms have been done manually by the human expert. To realize the automatic handling and grading of mushrooms in real time, the computer vision system should be utilized and the efficient and robust processing of the camera captured visual information be provided. Since visual features of a mushroom are distributed over the front and back sides, recognizing sides and states of the stalk including the stalk orientation from the captured image is a prime process in the automatic task processing. In this paper, the efficient and robust recognition process identifying the front and back side and the state of the stalk was developed and its performance was compared with other recognition trials. First, recognition was tried based on the rule set up with some experimental heuristics using the quantitative features such as geometry and texture extracted from the segmented mushroom image. And the neural net based learning recognition was done without extracting quantitative features. For network inputs the segmented binary image obtained from the combined type automatic thresholding was tested first. And then the gray valued raw camera image was directly utilized. The state of the stalk seriously affects the measured size of the mushroom cap. When its effect is serious, the stalk should be excluded in mushroom cap sizing. In this paper, the stalk removal process followed by the boundary regeneration of the cap image was also presented. The neural net based gray valued raw image processing showed the successful results for our recognition task. The developed technology through this research may open the new way of the quality inspection and sorting especially for the agricultural products whose visual features are fuzzy and not uniquely defined.

  • PDF

The impact of Rene Descartes′s Mind-Body Theory on Medicin (데카르트의 심신론이 의학에 미친 영향)

  • 반덕진
    • Health Policy and Management
    • /
    • v.10 no.1
    • /
    • pp.31-56
    • /
    • 2000
  • A purpose of this study is to study on Rene Descartes's mind-body theory in medical aspect. Though Rene Descartes was not so much a doctor as a philosopher, he had health and medical science at heart. When he came into the world in 1596, he was in poor health. Therefore, he suffered from his bad health. Descartes's ideas absolutely colored Western thought for three hundred years, especially, his mind-body theory, mechanistic life-view, and reductionism had important effect on medical study and science of public health. As a rule, we know that his mind-body theory was applicable to mind-body dualism, and his mind-body dualism was connected with biomedical model of medicine. But by this study, his mind-body theory was not only mind-body dualism but also mind-body monoism. And he asserted mind-body interaction too. In other words, he advocated mind-body dualism in scientific aspect, but he knew mind-body monoism from his experence. He confessed this fact to Princess Elizabeth of Bohemia, he wrote mind-body interaction in $\boxDr$Discours de la methode$\boxUl$, $\boxDr$Meditationes de prima philosophia$\boxUl$, and $\boxDr$Traite des passions de 1'ame$\boxUl$ etc. However, only mind-body dualism of his mind-body theories was written in our medical text book, morever mental realm was excluded from the persuit of learning Descartes advocated a mechanistic world-view and mechanistic life-view, he regarded human body as a machine part. And a paticent corresponds to a troubled machine, a doctor deserves a repairman. But this point of view made holistic understanding of man impossible. Descartes divide the whole into basic building blocks, we named the approach Reductionism. Reductionism led to ontological concept in medical science, bacteriology established 'specific cause-specific disease-specific therapy'. We examined medical influence of Descartes's thought, we need to draw out a philosophic basis of medical science and science of public health by a close study of his records.

  • PDF

A Study on the Student Surveys for CAAD(Computer Aided Architectural Design) (건축 CAD 과목에 대한 학생 설문평가에 관한 연구)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.12 no.4
    • /
    • pp.117-124
    • /
    • 2012
  • The importance of the digital architecture is increasing more ever. Currently, CAD and 3D programs are used as design fields, but the BIM (building information modeling) is gradually interested. BIM is mandatory on the project more than 50 billion won ordered by the government since 2012, it will be expanded to a total of government orders by 2016. University needs to evaluate teaching methods and computer-aided design environments such as CAD and BIM. In this paper, we surveyed computer-aided design environments and teaching methods for 73 students at the J University of Department of architectural engineering. Main results are as follows: 1. Hardlock is uncomfortable but necessary program for the computer management. 2. The desk placement considering the behavior of the design students results in higher satisfaction. 3. Because a CAD subject was a difficult course content and progress is fast, students thought it is difficult to follow. Especially, first-year students answered it is difficult to learn program and understand the structure of the building at the same time. 4. First-year students want to learn CAD more. Second-, third-, fourth-year students want to learn Photoshop more. Supplement for these classes is required. 5. Students answered that a teaching method of a CAD subject would be good to their own practice after the professor demonstrates for students. The senior's assistance is also a high effective way in the class. 6. During class, students' activities such surfing the web and Kakao Talk on a smartphone disrupt the class, there is a need to regulate by a rule such as disconnect computers from a network and against using smartphone. Although the Internet with the popularization of smartphones confers a benefit on modern life, it causes damage to us. This is a hard part for a salaried workers as well as students studying equally. The self management is required and a professor needs to control and restraint in a university classroom. The professor's continuing interest to students can increase the effectiveness of learning.

A Study on Wavelet Neural Network Based Generalized Predictive Control for Path Tracking of Mobile Robots (이동 로봇의 경로 추종을 위한 웨이블릿 신경 회로망 기반 일반형 예측 제어에 관한 연구)

  • Song, Yong-Tae;Oh, Joon-Seop;Park, Jin-Bae;Choi, Yoon-Ho
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.15 no.4
    • /
    • pp.457-466
    • /
    • 2005
  • In this paper, we propose a wavelet neural network(WNN) based predictive control method for path tracking of mobile robots with multi-input and multi-output. In our control method, we use a WNN as a state predictor which combines the capability of artificial neural networks in learning processes and the capability of wavelet decomposition. A WNN predictor is tuned to minimize errors between the WNN outputs and the states of mobile robot using the gradient descent rule. And control signals, linear velocity and angular velocity, are calculated to minimize the predefined cost function using errors between the reference states and the predicted states. Through a computer simulation for the tracking performance according to varied track, we demonstrate the efficiency and the feasibility of our predictive control system.

Performance Improvement of Nearest-neighbor Classification Learning through Prototype Selections (프로토타입 선택을 이용한 최근접 분류 학습의 성능 개선)

  • Hwang, Doo-Sung
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.49 no.2
    • /
    • pp.53-60
    • /
    • 2012
  • Nearest-neighbor classification predicts the class of an input data with the most frequent class among the near training data of the input data. Even though nearest-neighbor classification doesn't have a training stage, all of the training data are necessary in a predictive stage and the generalization performance depends on the quality of training data. Therefore, as the training data size increase, a nearest-neighbor classification requires the large amount of memory and the large computation time in prediction. In this paper, we propose a prototype selection algorithm that predicts the class of test data with the new set of prototypes which are near-boundary training data. Based on Tomek links and distance metric, the proposed algorithm selects boundary data and decides whether the selected data is added to the set of prototypes by considering classes and distance relationships. In the experiments, the number of prototypes is much smaller than the size of original training data and we takes advantages of storage reduction and fast prediction in a nearest-neighbor classification.