• Title/Summary/Keyword: Programming by Demonstration

Search Result 17, Processing Time 0.02 seconds

An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.141-149
    • /
    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
    • /
    • v.8 no.3
    • /
    • pp.409-420
    • /
    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

OverIT: An Interactive Overlay for Touchscreen-based UI Customization by Demonstration

  • Lee, Kyungyeon;Chung, SeungA;Oh, Uran
    • International journal of advanced smart convergence
    • /
    • v.10 no.3
    • /
    • pp.143-148
    • /
    • 2021
  • Smartphones have been widely used for various purposes and stay connected with people at all times. However, the use of such touchscreen devices can be physically restricted depending on users' context where only one hand is available to interact with the device. Even major smartphone manufacturers (e.g., Apple, Samsung) offer one handed mode, they still lack functions in the third-party applications, and the process is also complicated. We propose OverIT, a system that enables users to customize interfaces by adding new buttons on an interactive overlay which can be positioned anywhere on the touchscreen where each button serves the same functionality as an existing one. It is designed to support users to map a certain button event freely and easily to a newly created button by performing a demonstration of a button tap. We expect our system to improve the overall user experience of one-handed interaction with touchscreen devices.

Development of Materials for Programming Education based on Computational Thinking for Club Activities of Elementary School (Computational Thinking 기반의 초등학교 동아리 활동용 프로그래밍 교육 교재의 개발)

  • Jeong, Inkee
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.2
    • /
    • pp.243-252
    • /
    • 2015
  • The software education to elementary students will be conducted from 2019. One of highlights of software education is a programming experience. It requires a higher level of programming education to students that are interested in programming. This problem can be solved by the club activities. But the materials for programming education for elementary students is not much. Therefore, we developed a programming material for club activities of the elementary school. We did not develop it as a programming manual. The students can understand a problem, can design through decomposition and abstraction processes, and can write a program when they are learning with this material. As a result, we expect that they can enhance their computational thinking abilities. We proved that our material is suitable for elementary students through a demonstration class. Therefore, we expect that our development methodologies for the material for programming education will contribute to develop a material for programming education.

Design and Implementation of Educational Embedded Network System (교육용 임베디드 네트워크 실습 장비의 설계 및 구현)

  • Kim, Dae-Hee;Chung, Joong-Soo;Park, Hee-Jung;Jung, Kwang-Wook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.10
    • /
    • pp.23-29
    • /
    • 2009
  • This paper presents the development of embedded network educational system. This is an educational equipment which enables user to have training over Network Configuration and Embedded network programming practice on Internet environment. The network education system is developed on embedded environment. based on using ethernet interface. On the development environment. PAX255 VLSI chip is used for the processor, the ADSv1.2 for debugging, uC/OS276 for RTOS. The system software was developed using C language. The ping program provided an educational environment for the student to compile and load it to run after doing practice of demonstration behavior. Afterwards programming procedure starts the step-by-step training just like the demonstration function. In other words, programming method how to design the procedure of ARP operation and ICMP operation is explained.

Energy Efficiency Resource Allocation for MIMO Cognitive Radio with Multiple Antenna Spectrum Sensing

  • Ning, Bing;Yang, Shouyi;Mu, Xiaomin;Lu, Yanhui;Hao, Wanming
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.9 no.11
    • /
    • pp.4387-4404
    • /
    • 2015
  • The energy-efficient design of sensing-based spectrum sharing of a multi-input and multi-output (MIMO) cognitive radio (CR) system with imperfect multiple antenna spectrum sensing is investigated in this study. Optimal resource allocation strategies, including sensing time and power allocation schemes, are studied to maximize the energy efficiency (EE) of the secondary base station under the transmit power and interference power constraints. EE problem is formulated as a nonlinear stochastic fractional programming of a nonconvex optimal problem. The EE problem is transformed into its equivalent nonlinear parametric programming and solved by one-dimension search algorithm. To reduce searching complexity, the search range was founded by demonstration. Furthermore, simulation results confirms that an optimal sensing time exists to maximize EE, and shows that EE is affected by the spectrum detection factors and corresponding constraints.

Design and Implementation of a Programming by Graphical Demonstration(PBGD) System (예시에 의한 프로그램 생성(PBGD) 시스템의 설계 및 구현)

  • 서정혁;한현구
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1998.10c
    • /
    • pp.258-260
    • /
    • 1998
  • 급속도로 발전한 컴퓨터 환경하에서 사용자는 훨씬 더 편리하고 손쉽게 컴퓨터를 다룰 수 있게 되었다. 그러나 이와 대조적으로 지금까지의 프로그램 개발과정은 프로그래밍 언어의 숙달을 요구함으로서 전문적인 교육을 받은 소수의 프로그래머만이 할 수 있는 분야가 되었다. 이에 본 논문에서는 직관적인 사용자 인터페이스를 기반으로 하여 프로그래밍 언어를 모르는 사람들도 자신의 필요에 적합한 프로그램을 직접 작성하여 활용하는데 도움이 되는 시스템의 개발에 필요한 기반기술을 제시하고 구현된 시스템의 전체적인 윤곽을 제시한다.

  • PDF

On Constructing fractal Sets using Visual Programming Language (Visual Programming을 활용한 Fractal 집합의 작성)

  • Hee, Geum-Young;Kim, Young-Ik
    • Proceedings of the KAIS Fall Conference
    • /
    • 2002.05a
    • /
    • pp.115-117
    • /
    • 2002
  • In this paper, the degree-n bifurcation set as well as the Julia sets is defined by extending the concept of the Mandelbrot set to the complex polynomial $z^{n}{\;}+{\;}c(c{\;}\in{\;}C,{\;}n{\;}\geq{\;}2)$. Some properties of the degree-n bifurcation set and the Julia sets have been theoretically investigated including the symmetry, periodicity, boundedness, connectedness and the bifurcation points as well as the governing equation for the component centers. An efficient algorithm constructing both the degree-n bifurcation set and the Julia sets is proposed using theoretical results. The mouse-operated software calico "MANJUL" has been developed for the effective construction of the degree-n bifurcation set and the Julia sets in graphic environments with C++ programming language under the windows operating system. Simple mouse operations can construct and magnify the degree-n bifurcation set as well as the Julia sets. They not only compute the component period, bifurcation points and component centers but also save the images of the degree-n bifurcation set and the Julia sets to visually confirm various properties and the geometrical structure of the sets. A demonstration has verified the useful versatility of MANJUL.

A study on basic software education applying a step-by-step blinded programming practice (단계적 블라인드 프로그래밍 실습과정을 적용한 소프트웨어 기초교육에 관한 연구)

  • Jung, Hye-Wuk
    • Journal of Digital Convergence
    • /
    • v.17 no.3
    • /
    • pp.25-33
    • /
    • 2019
  • Recently, universities have been strengthening software basic education to be active in the era of the fourth industrial revolution. Non-majored students need a variety of teaching methods because they have low knowledge of programming or a lack of connectivity with major courses. Therefore, in this paper, a learning model applying the step-by-step blind programming practice based on the Demonstration Modeling Making model was designed and applied to the actual lecture. As a result of analyzing the problem solving ability of the learner, it was confirmed that the learner's self - solving ratio increased as parking progressed. In the following study, it is necessary to analyze the learner's learning results in various aspects and to study effective teaching methods according to the difficulty of the learning contents.

On Constructing Fractal Sets Using Visual Programming Language (Visual Programming을 활용한 Fractal 집합의 작성)

  • Geum Young Hee;Kim Young Ik
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.3 no.3
    • /
    • pp.177-182
    • /
    • 2002
  • In this paper, we present a mathematical theory and algorithm consoucting some fractal sets. Among such fractal sets, the degree-n bifurcation set as well as the Julia sets is defined by extending the concept of the Mandelbrot set to the complex polynomial $Z^n$+c($c{\epsilon}C$, $n{\ge}2$). Some properties of the degree-n bifurcation set and the Julia sets have been theoretically investigated including the symmetry, periodicity, boundedness, and connectedness. An efficient algorithm constructing both the degree-n bifurcation let and the Julia sets is proposed using theoretical results. The mouse-operated software called "MANJUL" has been developed for the effective construction of the degree-n bifurcation set and the Julia sets in graphic environments with C++ programming language under the windows operating system. Simple mouse operations can construct ann magnify the degree-n bifurcation set as well af the Julia sets. They not only compute the component period but also save the images of the degree-n bifurcation set and the Julia sets to visually confirm various properties and the geometrical structure of the sets. A demonstration has verified the useful versatility of MANJUL.of MANJUL.

  • PDF