• Title/Summary/Keyword: artificial intelligence design

Search Result 773, Processing Time 0.024 seconds

Analysis of the AI Convergence Science Education Research Trends Using Text Mining (텍스트 마이닝을 활용한 AI융합 과학교육 연구 동향 분석)

  • Lee, Ju-Young
    • Journal of Korean Elementary Science Education
    • /
    • v.43 no.4
    • /
    • pp.544-553
    • /
    • 2024
  • The purpose of this study was to analyze the trends of research focusing on artificial intelligence and the science education and derive important problems, topics, and research trends,. The analysis of the AI convergence science education research trends targeted 83 articles on the awareness of artificial intelligence, research trends, design, development, and application of the education programs related to artificial intelligence. The analysis data was collected through the RISS. The collected data was refined using Excel and Textom, and the main keywords were identified and analyzed through the frequency analysis and keyword network analysis. The connection centrality of the keywords was confirmed using the CONCOR analysis. The research results showed that the AI convergence science education research was expanding in both quantitative and qualitative aspects, and that the main keywords were identified as 'AI,' 'AI convergence education,' 'AI convergence science education,' 'AI education,' 'science education,' 'science,' 'machine learning,' 'elementary school,' 'generative AI,' and 'educational program.' Through the connection centrality analysis and CONCOR analysis, it was confirmed that the clusters were formed around the 'naming,' 'content and method,' 'elementary,' and 'data' in the AI integrated science education. Based on the results, the main topics and trends of the research integrating artificial intelligence into the science subjects were derived and the implications and directions for follow-up research were set forth.

Predicting concrete's compressive strength through three hybrid swarm intelligent methods

  • Zhang Chengquan;Hamidreza Aghajanirefah;Kseniya I. Zykova;Hossein Moayedi;Binh Nguyen Le
    • Computers and Concrete
    • /
    • v.32 no.2
    • /
    • pp.149-163
    • /
    • 2023
  • One of the main design parameters traditionally utilized in projects of geotechnical engineering is the uniaxial compressive strength. The present paper employed three artificial intelligence methods, i.e., the stochastic fractal search (SFS), the multi-verse optimization (MVO), and the vortex search algorithm (VSA), in order to determine the compressive strength of concrete (CSC). For the same reason, 1030 concrete specimens were subjected to compressive strength tests. According to the obtained laboratory results, the fly ash, cement, water, slag, coarse aggregates, fine aggregates, and SP were subjected to tests as the input parameters of the model in order to decide the optimum input configuration for the estimation of the compressive strength. The performance was evaluated by employing three criteria, i.e., the root mean square error (RMSE), mean absolute error (MAE), and the determination coefficient (R2). The evaluation of the error criteria and the determination coefficient obtained from the above three techniques indicates that the SFS-MLP technique outperformed the MVO-MLP and VSA-MLP methods. The developed artificial neural network models exhibit higher amounts of errors and lower correlation coefficients in comparison with other models. Nonetheless, the use of the stochastic fractal search algorithm has resulted in considerable enhancement in precision and accuracy of the evaluations conducted through the artificial neural network and has enhanced its performance. According to the results, the utilized SFS-MLP technique showed a better performance in the estimation of the compressive strength of concrete (R2=0.99932 and 0.99942, and RMSE=0.32611 and 0.24922). The novelty of our study is the use of a large dataset composed of 1030 entries and optimization of the learning scheme of the neural prediction model via a data distribution of a 20:80 testing-to-training ratio.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.125-133
    • /
    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

  • PDF

Study on an Artificial Intelligence Player of the Yutnori Game Using the Fuzzy Logic (퍼지논리를 이용한 윷놀이 인공지능 플레이어 연구)

  • Chung, Sungwook;Kim, Kinyun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.1
    • /
    • pp.1-12
    • /
    • 2017
  • Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.

Design of Spontaneous Acoustic Field Reproducing System (능동형 음장조성시스템의 설계)

  • Kook, Chan;Jang, Gil-Soo;Jang, Gyung-Sung;Kim, Sun-Woo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2005.05a
    • /
    • pp.611-614
    • /
    • 2005
  • The introduction of the sound based on the soundscape concept has the effect to offer comfortable sound environments at the public spaces by masking undesired ones and to identify the spaces. Sound installation, sound sculptor and the soundscape are used for these purpose, but the most important factors to be considered therein are to determine what kind of sounds to offer and how to adjust them to the changing circumstances. But, installing, maintaining and adjusting the soundscape system directly in the field will ensue numerous problems as well as high costs. And, even if it was epochal and novel when the soundscape is first installed at a space, new different sound environment is necessary to continue the effectiveness as time goes. Thus, this study aims at devising the instrument system that has the artificial intelligence, enables to remote control, with a great ease, numerous variables, reproduce most agreeable sound sources, and can produce the proper sound fit to the space automatically and spontaneously.

  • PDF

Notify boiling water by using TMP36 sensor

  • Lau, Shuai
    • Korean Journal of Artificial Intelligence
    • /
    • v.4 no.1
    • /
    • pp.8-10
    • /
    • 2016
  • These days, citizens have a lot of ways to get access to IT. In the past, they tended to neglect IT that was thought to be difficult. But, currently, everyone can manufacture and get access not only software but also hardware when he has an idea. Arduino is used. Rinnai had recently released new product named Smart Sensor Range. Safe consumer who gave priority to the safety made new trend gave attention to fire prevention and smart sensor range. The ones who buy gas range prefer safety to economic advantage and/or fire power. The safety system does not always prevent fire accident. This study makes design and produces alarm that perceives temperature of pot when boiling. Not only temperature sensor but also alarm sensor was used to make alarm of boiling water and to give convenient living life. The arduino can be used at practical life to make products for various kinds of people. The invention can give convenience to housewives at kitchen, children and many persons making use of gas range. Another function can be added to develop. This arduino can develop a lot of products by using the study and other designs.

Intelligent AI Technique Adaptive for Online Game Using Fuzzy Extension Principle (퍼지 확장 기법을 이용한 온라인 게임에 적합한 지능적 AI 기법)

  • Mun, Sung-Won;Cho, Hyung-Je
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.77-85
    • /
    • 2008
  • In the current online game field, many studies on the realization of AI have been carried out. It is, however, very hard to apply smart AI to the online games due to the limited use of resources. The Fuzzy extension method this thesis presents is suitable to online games because it causes less loads in the system and makes it possible to realize more human-like AI. To realize this kind of AI, this paper suggests AI system design methods suitable to fuzzy-based online game and presents practical plans to apply them through the produced demos.

  • PDF

An image analysis system Design using Arduino sensor and feature point extraction algorithm to prevent intrusion

  • LIM, Myung-Jae;JUNG, Dong-Kun;KWON, Young-Man
    • Korean Journal of Artificial Intelligence
    • /
    • v.9 no.2
    • /
    • pp.23-28
    • /
    • 2021
  • In this paper, we studied a system that can efficiently build security management for single-person households using Arduino, ESP32-CAM and PIR sensors, and proposed an Android app with an internet connection. The ESP32-CAM is an Arduino compatible board that supports both Wi-Fi, Bluetooth, and cameras using an ESP32-based processor. The PCB on-board antenna may be used independently, and the sensitivity may be expanded by separately connecting the external antenna. This system has implemented an Arduino-based Unauthorized intrusion system that can significantly help prevent crimes in single-person households using the combination of PIR sensors, Arduino devices, and smartphones. unauthorized intrusion system, showing the connection between Arduino Uno and ESP32-CAM and with smartphone applications. Recently, if daily quarantine is underway around us and it is necessary to verify the identity of visitors, it is expected that it will help maintain a safety net if this system is applied for the purpose of facial recognition and restricting some access. This technology is widely used to verify that the characters in the two images entered into the system are the same or to determine who the characters in the images are most similar to among those previously stored in the internal database. There is an advantage that it may be implemented in a low-power, low-cost environment through image recognition, comparison, feature point extraction, and comparison.

A study on improvement of elderly welfare service focusing on the user of AI and the IoT

  • QUAN, Zhixuan;KANG, Minsoo
    • The Korean Journal of Food & Health Convergence
    • /
    • v.7 no.5
    • /
    • pp.1-7
    • /
    • 2021
  • The aging of the population has a fundamental impact on the national economy, including decline in productive population, atrophy of available funds, slowdown of technological innovation, slowdown of economic growth, and decrease in vitality of society as a whole. Increase of elderly population would lead to increase in elderly welfare consumers, which would also lead to increase the demand for elderly welfare services. However, due to the continuation of the low birth rate, there is a great shortage of human resources who can handle this. In such a situation, the main goal of the elderly welfare system in the future should aim to actively try to design effective policies, prepare systems, and implement services for the problems of the aged society, and to find ways to expand the finances, manpower, methods, and facilities necessary for the welfare of the elderly. Elderly welfare services in Korea have been changed and developed in accordance with socioeconomic changes such as industrialization and urbanization. This study examines the changes in elderly welfare services in Korea by the flow of times and presents a method which utilizes artificial intelligence and Internet of Things in services for the elderly welfare consumers to improve both quality and efficiency.

Multi-communication layered HPL model and its application to GPU clusters

  • Kim, Young Woo;Oh, Myeong-Hoon;Park, Chan Yeol
    • ETRI Journal
    • /
    • v.43 no.3
    • /
    • pp.524-537
    • /
    • 2021
  • High-performance Linpack (HPL) is among the most popular benchmarks for evaluating the capabilities of computing systems and has been used as a standard to compare the performance of computing systems since the early 1980s. In the initial system-design stage, it is critical to estimate the capabilities of a system quickly and accurately. However, the original HPL mathematical model based on a single core and single communication layer yields varying accuracy for modern processors and accelerators comprising large numbers of cores. To reduce the performance-estimation gap between the HPL model and an actual system, we propose a mathematical model for multi-communication layered HPL. The effectiveness of the proposed model is evaluated by applying it to a GPU cluster and well-known systems. The results reveal performance differences of 1.1% on a single GPU. The GPU cluster and well-known large system show 5.5% and 4.1% differences on average, respectively. Compared to the original HPL model, the proposed multi-communication layered HPL model provides performance estimates within a few seconds and a smaller error range from the processor/accelerator level to the large system level.