• Title/Summary/Keyword: imitation learning

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Virtual-Constructive Simulation Interoperation for Aircombat Battle Experiment (Virtual-Constructive 시뮬레이션 연동을 활용한 공중전 전투 실험)

  • Kim, Dongjun;Shin, Yongjin;An, Kyeong-Soo;Kim, Young-Gon;Moon, Il-Chul;Bae, Jang Won
    • Journal of the Korea Society for Simulation
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    • v.30 no.1
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    • pp.139-152
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    • 2021
  • Simulations enable virtually experiencing rare events as well as analytically analyzing such events. Defense modeling and simulation research and develops the virtual and the constructive simulations to support these utilizations. These virtual and constructive(VC) simulations can interoperate to simultaneously virtual combat experience as well as evaluations on tactics and intelligence of combat entities. Moreover, recently, for artificial intelligence researches, it is necessary to retrieve human behavior data to proceed the imitation learning and the inverse reinforcement learning. The presented work illustrates a case study of VC interoperations in the aircombat scenario, and the work analyze the collected human behavior data from the VC interoperations. Through this case study, we discuss how to build the VC simulation in the aircombat area and how to utilize the collected human behavior data.

Characteristic of Wooden Toy for Infants (유아용 목재완구의 특성분석)

  • Cho, Sook-Kyung;Noh, Eun-Ho;Yang, Seung-Hee
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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    • pp.317-325
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    • 2009
  • On the ground of that toy as for infants is an important tool for education as well as play and furthermore it has a great influences on their growth and development, the present study intends to analyze the characteristics of the infant-oriented toys made of wood, the environment-friendly material. Object of the study includes the infants aged 2 to 7, and the wooden toy not only in domestic also international cases are investigated and analyzed from the point of function and design in particular, and the infant-oriented wooden toy is finally characterized. The wooden toys are classified in 5 items according to functions. There are toy helping a physical development like small muscles, toy improving the creativity, toy assisting language learning like Korean & English, toy contributing to number understanding and counting, and toy for imitation of social roles. The characteristics of the wooden toy are that the natural color & grain of wood are shown first, and also the natural texture & aroma of wood are felt secondly, and geometric design and shape are often presented thirdly, and recycling is available fourthly, and it is expensive finally. In order to revitalize the wooden toys lagging behind the cheap and diverse toys made of plastic, it is highly needed that development of the environment-friendly painting, unique design, marketing strategy of enterprises and use of domestic wood material.

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The Development of A Micro:bit-Based Creative Computing Education Program (마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발)

  • Koo, Dukhoi;Woo, Seokjun
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.231-238
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    • 2018
  • Software education has started as a compulsary subject or part in elementary, middle and high school, but there is a limitation for using the physical computing toolkit and instructional guidelines that teacher can use. The purpose of this study is to propose a computing education program using a physical computing toolkit called the Micro:bit. The novel instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is presented in spiral, consisting of basic micro-bit sensors, and maker's learning using additional sensors and actuators. This study will help students to enhance creative computational thinking through the MDIAP instructional activities.

The Structure and Characteristics of the Korean National Innovation System (한국 국가혁신체제의 구조와 특성)

  • 이공래;송위진
    • Journal of Technology Innovation
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    • v.6 no.2
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    • pp.1-31
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    • 1998
  • This paper summarizes the research results on the structural characteristics of the Korean innovation system. The Korean NIS has functioned well in the foreign technology imitation stage. However, there are many drawbacks to advancing to the stage of technological innovation. Weak infrastructure and linkages among technological institutions are detrimental factors that affect technological innovation. The immobility of professional manpower is a serious bottleneck to knowledge diffusion. Especially, the inactivity of university research prevents universities from being able to play a relevant role in the national innovation system. The drawbacks of the Korean innovation system are mainly associated with the public sector and social culture. Weak linkages among organizations are due to the lack of trust among people and organizations, and absence of demand-oriented management in public institutes. Weaknesses in technological infrastructure, university research and the social and cultural environment are tile result of the lack of government will. However, the private sector was evaluated as being relatively active in innovation. Particularly, Chaebols deployed aggressive strategies to acquire their own technological capabilities. The findings of this study suggest that to strengthen the Korean innovation system, the government continues to be important, as in the past, in order to shape social institutions and a culture that is learning friendly, diffusion friendly and, consequently, innovation friendly.

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A Study on the Spatial Planning and the Characteristics of User's Need in the Children's Library (어린이도서관에 있어서 이용자요구특성과 공간구성에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.213-223
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    • 2007
  • This study investigates the mutual effects of the physical environment and the characteristics of user's need in the children's libraries of open plan type. The children's library as a flexible space should accept user's diverse needs. Especially, Children express more positive and diverse behaviors than adults in physical environment. As the design information obtained from observation of children's behaviors are put to architectural design, the more affluent environment in which children can do positive behaviors can be made. We used two research methods of the behavior observation and interview for the children's library, and could formulate various using actions through the behavior setting observation for using library. A relational description for reading environment in this study, based on the affordance and the behavior setting theories, provided us with rich accounts for the psychological and sociocultural resources in the children's library. Consequently, the following results can be summarized. First, children need territories for family use and for place and are using library effectively through taking the two territories. Second, the zoning according to age category should be done, as behavior patterns were observed differently according to age. Third, the space composition with openness should be designed, as children need social relation and learning through imitation and observation.

National R&D for the Development of Technological Capabilities in Developing Countries (개도국의 기술경쟁력 발전을 위한 국가 연구개발사업의 역할)

  • 이태준;양맹호
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2002.05b
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    • pp.221-228
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    • 2002
  • In viewing R&D as a series of activities of problem solving in the course of technological learning in developing countries, national R&D is very likely to play an pivotal role in incubating and improving industrial technology and competitiveness, especially for S&T-intensive industries, such as nuclear fuel industry. To this end, the national R&D needs to be primarily designed to reinforce technological capabilities of the country including government research institutes (GRIs), industrial firms, etc., from the initial stage of absorption as well as at the innovation stage. Based on this strategic role, national R&D performed by GRIs should provide scientific knowledge and core technologies which are required for the absorbption of foreign technology and development of indigenous technological capabilities with which domestic technological efforts are made to successfully achieve not only technological imitation but also innovation in global sense.

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Study on the Psychological Factors of Human Socialization in Visual Design - Focused on the printed media advertisements from 1994 to 2003 - (시각디자인에 나타난 인간의 사회화과정의 심리요인에 관한 연구 - 1994-2003년의 인쇄매체광고를 중심으로 -)

  • Oh, Keun-Jae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.79-90
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    • 2005
  • The aim of this study was to investigate how the psychological factors of human interrelation or human socialization are associated with the visual design based on sociological and psychological theories. To accomplish this goal, human socialization was examined on the basis of physiology, philosophy, and psychology. Then a case study was employed to assess how they function in the area of visual design. In literature, the sources of psychological factors of human socialization were categorized into 11 items including the sexual hedonic pursuit. These items were used for the evaluation of 40 printed media advertisements, all of which were the winners of the Korea Advertising Awards from 1994 to 2003. As a result, it was revealed that most advertisements responded to the items of adaptive value and cultural imprinting as biological bases. Also, it was discovered that the existential foundation of advertising has been based on mutual distrust and the payoff matrix as a mind of social unrest. In conclusions, it was illustrated that future advertising will remain based on adaptive value, cultural imprinting, social learning, and imitation learning, as long as advertising continue to hold its reason for existence.

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A Study on ICT-based Elementary Education for Musical Composition Using Multimedia (멀티미디어를 활용한 ICT 기반 초등학교 가락짓기 교육에 관한 연구)

  • Jeong Hwa-Young;Kwak No-Yoon
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.213-218
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    • 2004
  • The objective of this paper is to verify the usefulness and validity of ICT-based elementary education for musical composition using multimedia technology. Cearing with the characteristic of musical education, multimedia technology, which has made dazzling progress thanks to the rapid development of computer for the last several year, is expected to be a new alternative to overcome various problems of musical education and enhance students` musical function and knowledge. In particular, if ICT-based musical education is introduced in teaching musical composition, in which many elementary school techers feel difficulties, significant education effects will be produced. ICT-based musical education method in the paper identified imitation and problems in traditional theory-based learning and musical composition class using musical instruments and, as a part of resolving the limitations and problems, instructed elementary students in how to use a computer program and applied the program to musical composition class. As a result, the method maximized learning effect and improved stusents` ability to create melodies in a short term compared to traditional teaching methods.

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Generation Method of Robot Movement Using Evolutionary Algorithm (진화 알고리즘을 사용한 휴머노이드 로봇의 동작 학습 알고리즘)

  • Park, Ga-Lam;Ra, Syung-Kwon;Kim, Chan-Hwan;Song, Jae-Bok
    • Proceedings of the KIEE Conference
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    • 2007.10a
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    • pp.315-316
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    • 2007
  • This paper presents a new methodology to improve movement database for a humanoid robot. The database is initially full of human motions so that the kinetics characteristics of human movement are immanent in it. then, the database is updated to the pseudo-optimal motions for the humanoid robot to perform more natural motions, which contain the kinetics characteristics of robot. for this, we use the evolutionary algorithm. the methodology consists of two processes : (1) the offline imitation learning of human movement and (2) the online generation of natural motion. The offline process improve the initial human motion database using the evolutionary algorithm and inverse dynamics-based optimization. The optimization procedure generate new motions using the movement primitive database, minimizing the joint torque. This learning process produces a new database that can endow the humanoid robot with natural motions, which requires minimal torques. In online process, using the linear combination of the motion primitive in this updated database, the humanoid robot can generate the natural motions in real time. The proposed framework gives a systematic methodology for a humanoid robot to learn natural motions from human motions considering dynamics of the robot. The experiment of catching a ball thrown by a man is performed to show the feasibility of the proposed framework.

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A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.