• 제목/요약/키워드: learning with a robot

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Indirect Adaptive Control of Nonlinear Systems Using a EKF Learning Algorithm Based Wavelet Neural Network (확장 칼만 필터 학습 방법 기반 웨이블릿 신경 회로망을 이용한 비선형 시스템의 간접 적응 제어)

  • Kim Kyoung-Joo;Choi Yoon Ho;Park Jin Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.6
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    • pp.720-729
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    • 2005
  • In this paper, we design the indirect adaptive controller using Wavelet Neural Network(WNN) for unknown nonlinear systems. The proposed indirect adaptive controller using WNN consists of identification model and controller. Here, the WNN is used in both Identification model and controller The WNN has advantage of indicating the location in both time and frequency simultaneously, and has faster convergence than MLPN and RBFN. There are several training methods for WNN, such as GD, GA, DNA, etc. In this paper, we present the Extended Kalman Filter(EKF) based training method. Although it is computationally complex, this algorithm updates parameters consistent with previous data and usually converges in a few iterations. Finally, ore illustrate the effectiveness of our method through computer simulations for the Buffing system and the one-link rigid robot manipulator. From the simulation results, we show that the indirect adaptive controller using the EKF method has better performance than the GD method.

Implication for Construction Computing System Unit of the 2015 Revised Curriculum (2015 개정 교육과정의 컴퓨팅 시스템 단원의 집필에 대한 시사점)

  • Yu, ByeongGeon;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.31-40
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    • 2016
  • Textbook is a tool that helps achieve the learning objectives based on the content of the curriculum. The contents of the textbook will be constructed newly because revised curriculum 2015 was announced. The aim at this study is to provide an indication of the textbook writing. To achieve the objectives, we conducted a pilot study in order to analyze the content of the textbook of informatics currently being used in middle schools and to derive the direction of access to the newly configured physical computing unit. Analysis of content elements was used Romey. The pilot studied makes lesson harmonized with H/W and S/W by utilizing the robot. According to the results of the analysis, there is one textbook among the currently used textbooks that is suitable to help students develop their thinking and in the case of physical computing unit, inquiry instruction showed positive results. This study suggestions necessity of writing types that sets importance on activities in the form of textbook.

Comparison on Effectiveness of SW Education using Robots based on Narrative-Paper Art Activities (내러티브-종이아트 활동 기반 로봇활용 SW교육 효과성 비교)

  • Sohn, Kyungjin;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.419-425
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    • 2018
  • The national curriculum includes the problem solving process, algorithms, and programming of SW education. The education using robots is one of attractive alternatives for students who have no interest of SW or are poor at programming. We have developed a courseware using robots for SW education based on paper art activities with narrative storytelling to enhance students' creative thinking and problem solving within limitation of class time in schools. We apply the courseware and obtained the result of pre and post-test on the creative problem solving ability of third graders in the elementary school The four factors of creative problem solving have shown significantly increase. In addition, it had an significant effects for understanding robot technology and for learning attitude using robots of SW or programming.

Development of EEG Signals Measurement and Analysis Method based on Timbre (음색 기반 뇌파측정 및 분석기법 개발)

  • Park, Seung-Min;Lee, Young-Hwan;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.388-393
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    • 2010
  • Cultural Content Technology(CT, Culture Technology) for the development of cultural industry and the commercialization of technology, cultural contents, media, mount, pass the value chain process and increase the added value of cultural products that are good for all forms of intangible technology. In the field of Culture Technology, Music by analyzing the characteristics of the development of a variety of applications has been studied. Associated with EEG measures and the results of their research in response to musical stimuli are used to detect and study is getting attention. In this paper, the musical stimuli in EEG signals by amplifying the corresponding reaction to the averaging method, ERP (Event-Related Potentials) experiments based on the process of extracting sound methods for removing noise from the ICA algorithm to extract the tone and noise removal according to the results are applied to analyze the characteristics of EEG.

A Normalization Method to Utilize Brain Waves as Brain Computer Interface Game Control (뇌파를 BCI 게임 제어에 활용하기 위한 정규화 방법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.115-124
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    • 2010
  • In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.

A Methodology of Decision Making Condition-based Data Modeling for Constructing AI Staff (AI 참모 구축을 위한 의사결심조건의 데이터 모델링 방안)

  • Han, Changhee;Shin, Kyuyong;Choi, Sunghun;Moon, Sangwoo;Lee, Chihoon;Lee, Jong-kwan
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.237-246
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    • 2020
  • this paper, a data modeling method based on decision-making conditions is proposed for making combat and battlefield management systems to be intelligent, which are also a decision-making support system. A picture of a robot seeing and perceiving like humans and arriving a point it wanted can be understood and be felt in body. However, we can't find an example of implementing a decision-making which is the most important element in human cognitive action. Although the agent arrives at a designated office instead of human, it doesn't support a decision of whether raising the market price is appropriate or doing a counter-attack is smart. After we reviewed a current situation and problem in control & command of military, in order to collect a big data for making a machine staff's advice to be possible, we propose a data modeling prototype based on decision-making conditions as a method to change a current control & command system. In addition, a decision-making tree method is applied as an example of the decision making that the reformed control & command system equipped with the proposed data modeling will do. This paper can contribute in giving us an insight of how a future AI decision-making staff approaches to us.

Positive Random Forest based Robust Object Tracking (Positive Random Forest 기반의 강건한 객체 추적)

  • Cho, Yunsub;Jeong, Soowoong;Lee, Sangkeun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.6
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    • pp.107-116
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    • 2015
  • In compliance with digital device growth, the proliferation of high-tech computers, the availability of high quality and inexpensive video cameras, the demands for automated video analysis is increasing, especially in field of intelligent monitor system, video compression and robot vision. That is why object tracking of computer vision comes into the spotlight. Tracking is the process of locating a moving object over time using a camera. The consideration of object's scale, rotation and shape deformation is the most important thing in robust object tracking. In this paper, we propose a robust object tracking scheme using Random Forest. Specifically, an object detection scheme based on region covariance and ZNCC(zeros mean normalized cross correlation) is adopted for estimating accurate object location. Next, the detected region will be divided into five regions for random forest-based learning. The five regions are verified by random forest. The verified regions are put into the model pool. Finally, the input model is updated for the object location correction when the region does not contain the object. The experiments shows that the proposed method produces better accurate performance with respect to object location than the existing methods.

Study on Image Use for Plant Disease Classification (작물의 병충해 분류를 위한 이미지 활용 방법 연구)

  • Jeong, Seong-Ho;Han, Jeong-Eun;Jeong, Seong-Kyun;Bong, Jae-Hwan
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.343-350
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    • 2022
  • It is worth verifying the effectiveness of data integration between data with different features. This study investigated whether the data integration affects the accuracy of deep neural network (DNN), and which integration method shows the best improvement. This study used two different public datasets. One public dataset was taken in an actual farm in India. And another was taken in a laboratory environment in Korea. Leaf images were selected from two different public datasets to have five classes which includes normal and four different types of plant diseases. DNN used pre-trained VGG16 as a feature extractor and multi-layer perceptron as a classifier. Data were integrated into three different ways to be used for the training process. DNN was trained in a supervised manner via the integrated data. The trained DNN was evaluated by using a test dataset taken in an actual farm. DNN shows the best accuracy for the test dataset when DNN was first trained by images taken in the laboratory environment and then trained by images taken in the actual farm. The results show that data integration between plant images taken in a different environment helps improve the performance of deep neural networks. And the results also confirmed that independent use of plant images taken in different environments during the training process is more effective in improving the performance of DNN.

Evaluation of Human Demonstration Augmented Deep Reinforcement Learning Policy Optimization Methods Using Object Manipulation with an Anthropomorphic Robot Hand (휴먼형 로봇 손의 사물 조작 수행을 이용한 인간 행동 복제 강화학습 정책 최적화 방법 성능 평가)

  • Park, Na Hyeon;Oh, Ji Heon;Ryu, Ga Hyun;Anazco, Edwin Valarezo;Lopez, Patricio Rivera;Won, Da Seul;Jeong, Jin Gyun;Chang, Yun Jung;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.858-861
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    • 2020
  • 로봇이 사람과 같이 다양하고 복잡한 사물 조작을 하기 위해서 휴먼형 로봇손의 사물 파지 작업이 필수적이다. 자유도 (Degree of Freedom, DoF)가 높은 휴먼형(anthropomorphic) 로봇손을 학습시키기 위하여 사람 데모(human demonstration)가 결합된 강화학습 최적화 방법이 제안되었다. 본 연구에서는 강화학습 최적화 방법에 사람 데모가 결합된 Demonstration Augmented Natural Policy Gradient(DA-NPG)와 NPG 의 성능 비교를 통하여 행동 복제의 효율성을 확인하고, DA-NPG, DA-Trust Region Policy Optimization (DA-TRPO), DA-Proximal Policy Optimization (DA-PPO)의 최적화 방법의 성능 평가를 위하여 6 종의 물체에 대한 휴먼형 로봇손의 사물 조작 작업을 수행한다. 그 결과, DA-NPG 와 NPG를 비교한 결과를 통해 휴먼형 로봇손의 사물 조작 강화학습에 행동 복제가 효율적임을 증명하였다. 또한, DA-NPG 는 DA-TRPO 와 유사한 성능을 보이면서 모든 물체에 대한 사물 파지에 성공하여 가장 안정적이었다. 반면, DA-TRPO 와 DA-PPO 는 사물 조작에 실패한 물체가 존재하여 불안정한 성능을 보였다. 본 연구에서 제안하는 방법은 향후 실제 휴먼형 로봇에 적용하여 휴먼형 로봇 손의 사물조작 지능 개발에 유용할 것으로 전망된다.