• Title/Summary/Keyword: mobile learning system

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Development of a Simulator for Optimizing Semiconductor Manufacturing Incorporating Internet of Things (사물인터넷을 접목한 반도체 소자 공정 최적화 시뮬레이터 개발)

  • Dang, Hyun Shik;Jo, Dong Hee;Kim, Jong Seo;Jung, Taeho
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.35-41
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    • 2017
  • With the advances in Internet over Things, the demand in diverse electronic devices such as mobile phones and sensors has been rapidly increasing and boosting up the researches on those products. Semiconductor materials, devices, and fabrication processes are becoming more diverse and complicated, which accompanies finding parameters for an optimal fabrication process. In order to find the parameters, a process simulation before fabrication or a real-time process control system during fabrication can be used, but they lack incorporating the feedback from post-fabrication data and compatibility with older equipment. In this research, we have developed an artificial intelligence based simulator, which finds parameters for an optimal process and controls process equipment. In order to apply the control concept to all the equipment in a fabrication sequence, we have developed a prototype for a manipulator which can be installed over an existing buttons and knobs in the equipment and controls the equipment communicating with the AI over the Internet. The AI is based on the deep learning to find process parameters that will produce a device having target electrical characteristics. The proposed simulator can control existing equipment via the Internet to fabricate devices with desired performance and, therefore, it will help engineers to develop new devices efficiently and effectively.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Object Detection Based on Hellinger Distance IoU and Objectron Application (Hellinger 거리 IoU와 Objectron 적용을 기반으로 하는 객체 감지)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.2
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    • pp.63-70
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    • 2022
  • Although 2D Object detection has been largely improved in the past years with the advance of deep learning methods and the use of large labeled image datasets, 3D object detection from 2D imagery is a challenging problem in a variety of applications such as robotics, due to the lack of data and diversity of appearances and shapes of objects within a category. Google has just announced the launch of Objectron that has a novel data pipeline using mobile augmented reality session data. However, it also is corresponding to 2D-driven 3D object detection technique. This study explores more mature 2D object detection method, and applies its 2D projection to Objectron 3D lifting system. Most object detection methods use bounding boxes to encode and represent the object shape and location. In this work, we explore a stochastic representation of object regions using Gaussian distributions. We also present a similarity measure for the Gaussian distributions based on the Hellinger Distance, which can be viewed as a stochastic Intersection-over-Union. Our experimental results show that the proposed Gaussian representations are closer to annotated segmentation masks in available datasets. Thus, less accuracy problem that is one of several limitations of Objectron can be relaxed.

A Comparative Study on Discrimination Issues in Large Language Models (거대언어모델의 차별문제 비교 연구)

  • Wei Li;Kyunghwa Hwang;Jiae Choi;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.125-144
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    • 2023
  • Recently, the use of Large Language Models (LLMs) such as ChatGPT has been increasing in various fields such as interactive commerce and mobile financial services. However, LMMs, which are mainly created by learning existing documents, can also learn various human biases inherent in documents. Nevertheless, there have been few comparative studies on the aspects of bias and discrimination in LLMs. The purpose of this study is to examine the existence and extent of nine types of discrimination (Age, Disability status, Gender identity, Nationality, Physical appearance, Race ethnicity, Religion, Socio-economic status, Sexual orientation) in LLMs and suggest ways to improve them. For this purpose, we utilized BBQ (Bias Benchmark for QA), a tool for identifying discrimination, to compare three large-scale language models including ChatGPT, GPT-3, and Bing Chat. As a result of the evaluation, a large number of discriminatory responses were observed in the mega-language models, and the patterns differed depending on the mega-language model. In particular, problems were exposed in elder discrimination and disability discrimination, which are not traditional AI ethics issues such as sexism, racism, and economic inequality, and a new perspective on AI ethics was found. Based on the results of the comparison, this paper describes how to improve and develop large-scale language models in the future.

A Methodology of Customer Churn Prediction based on Two-Dimensional Loyalty Segmentation (이차원 고객충성도 세그먼트 기반의 고객이탈예측 방법론)

  • Kim, Hyung Su;Hong, Seung Woo
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.111-126
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    • 2020
  • Most industries have recently become aware of the importance of customer lifetime value as they are exposed to a competitive environment. As a result, preventing customers from churn is becoming a more important business issue than securing new customers. This is because maintaining churn customers is far more economical than securing new customers, and in fact, the acquisition cost of new customers is known to be five to six times higher than the maintenance cost of churn customers. Also, Companies that effectively prevent customer churn and improve customer retention rates are known to have a positive effect on not only increasing the company's profitability but also improving its brand image by improving customer satisfaction. Predicting customer churn, which had been conducted as a sub-research area for CRM, has recently become more important as a big data-based performance marketing theme due to the development of business machine learning technology. Until now, research on customer churn prediction has been carried out actively in such sectors as the mobile telecommunication industry, the financial industry, the distribution industry, and the game industry, which are highly competitive and urgent to manage churn. In addition, These churn prediction studies were focused on improving the performance of the churn prediction model itself, such as simply comparing the performance of various models, exploring features that are effective in forecasting departures, or developing new ensemble techniques, and were limited in terms of practical utilization because most studies considered the entire customer group as a group and developed a predictive model. As such, the main purpose of the existing related research was to improve the performance of the predictive model itself, and there was a relatively lack of research to improve the overall customer churn prediction process. In fact, customers in the business have different behavior characteristics due to heterogeneous transaction patterns, and the resulting churn rate is different, so it is unreasonable to assume the entire customer as a single customer group. Therefore, it is desirable to segment customers according to customer classification criteria, such as loyalty, and to operate an appropriate churn prediction model individually, in order to carry out effective customer churn predictions in heterogeneous industries. Of course, in some studies, there are studies in which customers are subdivided using clustering techniques and applied a churn prediction model for individual customer groups. Although this process of predicting churn can produce better predictions than a single predict model for the entire customer population, there is still room for improvement in that clustering is a mechanical, exploratory grouping technique that calculates distances based on inputs and does not reflect the strategic intent of an entity such as loyalties. This study proposes a segment-based customer departure prediction process (CCP/2DL: Customer Churn Prediction based on Two-Dimensional Loyalty segmentation) based on two-dimensional customer loyalty, assuming that successful customer churn management can be better done through improvements in the overall process than through the performance of the model itself. CCP/2DL is a series of churn prediction processes that segment two-way, quantitative and qualitative loyalty-based customer, conduct secondary grouping of customer segments according to churn patterns, and then independently apply heterogeneous churn prediction models for each churn pattern group. Performance comparisons were performed with the most commonly applied the General churn prediction process and the Clustering-based churn prediction process to assess the relative excellence of the proposed churn prediction process. The General churn prediction process used in this study refers to the process of predicting a single group of customers simply intended to be predicted as a machine learning model, using the most commonly used churn predicting method. And the Clustering-based churn prediction process is a method of first using clustering techniques to segment customers and implement a churn prediction model for each individual group. In cooperation with a global NGO, the proposed CCP/2DL performance showed better performance than other methodologies for predicting churn. This churn prediction process is not only effective in predicting churn, but can also be a strategic basis for obtaining a variety of customer observations and carrying out other related performance marketing activities.