• Title/Summary/Keyword: virtual states

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Exploring Social Innovation and Time Bank: Focus on the Elderly Healthcare in the Gangwon Province

  • Kim, Ho-Kyung
    • Asian Journal of Innovation and Policy
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    • v.8 no.2
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    • pp.208-237
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    • 2019
  • Serious social problems related to the elderly have appeared in the Gangwon Province because the population in this area is rapidly aging. Gangwon has the highest suicide rate and the highest percentage of single households. In the process of preparing for the super-aging society, Time Bank (TB) System has been actively used in 34 countries, especially in the United States, the United Kingdom, and Japan. In Korea, the Gumi Senior Club has joined this system since 2004. TB is a multilateral exchanged system based on the philosophy that everyone's time is valued equally. Time credits are given to the person who provides social services, such as citizen participation and elderly care. People receive the desired services using time credits or donating them. If this system were applied to the Gangwon Province in accordance with its characteristics, it would help to reduce the elderly's prejudices and manage their diverse health problems. A virtual local currency using IT technologies is needed to boost the regional economy. The elderly's participation in TB is strongly needed. Future research about the effectiveness of health management is then discussed.

Learning of Emergent Behaviors in Collective Virtual Robots using ANN and Genetic Algorithm

  • Cho, Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.3
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    • pp.327-336
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    • 2004
  • In distributed autonomous mobile robot system, each robot (predator or prey) must behave by itself according to its states and environments, and if necessary, must cooperate with other robots in order to carry out a given task. Therefore it is essential that each robot have both learning and evolution ability to adapt to dynamic environment. This paper proposes a pursuing system utilizing the artificial life concept where virtual robots emulate social behaviors of animals and insects and realize their group behaviors. Each robot contains sensors to perceive other robots in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used for behavior decision controller. The input of the neural network is decided by the existence of other robots and the distance to the other robots. The output determines the directions in which the robot moves. The connection weight values of this neural network are encoded as genes, and the fitness individuals are determined using a genetic algorithm. Here, the fitness values imply how much group behaviors fit adequately to the goal and can express group behaviors. The validity of the system is verified through simulation. Besides, in this paper, we could have observed the robots' emergent behaviors during simulation.

Improving User Satisfaction in Adaptive Multicast Video

  • de Amorim, Marcelo Dias;Duarte, Otto Carlos M.B.;Pujolle, Guy
    • Journal of Communications and Networks
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    • v.4 no.3
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    • pp.221-229
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    • 2002
  • Adaptability is the most promising feature to be applied in future robust multimedia applications. In this paper, we propose the Direct Algorithm to improve the degree of satisfaction at heterogeneous receivers in multi-layered multicast video environments. The algorithm relies on a mechanism that dynamically controls the rates of the video layers and is based on feedback control packets sent by the receivers. The algorithm also addresses scalability issues by implementing a merging procedure at intermediate nodes in order to avoid packet implosion at the source in the case of large multicast groups. The proposed scheme is optimized to achieve high global video quality and reduced bandwidth requirements. We also propose the Direct Algorithm with a virtual number of layers. The virtual layering scheme induces intermediate nodes to keep extra states of the multicast session, which reduces the video degradation for all the receivers. The results show that the proposed scheme leads to improved global video quality at heterogeneous receivers with no cost of extra bandwidth.

Domestic and Foreign Case Studies of Virtual Drought Exercise (가상가뭄 훈련의 국내외 사례 연구)

  • Ahn, Sang-Hyun;Kim, Jitae;Chung, Il-Moon;Lee, Jeong Eun
    • The Journal of Engineering Geology
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    • v.30 no.4
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    • pp.415-421
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    • 2020
  • Drought has repeatedly occurred due to the climate change effect. The government is working on ways to reduce drought damage and is conducting drought exercise. This study analyzed drought literature and exercise cases in the United States, Australia and Korea. Based on the analysis results, the study suggested considerations in selecting exercise types which are workshop, tabletop exercise and functional exercise, and process of the drought exercise. The results of the study can be used as an effective tool to prepare the virtual drought exercise.

Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

Virtual Prototyping of Portable Consumer Electronic Products Based on HMI Functional Simulation (HMI 기능 시뮬레이션 기반 개인용 휴대전자제품의 가상시작)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Moon, Hee-Cheol;Lee, Kwan-Heng
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.854-861
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    • 2005
  • The functional behavior of a portable consumer electronic (PCE) product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose a virtual prototyping (VP) system that incorporates virtual reality and HMI functional simulation in order to enables users to capture not only the realistic look of a PCE product but also its functional behavior. We obtain geometric part models of the product and their assembly and kinematics information with the help of CAD and reverse engineering tools, and visualize them with various display tools. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. The proposed VP system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The VP system provides the realistic visualization of the product and the vivid simulation of its functional behavior. It can easily allow users to perform functional evaluation and usability testing. Moreover, it can greatly reduce communication errors occurring in a typical product development process. A case study about VP of an MP3 player is given to show the usefulness of the proposed VP system.

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Design of Optimal Controller Using Discrete Sliding Mode

  • Kim Min-Chan;Ahn Ho-Kyun;Kwak Gun-Pyong;Nam Jing-Rak
    • Journal of information and communication convergence engineering
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    • v.2 no.3
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    • pp.198-201
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    • 2004
  • In this paper, the discrete optimal control is made to have the robust property of Sliding mode controller. A augmented system with a virtual state is constructed for this objective and noble sliding surface is constructed based on this system. The sliding surface is the same as the optimal control trajectory in the original system. The states follow the optimal trajectory even if there exist uncertainties. The reaching phase problem of sliding mode control is disappear in this method.

Novel Discrete Optimal Sliding Mode Control

  • Park, Seung-Kyu;Ahn, Ho-Kyun;Kim, Min-Chan
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.22.4-22
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    • 2001
  • In this paper, the discrete optimal control is made to have the robust property of sliding mode controller. A augmented system with a virtual state is constructed for this objective and noble sliding surface is constructed based on this system. The sliding surface is the same as the optimal control trajectory in the original system. The states follow the optimal trajectory even if there exist uncertainties. The reaching phase problem of sliding mode control is desappear in this method.

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A study on environmental adaptation and expansion of intelligent agent (지능형 에이전트의 환경 적응성 및 확장성)

  • Baek, Hae-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.10B no.7
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    • pp.795-802
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    • 2003
  • To live autonomously, intelligent agents such as robots or virtual characters need ability that recognizes given environment, and learns and chooses adaptive actions. So, we propose an action selection/learning mechanism in intelligent agents. The proposed mechanism employs a hybrid system which integrates a behavior-based method using the reinforcement learning and a cognitive-based method using the symbolic learning. The characteristics of our mechanism are as follows. First, because it learns adaptive actions about environment using reinforcement learning, our agents have flexibility about environmental changes. Second, because it learns environmental factors for the agent's goals using inductive machine learning and association rules, the agent learns and selects appropriate actions faster in given surrounding and more efficiently in extended surroundings. Third, in implementing the intelligent agents, we considers only the recognized states which are found by a state detector rather than by all states. Because this method consider only necessary states, we can reduce the space of memory. And because it represents and processes new states dynamically, we can cope with the change of environment spontaneously.