• Title/Summary/Keyword: Hidden Agent

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A Study on Contents Illegal Copy Protection in Bidden Agent Using Payment Information (지불정보를 이용한 Hidden Agent 컨텐츠 불법 복사 방지에 관한 연구)

  • 이덕규;오형근;이임영
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.947-950
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    • 2002
  • 디지털 컨텐츠의 지적 재산권 보호를 위한 디지털 워터마킹 기술 및 핑거프린팅의 연구가 활발히 진행되고 있다. DRM(Digital Rights Management)는 디지털 컨텐츠 지적 재산권 보호뿐만 아니라 컨텐츠에 대한 출판, 유통 및 사용에 필요한 관리와 보호체계이다. 본 논문에서는 컨텐츠 유통과정에서 발생할 수 있는 불법 복사와 같은 불법 행동에 대해 컨텐츠를 안전하게 보호하며 사용자에게 편의성을 제공 할 수 있는 프로토콜을 제시할 것이며 또한 지불의 효율적 사용을 위해 분할성 기능과 함께 화폐 추적과 사용자 추적 기능을 Hidden Agent에 포함하여 제안한다. 이 Hidden Agent는 특별한 설치가 필요 없이 컨텐츠 내에 내포되어 있어 컨텐츠에 대한 지불, 불법복사 및 불법사용에 대해 체크함으로써 불법복사의 사용을 차단할 수 있도록 한다. 또한 사용자들에게 숨겨져 있기 때문에 워터마킹의 역할 또한 대신할 수 있다. 따라서 본 논문에서는 유통과정에서 가장 빈번하게 나타날 수 있는 지불과 불법 복사에 대하여 Hidden Agent를 이용하여 해결하였다.

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A Study on a Illegal Copy Protection Model using Hidden Agent in Embedded Computing Environment (임베디드 컴퓨팅 환경에서 은닉 에이전트를 이용한 불법복사 방지 모델에 관한 연구)

  • Lee, Deok-Gyu;Han, Jong-Wook;Chung, Kyo-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.709-712
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    • 2007
  • There have been researches into digital Watermarking technology or Fingerprinting vigorously to safeguard Protective rights for knowledge and poverty for digital contents. DRM(Digital Rights Management) is not only Protective rights for knowledge and poverty, but also management and systems that are necessary to put out, circulate and use for contents. This paper proposes two kinds of ideas. One is protecting contents from illegal acts such as illegal copies when the contents are in the process of circulation. The other is the protocol that can give users convenience. Hidden Agents are used so that contents are protected from illegal copies and illegal use in the contents and cuts off those illegal acts. The Agent will be installed without any special setup. In addition, it can replace roles of Watermarking as a protection. Therefore, this paper shows the solution of illegal copies that happens frequently.

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A Study on a Illegal Copy Protection model using Hidden Agent in Embedded Computing Environment (임베디드 컴퓨팅 환경에서 은닉 에이전트를 이용한 불법복사 방지 모델에 관한 연구)

  • Lee, Deok-Gyu;Kim, Tai-Hoon;Yeo, Sang-Soo;Kim, Seok-Soo;Park, Gil-Cheol;Cho, Seong-Eon
    • Journal of Advanced Navigation Technology
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    • v.12 no.2
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    • pp.180-190
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    • 2008
  • There have been researches into digital Watermarking technology or Fingerprinting vigorously to safeguard Protective rights for knowledge and poverty for digital contents. DRM(Digital Rights Management) is not only Protective rights for knowledge and poverty, but also management and systems that are necessary to put out, circulate and use for contents. This paper proposes two kinds of ideas. One is protecting contents from illegal acts such as illegal copies when the contents are in the process of circulation. The other is the protocol that can give users convenience. Hidden Agents are used so that contents are protected from illegal copies and illegal use in the contents and cuts off those illegal acts. The Agent will be installed without any special setup. In addition, it can replace roles of Watermarking as a protection. Therefore, this paper shows the solution of illegal copies that happens frequently.

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Agent's Activities based Intention Recognition Computing (에이전트 행동에 기반한 의도 인식 컴퓨팅)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.13 no.2
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    • pp.87-98
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    • 2012
  • Understanding agent's intent is an essential component of the human-computer interaction of ubiquitous computing. Because correct inference of subject's intention in ubiquitous computing system helps particularly to understand situations that involve collaboration among multiple agents or detection of situations that can pose a particular activity. This paper, inspired by people have a mechanism for interpreting one another's actions and for inferring the intentions and goals that underlie action, proposes an approach that allows a computing system to quickly recognize the intent of agents based on experience data acquired through prior capabilities of activities recognition. To proceed intention recognition, proposed method uses formulations of Hidden Markov Models (HMM) to model a system's prior experience and agents' action change, then makes for system infer intents in advance before the agent's actions are finalized while taking the perspective of the agent whose intent should be recognized. Quantitative validation of experimental results, while presenting an accurate rate, an early detection rate and a correct duration rate with detecting the intent of several people performing various activities, shows that proposed research contributes to implement effective intent recognition system.

Symbolic Analysis of a Figure Character in Satirical Cartoon 'National Intelligence Service Female Agent' (만평 속 인물캐릭터인 '국정원 여직원'의 기호적 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.37
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    • pp.307-334
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    • 2014
  • Satirical cartoon features figure characters that liken to particular figures or social phenomenon to satirize particular figures or social phenomenon. Through the words and actions of figure characters in satirical carton, fraudulentact of man in power or irrational social phenomenon is revealed. The National Intelligence Service (NIS) female agent that is the figure character of this study has been appearing in satirical cartoon for a long time and it likens to social phenomenon instead of a actual figure. The reason why the NIS female agent has been appearing as a figure character in satirical cartoon for a long time is because related social phenomenon has not ended and is still in progress. In addition, the reason why it likens to social phenomenon instead of an actual figure is based on the fact that it is not easy to identify her face that has been hidden, which makes it difficult to exaggerate the characteristic of the figure. Her hidden face is also an expression of the desire to hide that is symbolized by baseball cap and muffler. Her hidden face and the desire to hide make it easy to substitute to other related figure or social phenomenon instead of actual figure. Namely, outward appearance of the NIS female agent has a good condition for combining 'added significance' in satirical cartoon. Irrelevant to actual NIS female agent, a satirical cartoon figure of NIS female agent is being combined with various meanings when needed and it is substituted as another figure, group or social phenomenon as the actual figure disappears. Accordingly, the purpose of this study is to reveal the role of figure character in satirical cartoon by symbolically analyzing the figure character that appears in satirical cartoon as 'NIS female agent'. The followings were revealed through the symbolic analysis of figure character in satirical cartoon in this study. First, satirical cartoon satirizes social phenomenon. Figure character in satirical cartoon satirizes social phenomenon in place of actual figure. Second, satirical cartoon satirizes core or embarrassing area of irrational social phenomenon created by politics. Figure character in satirical cartoon satirizes core or embarrassing area of social phenomenon by revealing it in place of actual figure. Third, satirical cartoon sends a message of warning to a responsible person of irrational social phenomenon created by politics. Figure character in satirical cartoon sends a message of warning to responsible person of irrational social phenomenon created by politics in place of actual figure. Fourth, satirical cartoon provides catharsis for enduring wound or stress received by individual due to irrational social phenomenon created by politics. Figure character in satirical cartoon provides catharsis for enduring wound or stress received by individual due to irrational social phenomenon through satirizing and ridiculing actual figure.

Socio-Emotional Cues Can Help 10-Month-Olds Understand the Relationship Between Others' Words and Goals (타인의 단어와 행동 목표의 관계성에 대한 10개월 영아의 이해에 있어서 사회정서 단서의 영향)

  • Lee, Youn Mi Cathy;Kim, Min Ju;Song, Hyun-joo
    • Korean Journal of Child Studies
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    • v.38 no.1
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    • pp.205-215
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    • 2017
  • Objective: The current study examined whether providing both an actor's eye gaze and emotional expressions can help 10-month-olds interpret a change in the actor's words as a signal to a change in the actor's goal object. Methods: Sixteen 10-month-olds participated in an experiment using the violation-of-expectation paradigm and were compared to 16 10-month-olds in a control condition. The infants in the experimental condition were familiarized to an event in which an actor looks at one of two novel objects, excitingly utters a sentence, "Wow, here's a modi!", and grasps the object. The procedure in the control condition was identical to that of the experimental condition except that the infants heard the sentence without any emotional excitement and the eye gaze of the agent was hidden by a visor. In the following test trial, the infants in both conditions heard the agent changing her word (from modi to papu) and watched her grasping either the same object as before (old-goal event) or the new object (new-goal event). Results: The infants in the experimental condition looked at the old-goal event longer than at the new-goal event, suggesting that they expected the agent to change her goal object when the actor changed her word. However, the infants in the control condition looked at the two events about equally. Conclusion: When both eye gaze and emotional cues were provided, 10-month-olds were able to exploit the agent's verbal information when reasoning about whether the agent would pursue the same goal object as before.

Design and Implementation of the Perception Mechanism for the Agent in the Virtual World (가상 세계 거주자의 지각 메커니즘 설계 및 구현)

  • Park, Jae-Woo;Jung, Geun-Jae;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.1-13
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    • 2011
  • In order to create an intelligent autonomous agent in virtual world, we need a sophisticated design for perception, recognition, judgement and behavior. We develop the perception and recognition functions for such an autonomous agent. Our perception mechanism identifies lines based on differences in color, the primitive visible data, and exploits those lines to grasp shapes and regions in the scene. We develop an inferencing algorithm that can infer the original shape from a damaged or partially hidden shape using its characteristics from the ontology in order to intelligently recognize the perceived shape. Several individually recognized 2D shapes and their spatial relations form 3D shapes and those 3D shapes in turn constitute a scene. Each 3D shape occupies its respective region, and an agent analyzes the associated objects and relevant scenes to recognize things and phenomena. We also develop a mechanism by which an agent uses this recognition function to accumulate and use her knowledge on the scene in the historical context. We implement these functions presented above against an example situation to demonstrate their sophistication and realism.

Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

Agent's Learning Concept for Negation (에이전트의 부정에 대한 개념 학습)

  • Tae, Kang-Soo
    • Journal of KIISE:Software and Applications
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    • v.27 no.5
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    • pp.521-528
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    • 2000
  • One of the hidden problems in a domain theory is that an agent does not understand the meaning of its action. Graphplan uses mutex to improve efficiency, but it does not understand negation and suffers from a redundancy problem. Introducing a negative function not in IPP partially helps to solve this kind of problem. However, using a negative function comes with its own price in terms of time and space. Observing that a human utilizes opposite concept to negate a fact based on MDL principle, we hypothesize that using a positive atom rather than a negative function to represent a negative fact is a more efficient technique for building an intelligent agent. We show empirical results supporting our hypothesis in IPP domains. To autonomously learn the human-like concept, we generate a cycle composed of opposite operators from a domain theory and extract opposite literals through experimenting with the operators.

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Design Ontology-based Agent to search hidden customer for Parcel Marketing (택배 마케팅을 위한 온톨로지 기반 잠재고객 탐색 에이젼트 설계)

  • 이혜진;이금우;이현아;김진석
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.220-222
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    • 2004
  • 컴퓨터가 정보를 이해한다' 라는 알로 표현될 수 시멘틱 웹은 WWW의 발전으로 인해 축적된 방대한 데이터 속에서 우리가 원하는 '더' 정확한 정보를 찾아 줄 수 있는 대안으로 주목받고 있다. 이에 대한 연구는 다양한 분야에서의 접근을 하고 있으며 그 '개념' 을 점점 실체화시키려고 노력하고 있으나 아직 뚜렷한 모습은 나타내고 있지 않다. 이에 본 연구에서는 시맨틱 웹의 실용화 측면에서 시맨틱 웹의 개념을 이용하여 잠재고객 탐색 에이전트를 설계하였다. 시멘틱 웹 기반의 잠재고객 탐색 에이전트는 인터넷 상의 인터넷 쇼핑몰 및 우체국 택배의 가능한 업체를 선별, 추출하여 잠재 고객을 찾아냄으로써 택배 마케팅을 위한 정보를 제공해 주기 위한 시스템이다. 본 연구에서는 택배 마케팅의 잠재 고객에 대한 정보를 검색하기 위해, 시멘틱 웹 기반의 온톨로지 생성을 위한 구체적인 도메인을 설계하고, 생성된 온톤로지를 이용하는 정보 검색 방법에 대해 소개한다.

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