• Title/Summary/Keyword: virtual agent

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Quantitative Analysis of Silicone Oil in Antifoaming Agent (소포제중 실리콘 오일의 함량에 대한 분석)

  • Kim, Kyeong Sook;Yang, Seug Ran;LIm, Chun Sik;Park, Hyun Joo
    • Journal of the Korean Chemical Society
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    • v.44 no.4
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    • pp.337-342
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    • 2000
  • Many kinds of experiments were performed for the quality control of antifoaming agents used in thermal power pIants of KEPCO. We tried to establish more convenient ans more accurate quantitative analytical method to determine the amount of silicone oil in silicone oil type antifoaming agent regardless of the amount and/or the type of involved surface active agents. First, the amount of silicone oil was measured by gravimetric method or centrifugal method using very simple apparatus, and then was compared to the results of FT-lR spectroscopy. The centrifugal method was turned out a poor method depending upon the recovery test and virtual experiments. Some antifoaming agents showed very similar results between gravimetric method and spectroscopic methods, and the others gave very different results. We concluded that FT-lR spectroscopy is the most convenient and reliable methodto determine the amounts of silicone oil in the antifoaming agents.

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Physical Properties and Virtual Cloth Images of Cotton Fabrics Treated with Chitosan, 1,2,3,4-Butanetetracarboxylic Acid and Citric Acid (키토산과 1,2,3,4-Butanetetracarboxylic Acid, Citric Acid로 가공된 면직물의 역학적 특성과 가상 봉제 이미지)

  • Kim, Kyung-Sun;Jeon, Dong-Won;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.13 no.1
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    • pp.102-114
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    • 2009
  • Chitosan is a polysaccharide with cationic amino groups in its structure and has useful properties as functional materials. Various end-use developments of chitosan are in progress. When the cotton fabric is pretreated with chitosan, the hand property of cotton fabric may be improved expecially for the summer apparel. In this study, as a cross-linking agent to introduce chitosan into cotton, BTCA(butane-1,2,3,4-tetracarboxylic acid) or CA(citric acid) was added in order to prevent detachment of chitosan by the cross-linking. During the cross-linking procedure, via the padding-drying-heat setting, amino groups of chitosan and hydroxyl groups of cotton, carboxyl groups of BTCA/CA are cross-linked by forming anhydrous cyclic rings. Since BTCA has four carboxyl groups, cross-linking by thermal treatment is easy, leading to the trials in wrinkle-recovery treatment of cotton fabrics. However, the high price of the BTCA reagent has been a shortcoming in the actual application for industrial use. Therefore, in this study, we tried the application of CA having three carboxyl groups, which is relatively low priced, as the substituting cross-linking agent. The hand of the treated fabrics were evaluated by measuring physical properties. In addition, based on the physical properties, three-dimensional images were introduced by using 3D CAD systems and results were compared.

A Study On design & implementation of the intelligent robot simulator which is connected to an URC system (URC시스템과 연계한 지능형 로봇 시뮬레이터의 설계 및 구현에 관한 연구)

  • Nam, Sang-Yep;Lee, Hyo-Young;Kim, Suk-Joong;Kang, Yi-Chul;Kim, Keun-Eun
    • 전자공학회논문지 IE
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    • v.44 no.4
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    • pp.11-18
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    • 2007
  • Concept of URC does "with me wherever when, and the robot" which provides necessary service to me can be simply defined. This paper uses URC technology and various robots are implemented with a design. That is, we are going to implement that a user controls a virtual robot by communication between URC server with a design. We used an intelligent robot simulation tool, and a developer was easy, and it was intelligent, and we were connected to active URC server, and modeling did a system for simulation to be able to do an URC robot usefully. It was connected to an URC system and various robots and environments were composed with 3D, and, in this paper, a design and implementation did an intelligent robot simulation system so that it was possible by various contents development through simulation. The URC communication protocol and the URC server were based on a Planet v.1.2 ; Network Protocol, CAMUS(Context-Aware Middleware for URC Systems); URC Server, SAM(Service Agent Manager) v.1.2 ; Service API module developed in Electronics & Telecommunications Research Institute (ETRI).

A Study on Evaluation System based on Characteristics of BcN (BcN 특성 관점의 평가체계 개발에 관한 연구)

  • Na, Yun-Ji;Ko, Il-Seok;Cho, Young-Suk
    • Convergence Security Journal
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    • v.6 no.3
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    • pp.49-58
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    • 2006
  • Currently there are many standards of network management. They are : SNMP (Simple Network Management Protocol-for Internet management), CMIP (Common Management Information Protocol-standardized by ITU-T and ISO), RMON (Remote network MONitoring-for distributed management of the LAN segment), and so on. Especially RMON has created the many concerns in order to manage subnetworks of a large network, but it has negative aspects. For instance, routers or hubs with RMON capability are expensive to a network manager because of adding heavy management cost. Moreover it imposes a heavier burden on network manager, because it must use a network management tool which will be additionally needed with RMON device. This paper proposes a model of PC based RMON Agent system. The RMON Agent system monitors the traffic on LAN segment through the use of a Virtual Device Driver (VxD), based on PC. In term of cost this model will replace the expensive RMON device, and eventually enable a network manager to manage LAN segment more efficiently, due to reduced cost.

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Group Behavior Simulation of Multi-Agents by Using Steering Forces in an Enclosed Space (제한된 공간에서 조종력을 이용한 다중에이전트의 집단행동 시뮬레이션)

  • Cho, Sung-Hyun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.111-120
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    • 2011
  • It is important to realistically simulate group behaviors of the multi-agents in virtual worlds. While most researchers have focused on their group behaviors in an open space, this paper studies their group behaviors by using steering force in an enclosed space. Agents have a common target and should move towards it in an enclosed space while avoiding collision with other agents. Under those environments, three possible models of agents are proposed and the six steering forces needed in each model are also proposed. In order to show the correctness of the proposed models, they were simulated. Our simulation results showed that the proposed models only using steering forces operate well in the enclosed space although it requires a different period of time for each agent to arrive at its target depending on the walls and doors.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

Multiagent-based Intellignet Electronic Commerce System (다중에이저트 기반의 지능형 전자상거래 시스템)

  • Lee, Eun-Seok;Lee, Jin-Goo
    • The KIPS Transactions:PartC
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    • v.8C no.6
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    • pp.855-864
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    • 2001
  • With the increasing importance and complexity of EC (Electronic Commerce) across the Internet, the need and expectation for intelligent software agents to support both consumers and suppliers through the whole process of EC are growing rapidly. To realize the intelligent EC. a multiagent based EC system. which includes foundational technologies such as the establishment of standard product ontology the definition of message and negotiation protocol and brockering, is required. In this paper we propose an intelligent EC System named ICOMA(Intelligent electronic CO mmerce system based on Multi-Agent) as an open infrastructure of multiagent-based EC. Concretely we have proposed. designed and implemented an architecture of multiagent-based EC system including 6-types of agents message protocol for inter-agent negotiation, personalized produst retrieval and filtering., We have confirmed the effectiveness of the system through experiments.

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An Efficient and Secure Handover Mechanism for MVPN Services (MVPN 서비스 제공을 위한 효율적이고 안전한 핸드오버 메커니즘)

  • Woo, Hyun-Je;Kim, Kyoung-Min;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.34 no.1
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    • pp.62-72
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    • 2007
  • Mobile Virtual Private Network (MVPN) provides VPN services without geographical restriction to mobile workers using mobile devices. Coexistence of Mobile IP (MIP) protocol for mobility and IPsec-based VPN technology are necessary in order to provide continuous VPN service to mobile users. However, Problems like registration failure or frequent IPsec tunnel re-negotiation occur when IPsec-based VPN Gateway (GW) and MIP are used together. In order to solve these problems, IETF proposes a mechanism which uses external home agent (x-HA) located external to the corporate VPN GW. In addition, based on the IETF proposal, a mechanism that assigns x-HA dynamically in the networks where MN is currently located was also proposed with the purpose to reduce handover latency as well as end-to-end delay. However, this mechanism has problems such as exposure of a session key for dynamic Mobility Security Association (MSA) or a long latency in case of the handover between different networks. In this paper, we propose a new MVPN protocol in order to minimize handover latency, enhance the security in key exchange, and to reduce data losses cause by handover. Through a course of simulation, the performance of proposed protocol is compared with the existing mechanism.

The Uncanny Valley Effect for Celebrity Faces and Celebrity-based Avatars (연예인 얼굴과 연예인 기반 아바타에서의 언캐니 밸리)

  • Jung, Na-ri;Lee, Min-ji;Choi, Hoon
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.91-102
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    • 2022
  • As virtual space activities become more common, human-virtual agents such as avatars are more frequently used instead of people, but the uncanny valley effect, in which people feel uncomfortable when they see artifacts that look similar to humans, is an obstacle. In this study, we explored the uncanny valley effect for celebrity avatars. We manipulated the degree of atypicality by adjusting the eye size in photos of celebrities, ordinary people, and their avatars and measured the intensity of the uncanny valley effect. As a result, the uncanny valley effect for celebrities and celebrity avatars appeared to be stronger than the effect for ordinary people. This result is consistent with previous findings that more robust facial representations are formed for familiar faces, making it easier to detect facial changes. However, with real faces of celebrities and ordinary people, as in previous studies, the higher the degree of atypicality, the greater the uncanny valley effect, but this result was not found for the avatar stimulus. This high degree of tolerance for atypicality in avatars seems to be caused by cartoon characters' tendency to have exaggerated facial features such as eyes, nose, and mouth. These results suggest that efforts to reduce the uncanny valley in the virtual space service using celebrity avatars are necessary.