• Title/Summary/Keyword: virtual agent

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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The Design of Micro Mobility Protocol in Cellular IP With Virtual Machine (Cellular IP에서 가상 머신을 이용한 마이크로 이동성 관리 방안 설계)

  • 이호준;박용진
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.214-216
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    • 2001
  • 인터넷에서 멀티미디어 서비스와 실시간 서비스의 요구가 증대하고 사용자가 요구하는 서비스의 품질이 높아짐에 따라 기존의 한정된 무선 자원은 부족하게 되었다. 이에 여러 가지 이동성 관리 방안들이 제시되었다. 본 논문에서는 셀룰러 IP를 기반으로 효율적인 이동성 관리를 위해 가상 대신을 이용한 이동성 관리 방안을 제안한다. 기존의 셀룰러 IP에서 구현한 Semisoft 핸드오프는 Crossover 베이스 스테이션을 통한 핸드오프 알고리즘으로 디자인 되어있다. 빠른 핸드오프를 위해 기존의 Semisoft 핸드오프 알고리즘을 확장하여 Semisoft 지연을 최소화하도륵 셀룰러 IP 프로토콜을 확장한다. 이 논문에서 Semisoft 핸드오프 알고리즘과 이를 위한 네트웍 구조를 설계한다. 이는 가상머신을 적용된 FA(Foreign Agent)인 VFA(Virtual Foreign Agent)를 통해 구현한다. 또한 VFA를 바탕으로 Semisoft 지연을 최소화하여 QoS의 보장을 해결한다.

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A Data Forwarding by Virtual Mobility Agent in Mobile Environment (이동환경에서 가상의 이동성 에이전트를 이용한 데이터 전달)

  • Cho, Eun-Jung;Shin, Yong-Tae;Ko, Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.639-642
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    • 2000
  • 컴퓨터 통신을 이용한 작업이나 화상회의 등과 같은 멀티미디어 데이터 전송의 사용이 최근에 많이 사용하고 있다. 그에 비해 현재의 네트워크 환경은 많은 데이터 손실을 가져오며, 데이터 전송 속도 또한 느리다. 게다가 데이터 수신을 원하는 호스트가 이동 중일 때, 이동하는 동안에 많은 데이터 손실을 가오게 된다. 본 연구는 이동환경에서의 단점인 빠르고 끊김이 없는 전송을 위해서 지역적인 핸드오프 기법을 제안하기 위해서 가상의 이동성 에이전트를(Virtual Mobility Agent)를 두어서 이동노드가 인근지역으로 이동했을 때 홈에이전트에게 자신의 위치정보를 전송하지 않음으로써 이로 인해 발생되는 데이터 지연을 줄이고자 한다.

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Development of Internet-based Cooperative System for Integrity Evaluation of Reactor Pressure Vessel (원자로 압력용기의 건전성평가를 위한 인터넷기반 협업시스템의 개발)

  • Kim, Jong-Choon;Choi, Jae-Boong;Kim, Young-Jin;Choi, Young-Hwan
    • Proceedings of the KSME Conference
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    • 2004.11a
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    • pp.166-171
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    • 2004
  • Since early 1950's fracture mechanics has brought significant impact on structural integrity assessment in a wide range of industries such as power, transportation, civil and petrochemical industries, especially in nuclear power plant industries. For the last two decades, significant efforts have been devoted in developing defect assessment procedures, from which various fitness-for-purpose or fitness-for-service codes have been developed. From another aspect, recent advances in IT (Information Technologies) bring rapid changes in various engineering fields. IT enables people to share information through network and thus provides concurrent working environment without limitations of working places. For this reason, a network system based on internet or intranet bas been appeared in various fields of business. Evaluating the integrity of structures is one of the most critical issues in nuclear industry. In order to evaluate the integrity of structures, a complicated and collaborative procedure is required including regular in-service inspection, fracture mechanics analysis, etc. And thus, experts in different fields have to cooperate to resolve the integrity problem. In this paper, an internet-based cooperative system for integrity evaluation system which adapts IT into a structural integrity evaluation procedure for reactor pressure vessel is introduced. The proposed system uses Virtual Reality (VR) technique, Virtual Network Computing (VNC) and agent programs. This system is able to support 3-dimensional virtual reality environment and to provide experts to cooperate by accessing related data through internet.

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Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

A Situation Simulation Method for Achieving Situation Variability and Authoring Scalability based on Dynamic Event Coupling

  • Choi, Jun Seong;Park, Jong Hee
    • International Journal of Contents
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    • v.16 no.1
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    • pp.25-33
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    • 2020
  • We develop a simulation method that affords very high variability of virtual pedagogical situations involving many independent plans, still achieves authoring (or implementation) scalability. While each individual plan would be coherently drawn up by an agent for its respective goal, those independently-made plans might be coincidentally intertwined in their execution. The inevitable non-determinism involved in this multi-event plan encompassing pre-planned and unforeseen events is resolved by (multi-phase) dynamic planning and articulated sequencing of events in contrast to static planning and monolithic authoring in conventional narrative systems. Connections between events are dictated by their associated rules and their actual connections are dynamically determined in execution time by current conditions of background-world. This unified connection scheme across pre-planned and unforeseen events allows a multi-plan, multi-agent situation to be coherently planned and executed in a global scale. To further the variability of a situation, the inter-event coupling is made in a fine level of action along with a limited episteme of each agent involved. We confirm analytically the viability of our approach with respect to the situation variability and authoring scalability, and demonstrate its practicality with an implementation of a composite situation.

Modified Deep Reinforcement Learning Agent for Dynamic Resource Placement in IoT Network Slicing

  • Ros, Seyha;Tam, Prohim;Kim, Seokhoon
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.17-23
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    • 2022
  • Network slicing is a promising paradigm and significant evolution for adjusting the heterogeneous services based on different requirements by placing dynamic virtual network functions (VNF) forwarding graph (VNFFG) and orchestrating service function chaining (SFC) based on criticalities of Quality of Service (QoS) classes. In system architecture, software-defined networks (SDN), network functions virtualization (NFV), and edge computing are used to provide resourceful data view, configurable virtual resources, and control interfaces for developing the modified deep reinforcement learning agent (MDRL-A). In this paper, task requests, tolerable delays, and required resources are differentiated for input state observations to identify the non-critical/critical classes, since each user equipment can execute different QoS application services. We design intelligent slicing for handing the cross-domain resource with MDRL-A in solving network problems and eliminating resource usage. The agent interacts with controllers and orchestrators to manage the flow rule installation and physical resource allocation in NFV infrastructure (NFVI) with the proposed formulation of completion time and criticality criteria. Simulation is conducted in SDN/NFV environment and capturing the QoS performances between conventional and MDRL-A approaches.

A Study on the Methyl Salicylate Dispersion in the Vicinity of Obstacles by Wind Tunnel Test (아음속 풍동을 이용한 구조물 형상 변화에 따른 살리실산메틸 확산 유동 연구)

  • Hong, Chang-Ki;Uhm, Han-Sup;Choi, Seung-Ki;Kim, Youn-Jea
    • The KSFM Journal of Fluid Machinery
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    • v.17 no.6
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    • pp.69-73
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    • 2014
  • To predict flow fields and chemical agent dispersion in urban area, wind tunnel experiments was performed. The agent was adopted MS (methyl salicylate) because the real chemical agent is unsafe. The exact concentration of methyl salicylate was generated by the commercial gas generator (STI-2500) and three different obstacle shapes were applied (i.e., rectangular, cylinder and pyramid). The concentration was measured with the qualified ion mobility sensor and gas chromatography. The data necessary for virtual test method of the real chemical agent were obtained.

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.

Protection Management for Guaranteed User-Driven Virtual Circuit Services in Dynamic Multi-domain Environments: Design Issues and Challenges

  • Lim, Huhnkuk
    • ETRI Journal
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    • v.37 no.2
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    • pp.369-379
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    • 2015
  • Fault management of virtualized network environments using user-driven network provisioning systems (NPSs) is crucial for guaranteeing seamless virtual network services irrespective of physical infrastructure impairment. The network service interface (NSI) of the Open Grid Forum reflects the need for a common standard management API for the reservation and provisioning of user-driven virtual circuits (VCs) across global networks. NSI-based NPSs (that is, network service agents) can be used to compose user-driven VCs for mission-critical applications in a dynamic multi-domain. In this article, we first attempt to outline the design issues and challenges faced when attempting to provide mission-critical applications using dynamic VCs with a protection that is both user-driven and trustworthy in a dynamic multi-domain environment, to motivate work in this area of research. We also survey representative works that address inter-domain VC protection and qualitatively evaluate them and current NSI against the issues and challenges.