• Title/Summary/Keyword: 행위 기반 제어

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Design and Implementation of Distributed Active Object System(DAOS) for Manufacturing Control Applications (공정 제어 응용을 위한 분산 능동 객체 시스템(DAOS)의 설계 및 구현)

  • Eum, Doo-Hun;Yoo, Eun-Ja
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.141-150
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    • 2001
  • Manufacturing conb'ol applications consist of concurrent active components such as robots, AGV's (Automatic Guided Vehicles), and conveyors. Running of manufacturing control programs is interactions among those components. We can enhance the productivity and extendability of manufacturing control applications by using the object-oriented teclmology that models those components as reusable objects. But the objects in current object-oriented technology that encapsulate state and behavior infonnation are passive in a sense that those respond only when messages are sent to them. In this paper, we introduce the Distributed Active Object Systems (DAGS) approach that SUPPOltS active objects. Since active objects encapsulate control infonnation in addition to state and behavior information under COREA/Java-based distributed environment, they can represent manufacturing control components better than the objects in ordimuy object-oriented technology. TIus control infonnation provides an object with a featme that can monitor its own status as well as other object's status connected by intelface valiables. Active objects can initiate a behavior according to the change of those status. Therefore, we can sb-uctmally assemble self-initiating active objects by using intelface variables to construct a system without describing bow to control distributed objects by using message passing. As the DAOS approach supports object composability, we can enhal1ce the productivity and extendability of disbibuted manufactming control applications even better than the ordil1alY object-oriented approach. Also, the DAOS approach supports better component reusability with active objects that encapsulate control information .

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Design and Implementation of LED Lighting Control System based on Context Awareness in Home (주거공간의 상황인지 기반 LED 조명제어시스템 설계 및 구현)

  • Kim, Yun-Joo;Im, Kyoung-Mi;Lim, Jae-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1288-1291
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    • 2012
  • 주거공간 내 조명환경은 인간의 심리적, 생리적 기능에 많은 영향을 주는 요소임에도 불구하고 현재의 조명환경은 사용자의 상황과 공간 특성을 고려하지 않은 단일화된 형태로 제공하고 있다. 또한 인간의 심리에 영향을 미치는 조명의 요소로는 빛의 색온도, 조도, 색상, 눈부심, 균제도 등이 있으나 대다수의 조명은 밝은 조도에만 초점을 맞추어 사람의 눈부심을 자극하는 조명이 대부분을 차지하고 있다. 따라서 사용자에게 좀 더 편안하고 쾌적한 조명환경을 제공하기 위해서는 사용자의 행동, 심리적 상황 등에 따라 조명의 색온도, 조도 그리고 색상이 고려된 상황조명 서비스가 필요하다. 본 논문에서는 사용자의 재실여부와 행위 등의 상황을 인지하고 이에 따라 조명의 On/Off, 색온도, 조도, 색상의 조명환경을 제공하는 상황인지 기반의 LED 조명 제어시스템을 제안한다.

Identification Technition of Malicious Behavior node Based on Collaboration in MANET (MANET에서 협업기반의 악의적인 노드 행위 식별기법)

  • Jeon, Seo-In;Ryu, Keun-Ho
    • The KIPS Transactions:PartC
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    • v.19C no.2
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    • pp.83-90
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    • 2012
  • MANET(Mobile Ad-Hoc Network) has a weakness from a security aspect because it operates where no wired network is built, which causes the exposed media, dynamic topology, and the lack of both central monitoring and management. It is especially difficult to detect and mitigate a malicious node because there is not a mediator which controls the network. This kind of malicious node is closely connected to the routing in the field of study of Ad-Hoc security. Accordingly this paper proposes the method on how to enhance the security for the safe and effective routing by detecting the malicious node. We propose MBC(Identification technition of Malicious Behavior node based on Collaboration in MANET) that can effectively cope with malicious behavior though double detecting the node executing the malicious behavior by the collaboration between individual node and the neighbor, and also managing the individual nodes in accordance with the trust level obtained. The simulation test results show that MBC can find the malicious nodes more accurately and promptly that leads to the more effectively secure routing than the existing method.

A Virtualization Management Convergence Access Control Model for Cloud Computing Environments (클라우드 컴퓨팅 환경에서 가상화 관리 융합접근제어 모델)

  • Choi, Eun-Bok
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.69-75
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    • 2018
  • The purpose of access control is to prevent computing resources from illegal behavior such as leakage, modification, and destruction by unauthorized users. As the cloud computing environment is expanded to resource sharing services using virtualization technology, a new security model and access control technique are required to provide dynamic and secure cloud-based computing services. The virtualization management convergence access control model provides a flexible user authorization function by applying the dynamic privilege assignment function to the role based access control mechanism. In addition, by applying access control mechanism based on security level and rules, we solve the conflict problem in virtual machine system and guarantee the safeness of physical resources. This model will help to build a secure and efficient cloud-based virtualization management system and will be expanded to a mechanism that reflects the multi-level characteristics.

A Design of System Black-Box for Computer Forensics (컴퓨터포렌식 지원을 위한 시스템 블랙박스 설계)

  • Jang, Eun-Gyeom;Lee, Joong-In;Ahn, Woo-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.377-378
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    • 2014
  • 컴퓨터 시스템을 기반으로 이루어지는 범죄 행위로부터 법적인 보호를 받기 위해 관련 법안이 개정되고 이를 수용하기 위한 컴퓨터 포렌식 지원 기술이 다각도로 연구되고 있다. 그러나 시스템 침해자의 시스템 공격 후 본인 흔적을 지우고 나가는 경우 침해자 추출이 어렵다. 또한 휘발성 정보의 손실이 발생하며 디스크에 저장된 비휘발성 정보의 경우 파일의 삭제 및 생성에 의해 디스크 저장영역의 중복된 사용으로 완전한 정보를 추출하는데 문제를 가지고 있다. 이러한 문제를 해결하기 위해 본 연구에서는 시스템 침해자의 공격 형태 및 상황, 환경을 유추하기 위해 행위자를 중심으로 휘발성의 정보를 수집하여 공격 당시의 시나리오의 재현이 가능한 컴퓨터시스템 블랙박스를 설계하였다.

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Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

Delay Performance Analysis of Signalling Network Functions in Common Channel Signalling System (공통선 신호 시스템에서 신호망 기능부의 지연 성능 분석)

  • 박철근;정태욱;이유태
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.7B
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    • pp.1226-1235
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    • 2000
  • 신호망에서의 지연은 망관리 행위의 응답시간에 직접적인 영향을 미치기 때문에 모든 제어정보는 가장 효과적으로 전송되어야 한다. 신호망이 효율적으로 운용되는지 뿐만 아니라 신호망의효과적인 설계를 위해서 신호시스템의 성능을 아는 것이 매우 중요하다. 본 논문에서는 공통선 신호 시스템의 신호망 기능부의 지연 성능을 분석하였다. 분석은 ITU-T 규격을 기반으로 다른 계층의 프로토콜에 독립적인 큐잉모델을 만들어 대기체계분석을 통하여 이루어졌다. 또한 신호망 기능부가 신호 메시지 처리부와 신호망 관리부로 나누어져 구성되는 것도 고려하여 모델링하였다.

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Design and Experimental Evaluation of Action Level in a Hybrid Control Structure for Vision Based Soccer Robot (비젼기반 축구로봇시스템을 위한 복합제어구조에서 행위계층설계 및 시험적 평가)

  • Shim, Hyun-Sik;Sung, Yoon-Gyeoung;Kim, Jong-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.2
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    • pp.197-206
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    • 2000
  • A hybrid control structure for vision-based soccer robot system is considered. The structure is om-posed of four levels such as the role action behavior and execution levels. The control structure which is a combination of hierarchical and behavioral structures can efficiently meet the behavior and design specifications of a soccer robot system Among the four levels only the design of the action level is proposed in the paper and is experimentally evaluated. Design hypothesis and evaluation method are presented to improve the reliability and accomplishment of the robot system. Due to the essential element of soccer robot system design a systematic design procedure of the action level is proposed With the proposed structure and algorithm of the action level the excellent result was shown at the MiroSot'98 held in France.

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Human Hierarchical Behavior Based Mobile Agent Control in Intelligent Space with Distributed Sensors (분산형 센서로 구현된 지능화 공간을 위한 계층적 행위기반의 이동에이젼트 제어)

  • Jin Tae-Seok;Hashimoto Hideki
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.984-990
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    • 2005
  • The aim of this paper is to investigate a control framework for mobile robots, operating in shared environment with humans. The Intelligent Space (iSpace) can sense the whole space and evaluate the situations in the space by distributing sensors. The mobile agents serve the inhabitants in the space utilizes the evaluated information by iSpace. The iSpace evaluates the situations in the space and learns the walking behavior of the inhabitants. The human intelligence manifests in the space as a behavior, as a response to the situation in the space. The iSpace learns the behavior and applies to mobile agent motion planning and control. This paper introduces the application of fuzzy-neural network to describe the obstacle avoidance behavior teamed from humans. Simulation results are introduced to demonstrate the efficiency of this method.

Design and Development of Multimedia Aided Distance Education System Using IP Multicasting and PC Control Technique (IP 멀티캐스팅과 PC 제어기술을 이용한 그룹 화상 원격교육시스템 설계 및 구현)

  • 김남호
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.823-828
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    • 2002
  • IP 멀티캐스팅은 네트웍을 통한 다자간 화상회의 및 인터넷 생방송 둥 네트웍기반에서 실시간 멀티미디어 데이터를 지정된 대역폭을 사용하여 1:N으로 전송하는 기술로 인터넷문화의 발달과 함께 활발히 연구가 진행되고 있는 분야이다. 본 연구시스템에서는 이와 같은 IP 멀티캐스팅 기술을 이용하여 교육자시스템에서 제공하는 교육용 멀티미디어 데이터를 실시간으로 압축하여 그룹으로 등록된 피교육자 PC에 강제적으로 멀티캐스트 하는 기능을 제공한다. 피교육자는 교육자가 제공하는 교육 미디어를 보기 위해서 별도의 작업을 각자의 PC에서 할 필요가 없으며 교육자의 시스템에 의해 일괄 제어된다. 또한 시스템 유지보수 등에 활용되고 있는 원격 PC제어기술은 그룹 내 등록된 PC를 일괄적으로 동시 통제하여 피교육자의 교육 중 일탈행위를 막고 교육자가 제공하는 교육 내용에 집중하도록 한다. 그밖에 그룹내 피교육자와 교육자간에 양방향으로 대화할 수 있도록 시스템을 구성하여 교육효과를 증대하도록 하였다.

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