• Title/Summary/Keyword: 행위 기반 제어

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Information Appliance Control MultiAgentsystem (정보가전 제어 멀티에이전트시스템)

  • 김일연;송준현;김일곤
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.363-369
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    • 2002
  • 가정 내에서의 초고속망 이용이 활성화되면서 가정 내에서의 활동은 매우 다양하고 복잡하며 그에 따른 서비스도 여러 가지 형태가 존재한다. 외부 인터넷망과 연동되는 홈 네트워크의 개념이 생기기 전부터 흠 오토메이션, 홈시큐리티 등의 서비스를 제공하기 위한 고립적인 형태의 망과 서비스 제공 시스템이 있었다. 월드 와이드 웹 서비스를 기본으로 한 인터넷의 폭발적인 활성화와 고속 인터넷망의 확산에 따라 가정 내에서 제공되는 서비스를 인터넷과 연계시키려는 시도가 보편화되었고 가정 내에서 사용되는 독립적인 기기들을 인터넷에 연결하여, 외부의 정보를 이용해서 활용하거나, 가전내의 기기들을 외부에서 액세스할 수 있게 되었다. 이렇게 하여 보다 풍부한 서비스를 제공하고, 사용상의 시간적인 제약을 완화할 수 있다. 예들 들어 인터넷상에서 조리법을 전송받아 전자레인지를 작동할 수 있으며, 외부에서 잘못 켜둔 가스밸브를 잠글 수도 있다. 가정 내에서 wrhd되던 이러한 서비스들은 서로 다른 하드웨어와 통신방법을 사용하고 있어, 이러한 서비스를 통합하여 운영, 관리할 수 있도록 하는 흠 서버의 개념이 대두되었다. 외부 인터넷 망과 연계된 흠 오토메이션, 홈 시큐리티등을 제공할 수 있는 기반이 마련되었고, 가정 내에서 독립적으로 제공되던 서비스들을 단일 홈 서버를 통해서 관리하려는 시도가 진행되었다. 그러나 홈 서버는 개발하는 업체의 보유기술에 따라 중심기능은 약간씩 차이를 보이고 있다. 홈 서버 응용 영역은 전문 지식을 소유한 인력과의 연계가 필요하고, 다양한 서비스 영역 행위가 아주 복잡하기 때문에 이들을 연결해 주는 자치 시스템을 필요로 한다. 또한 홈 서버 서비스 영역에서 정보는 각 영역 전문가가 가진 지식의 전달을 필요로 하기 때문에, 지식을 주고받는 멀티 에이전트의 시스템의 활용 영역으로 적당하다. 멀티 에이전트 시스템은 분산된 환경에서 에이전트간에 에이전트 통신 언어를 사용해서 대화를 하기도 하고, 상호 협력하는 에이전트들로 구성된 시스템을 뜻하며 흠 서버처럼 동적이고 고도의 자치성을 요구하는 영역에 적당하다. 멀티 에이전트 플랫폼으로는 FIPA(Foundation for Intelligent Physical Agents)가 제시한 에이전트 표준 플랫폼이 1997년부터 2000년에 이르기까지, 계속적으로 변화, 발전하고 있다. 본 연구는 FIPA에서 제시하는 플랫폼을 기반으로 홈 서버에 정보가전을 제어하는 에이전트를 두고 외부에서 다른 에이전트가 홈 서버에 위치하는 에이전트와의 통신을 통하기 정보가전을 지능적으로 제어하도록 하였다. 정보가전 에이전트는 가정 내 가전제품을 외부에서 제어하기 위한 에이전트이다. 단순한 관리가 아닌 에이전트로 하여금 지능적으로 가전제품 관리를 하게 한다. 정보가전 에이전트는 홈 서버에서 작동하는 에이전트와 PDA에서 작동하는 에이전트로 구성된다. 정보가전 에이전트는 전력량, 수도 사용량 제어와 가전제품 제어 기능과 보안 관련 서비스를 제공한다. 두 에이전트는 FIPA에서 정의된 규격에 맞게 만들어지기 때문에 FIPA명세서를 따르는 다른 에이전트와 자유로운 통신이 가능하다.

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A Study on Communication Safety and Evaluation Tool in Railway Communication System (열차제어시스템 통신 안정성 및 평가 도구 연구)

  • Kim, Sung-Un;Seo, Sang-Bo;Song, Seung-Mi;Jo, Chan-Hyo;Hwang, Jong-Gyu;Jo, Hyun-Jeong
    • Journal of the Korean Society for Railway
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    • v.11 no.4
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    • pp.349-356
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    • 2008
  • Put Safety-critical systems related to the railway communications are currently undergoing changes. Mechanical and electro-mechanical devices are being replaced by programmable electronics that are often controlled remotely via communication networks. Therefore designers and operators now not only have to contend with component failures and user errors, but also with the possibility that malicious entities are seeking to disrupt the services provided by theirs systems. Recognizing the safety-critical nature of the types of communications required in rail control operations, the communications infrastructure will be required to meet a number of safety requirements such as system faults, user errors and the robustness in the presence of malicious attackers who are willing to take determined action to interfere in the correct operation of a system. This paper discusses the safety strategies employed in the railway communications and proposes a security mechanism for Korean railway communication system. We present the developed communication safety evaluation tool based on the proposed security mechanism and also evaluate its protecting capability against the threats of masquerading, eavesdropping, and unauthorized message manipulation.

A Study on the Construction of CIS(Cooperative Information System) based on CBD (CBD 기반의 CIS 구성에 관한 연구)

  • Kim, Haeng-Gon;Sin, Ho-Jun
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.715-722
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    • 2001
  • In recent years, we recognize a new paradigm in the development process:From object oriented development, to the development process which has focused on the use of standard components. In recent years a lot of research related to the component-based development has been done, especially in business domain. but still there are many open and unresolved problems in this area. such as established development process for a distributed environment, formal process, infrastructure for COTS, development and management tool considering maintenance to guarantee a proper treatment of components. It also required a service and an application integration for component. In this paper, we propose cooperative information systems (CIS) that supports component based development. It must address for component based systems to achieve their full potential. We identify a set of CIS organized 3-tier which is a presentation layer, business logic layer and data control layer. We also discuss the specific roles and activities for the layers. we also define the behavior and managed information for business logic layer as core level. As an illustration of the CIS, we present a successful considerations which is widely helpful to user when they make decision in component development and assemble. Also, we expect to component reusability and efficiency in business domain.

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Multi-Platform Warship M&S System Using the Hierarchical Multi-Agent System (계층구조적 다중에이전트를 이용한 다대다 함정전투 M&S 시스템)

  • Jung, Chan-Ho;You, Yong-Jun;Ryu, Han-Eul;Lee, Jang-Se;Kim, Jae-Ick;Chi, Sung-Do
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.117-125
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    • 2009
  • Recently the intelligent agent systems have been emerged as one of key issues for developing the defense M&S systems. However, most conventional agent architecture of M&S systems utilize the script-based models and can only deal with the individual behaviors so that they cannot suitably describe the precise tactical/strategic behavior and/or complex warfare environment. To overcome these problems, we have proposed the hierarchical multi-agent system architecture that is able to intelligently cope with the complex missions based on the functional role of each agent on the hierarchy such as an intelligence officer, captain, warship commander. Several simulation tests performed on 2:2 warship warfare models will illustrate our techniques.

A Empirical Study on the Patch Impact Assessment Method for Industrial Control Network Security Compliance (산업제어망 보안 컴플라이언스를 위한 패치 영향성 평가 방안에 관한 실증 연구)

  • Choi, Inji
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1141-1149
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    • 2020
  • Most of the industrial control network is an independent closed network, which is operated for a long time after installation, and thus the OS is not updated, so security threats increase and security vulnerabilities exist. The zero-day attack defense must be applied with the latest patch, but in a large-scale industrial network, it requires a higher level of real-time and non-disruptive operation due to the direct handling of physical devices, so a step-by-step approach is required to apply it to a live system. In order to solve this problem, utility-specific patch impact assessment is required for reliable patch application. In this paper, we propose a method to test and safely install the patch using the regression analysis technique and show the proven results. As a patch impact evaluation methodology, the maximum allowance for determining the safety of a patch was derived by classifying test types based on system-specific functions, performance, and behavior before and after applying the patch. Finally, we report the results of case studies applied directly to industrial control networks, the OS patch has been updated while ensuring 99.99% availability.

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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Ransomware Detection and Recovery System Based on Cloud Storage through File System Monitoring (파일 시스템 모니터링을 통한 클라우드 스토리지 기반 랜섬웨어 탐지 및 복구 시스템)

  • Kim, Juhwan;Choi, Min-Jun;Yun, Joobeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.357-367
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    • 2018
  • As information technology of modern society develops, various malicious codes with the purpose of seizing or destroying important system information are developing together. Among them, ransomware is a typical malicious code that prevents access to user's resources. Although researches on detecting ransomware performing encryption have been conducted a lot in recent years, no additional methods have been proposed to recover damaged files after an attack. Also, because the similarity comparison technique was used without considering the repeated encryption, it is highly likely to be recognized as a normal behavior. Therefore, this paper implements a filter driver to control the file system and performs a similarity comparison method that is verified based on the analysis of the encryption pattern of the ransomware. We propose a system to detect the malicious process of the accessed process and recover the damaged file based on the cloud storage.

A Study on Instruction Method for Mutual Exclusion Using Simulation Based on Graphic (그래픽 기반 시뮬레이션을 활용한 상호배제 교육방법 연구)

  • Lee, Young-Suk;Nam, Young-Ho
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.9-21
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    • 2010
  • Concurrent processes come into conflict with each other when they are competing for the use of the same resources. In the case of competing processes three control problems must be faced: mutual exclusion, deadlock, and starvation. The concurrency is a subject rather difficult to understand. In addition, because concurrent programs included in most of OS texts are described by pseudocode and are not being able to execute directly, almost learners are difficult to understand behaviour of concurrent programs. The purpose of this study is to propose instruction method for mutual exclusion using SDL and MSC base on graphic. In order to verify the effectiveness of the proposed materials, we compare with materials based on pseudocode. The results indicated that the proposed materials is more effective than materials based on pseudocode in teaching-learning for mutual exclusion mechanisms.

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A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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New Authentication Methods based on User's Behavior Big Data Analysis on Cloud (클라우드 환경에서 빅데이터 분석을 통한 새로운 사용자 인증방법에 관한 연구)

  • Hong, Sunghyuck
    • Journal of Convergence Society for SMB
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    • v.6 no.4
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    • pp.31-36
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    • 2016
  • User authentication is the first step to network security. There are lots of authentication types, and more than one authentication method works together for user's authentication in the network. Except for biometric authentication, most authentication methods can be copied, or someone else can adopt and abuse someone else's credential method. Thus, more than one authentication method must be used for user authentication. However, more credential makes system degrade and inefficient as they log on the system. Therefore, without tradeoff performance with efficiency, this research proposed user's behavior based authentication for secure communication, and it will improve to establish a secure and efficient communication.