• 제목/요약/키워드: Behavior-based Approach

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파괴역학에 근거한 철근콘크리트 보의 휨 파괴거동 (Flexural Fracture Behavior of Reinforced Concrete Beam Based on Fracture Mechanics Approach)

  • 어석홍;최덕진;홍기호;김희성
    • 한국콘크리트학회:학술대회논문집
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    • 한국콘크리트학회 2002년도 가을 학술발표회 논문집
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    • pp.149-154
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    • 2002
  • An analytical fracture mechanics approach was used to investigate the fracture behavior of reinforced concrete beams. By use of this approach based on fracture mechanics concepts, the crack width and length as well as the strength and cracking stability of reinforced concrete beams were investigated. The results obtained from the analytical studies were also discussed in terms of the minimum reinforcement ratio and crack width specified in design code provisions. The analytical approach based on fracture mechanics concepts are very useful to predict the fracture behavior of reinforced concrete beams.

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A Comparative Study on Behavior-based Agent Control for Computer Games

  • 김태희
    • 한국게임학회 논문지
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    • 제2권2호
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    • pp.37-45
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    • 2002
  • 컴퓨터 게임은 실세계에 대한 시뮬레이션으로 간주되어질 수 있다. 소프트웨어 에이젼트의 제어 문제는 인공지능 분야에서 오랫동안 연구되어져 왔으며, 이는 행동기반 접근법이라는 것을 내놓았다. 인공지능 분야에서는 지금까지 크게 세 가지의 접근법을 볼 수 있다. 인지주의는 기호의 형태로 지능이 표현되어질 수 있고 다루어질 수 있다는 것을 제안하였으며, 연결주의에서는 표현이 신체 구조에 내포되어있어서 신체로부터 분리되어질 수 없음이 강조되었다. 행동기반 접근법에서는 인공지능은 동적인 성질을 가져서 어디서든지 존재하지 않는 대신에 에이젼트가 환경에서 행동할 때 비로소 우러나오는 성질을 가진 것으로 제시된다. 본 논문에서는 이러한 세 가지의 접근법을 비교하고 행동기반 접근법의 타당성과 문제점 에 대하여 논한다. 본 논문은 또한 행동기반 접근법의 컴퓨터 게임의 에이젼트 제어에 대한 활용을 제안한다.

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퍼지-인공면역망과 RBFN에 의한 자율이동로봇 제어 (An Autonomous Mobile Robot Control Method based on Fuzzy-Artificial Immune Networks and RBFN)

  • 오홍민;박진현;최영규
    • 대한전기학회논문지:시스템및제어부문D
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    • 제52권12호
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    • pp.679-688
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    • 2003
  • In order to navigate the mobile robots safely in unknown environments, many researches have been studied to devise navigational algorithms for the mobile robots. In this paper, we propose a navigational algorithm that consists of an obstacle-avoidance behavior module, a goal-approach behavior module and a radial basis function network(RBFN) supervisor. In the obstacle-avoidance behavior module and goal-approach behavior module, the fuzzy-artificial immune networks are used to select a proper steering angle which makes the autonomous mobile robot(AMR) avoid obstacles and approach the given goal. The RBFN supervisor is employed to combine the obstacle-avoidance behavior and goal-approach behavior for reliable and smooth motion. The outputs of the RBFN are proper combinational weights for the behavior modules and velocity to steer the AMR appropriately. Some simulations and experiments have been conducted to confirm the validity of the proposed navigational algorithm.

증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평 (Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation)

  • 박형준;문희철
    • 한국CDE학회논문집
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    • 제13권3호
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    • pp.209-216
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    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

Energy-factor-based damage-control evaluation of steel MRF systems with fuses

  • Ke, Ke;Yam, Michael C.H.
    • Steel and Composite Structures
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    • 제22권3호
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    • pp.589-611
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    • 2016
  • The primary objectives of this research are to investigate the energy factor response of steel moment resisting frame (MRF) systems equipped with fuses subject to ground motions and to develop an energy-based evaluation approach for evaluating the damage-control behavior of the system. First, the energy factor of steel MRF systems with fuses below the resilience threshold is derived utilizing the energy balance equation considering bilinear oscillators with significant post-yielding stiffness ratio, and the effect of structural nonlinearity on the energy factor is investigated by conducting a parametric study covering a wide range of parameters. A practical transformation approach is also proposed to associate the energy factor of steel MRF systems with fuses with classic design spectra based on elasto-plastic systems. Then, the energy balance is extended to structural systems, and an energy-based procedure for damage-control evaluation is proposed and a damage-control index is also derived. The approach is then applied to two types of steel MRF systems with fuses to explore the applicability for quantifying the damage-control behavior. The rationality of the proposed approach and the accuracy for identifying the damage-control behavior are demonstrated by nonlinear static analyses and incremental dynamic analyses utilizing prototype structures.

A Multi-Agent MicroBlog Behavior based User Preference Profile Construction Approach

  • Kim, Jee-Hyun;Cho, Young-Im
    • 한국컴퓨터정보학회논문지
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    • 제20권1호
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    • pp.29-37
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    • 2015
  • Nowadays, the user-centric application based web 2.0 has replaced the web 1.0. The users gain and provide information by interactive network applications. As a result, traditional approaches that only extract and analyze users' local document operating behavior and network browsing behavior to build the users' preference profile cannot fully reflect their interests. Therefore this paper proposed a preference analysis and indicating approach based on the users' communication information from MicroBlog, such as reading, forwarding and @ behavior, and using the improved PersonalRank method to analyze the importance of a user to other users in the network and based on the users' communication behavior to update the weight of the items in the user preference. Simulation result shows that our proposed method outperforms the ontology model, TREC model, and the category model in terms of 11SPR value.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • 제35권6호
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

효용이론 기반 숙고형 행동트리를 이용한 게임 인공지능 에이전트 (Game AI Agents using Deliberative Behavior Tree based on Utility Theory)

  • 권민지;서진석
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.432-439
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    • 2022
  • This paper introduces deliberative behavior tree using utility theory. The proposed approach combine the strengths of behavior trees and utility theory to implement complex behavior of AI agents in an easier and more concise way. To achieve this goal, we devised and implemented three types of additional behavior tree nodes, which evaluate utility values of its own node or its subtree while traversing and selecting its child nodes based on the evaluated values. In order to validate our approach, we implemented a sample scenario using conventional behavior tree and our proposed deliberative tree respectively. And then we compared and analyzed the simulation results.

HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안 (Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques)

  • 박형준;배채열;이관행
    • 한국CDE학회논문집
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    • 제12권2호
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

모바일 기기 사용자는 왜 정보보호에 위험한 행동을 하는가? : 위험행동 결정요인 모델을 중심으로 (Why Do Mobile Device Users Take a Risky Behavior?: Focusing on Model of the Determinants of Risk Behavior)

  • 김종기;김지윤
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권2호
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    • pp.129-152
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    • 2019
  • Purpose The purpose of this study is to empirically identify the risky behavior of mobile device users using the Internet of Things on a situational perspective. Design/methodology/approach This study made a design of the research model based on model of the determinants of risk behavior. Data were collected through a survey including hypothetical scenario. SmartPLS 2.0 was used for the structural model analysis and t-test was conducted to compare the between normal and situational behavior. Findings The results were as follows. First, the central roles of risk propriety and risk perception were verified empirically. Second, we identified the role of locus of control as a new factor of impact on risky behavior. Third, mobile risk propensity has been shown to increase risk perception. Fouth, it has been shown that risk perception does not directly affect risky behavior and reduce the relationship between mobile risk propensity and risk behavior. According to the empirical analysis result, Determinants of risk behavior for mobile users were identified based on a theoretical framework. And it raised the need to pay attention to the impact of locus of control on risk behavior in the IS security field. It provided direction to the approach to risky behavior of mobile device users. In addition, this study confirmed that there was a possibility of taking risky behavior in the actual decision-making.