• Title/Summary/Keyword: agent-based control

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A Virtual 3D Interface System for the Remote Control of Robot Agent (로봇 에이전트의 원격 제어를 위한 가상 3D 인터페이스 시스템)

  • 안현식
    • Journal of the Institute of Convergence Signal Processing
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    • v.2 no.4
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    • pp.85-90
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    • 2001
  • Recently there are lots of concerning on robot agent system working for itself with the trends of the research of bio-mimetic system and intelligent Therefore it is necessary to develop more humanized interface system from communicating with the robot agent. In this paper a virtual 3D interface system is proposed based on Internet for remote controlling and monitoring of robot agent. The proposed system is constructed as manager-agent model and a man can order a job at the 3D virtual interface environment of the manager located remotely Then the robot agent detects a 3D profile data from a range finder automatically and the robot moves the object to the new position in real space. The proposed system supports a advanced interface displaying virtual 3D graphics and real moving images and which makes it possible one to manage the robot agent more conveniently.

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An Error Synchronization running on Gateway Software Stack based on CoAP (CoAP 기반 게이트웨이 소프트웨어 스택에서의 오류 동기화)

  • Ko, Eung-Nam
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.1
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    • pp.114-119
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    • 2016
  • The necessity of IoT(Internet of Things) and Multimedia CSCW is described, and error control for multimedia CSCW(Computer Supported Cooperated Works) based on CoAP stack is suggested. This paper describes an error synchronization running on gateway software stack based CoAP. This system consists of an CS_EDA, and CS_ESA. CS_EDA is an agent that detects an error for multimedia distance system based on gateway software stack based CoAP environment. CS_ESA is an agent that is an error synchronization system for multimedia distance control based on gateway software stack based CoAP environment. From the perspective of multimedia collaborative environment of gateway software stack based CoAP, an error application becomes another interactive presentation error is synchronized with participants engaged in a cooperative work.

Study on Setting the Amount of Thickening Agent in Soup and Beverages as a Guide for Modifying the Viscosity of Dysphagia Diets (연하보조식 점도 조절 가이드를 위한 국과 음료류의 점도증진제 첨가 조건 설정)

  • Ji-Hyun Lee;Dong-Hyun Yook;Mi-Hyun Kim
    • Journal of the Korean Dietetic Association
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    • v.30 no.1
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    • pp.11-28
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    • 2024
  • This study aimed to establish the optimal amount of thickening agent for the appropriate viscosity in soups and beverages, which are part of the dysphagia diet. The soups were bean sprout soup and soybean paste soup; the beverages were orange juice, regular milk, and low-fat milk; the thickening agent was one type of xanthan gum product. After adding the thickening agents (from 1 g to 5 g per 200 mL of the test food), syringe tests were conducted over time (5, 10 and 15 minutes) to verify the effects of the amount of thickening agent added per sample and the time between addition and achieving the resulting viscosity, and to establish the optimal addition conditions to reach IDDSI levels 1, 2, and 3 of the dysphagia diet. Water (based on 200 mL) was used as the standard control. These results provide a useful basis for customized diets based on the patient's dysphagia severity. On the other hand, this study is limited by including only liquid foods in the dysphagia diet and one type of xanthan gum-based thickening agent. Therefore, it is necessary to conduct continuous research, based on the study results, to modify the viscosity of the dysphagia diet using various thickening agents and foods and prevent nutritional deficiencies by managing the diet according to the patient's swallowing ability.

Compact AUV platform system designed for the experiment of underwater multi-agent development

  • Watanabe, Keisuke
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2036-2041
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    • 2005
  • The underwater multi-agent technology has many potential for the various activities related to ocean development/conservation in the near future. For example, in such fields as water pollution investigation, aquaculture control, or coral reef research, we feel a growing need for a system that realizes underwater continuous monitoring in the wide rang e. In this case, the target monitoring area will be sliced planar hierarchically toward the depth as monitoring layers, and many AUVs arranged on each layer track the given trajectory and gather various environmental information continuously, with communicating each other in the layer or with other layers. To realize those systems we need to develop AUV multi-agent technologies. So we are now building basic systems for basin experiment for the development of AUV multi-agent behavior. We must experience many situations and problems to be solved for the development of its elemental technologies by using real systems as well as our computer simulations. In this paper we introduce our concept of the experiment in the near future and the hardware/software design of our two types of handy AUVs and ultrasound ranging/communication system for that experiment. One AUV is designed using a 17inches-diameter glass sphere with DOS/V and RT-Linux based subsystems, which is intended to use not only in the basin but also in the calm real sea. The other AUV is designed for the basin experiment using a 7inches-diameter acrylic sphere with low-cost embedded system with SH-2 based subsystems. The basin experiment to verify the basic AUV facilities and ultrasound ranging for position detection was carried out.

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Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

A traffic control system to manage bandwidth usage in IP networks supporting Differentiated Service (차별화서비스를 제공하는 IP네트워크에서 대역폭관리를 위한 트래픽 제어시스템)

  • 이명섭;박창현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.3B
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    • pp.325-338
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    • 2004
  • As the recent rapid development of internet technology and the wide spread of multimedia communication, massive increase of network traffic causes some problems such as the lack of network paths and the bad quality of service. To resolve these problems, this paper presents a traffic control agent that can perform the dynamic resource allocation by controlling traffic flows on a DiffServ network. In addition, this paper presents a router that can support DiffServ on Linux to support selective QoS in IP network environment. To implement a method for selective traffic transmission based on priority on a DiffServ router, this paper changes the queuing discipline in Linux, and presents the traffic control agent so that it can efficiently control routers, efficiently allocates network resources according to service requests, and relocate resources in response to state changes of the network. Particularly for the efficient processing of Assured Forwarding(AF) Per Hop Behavior(PHB), this paper proposes an ACWF$^2$Q$^{+}$ packet scheduler on a DiffServ router to enhance the throughput of packet transmission and the fairness of traffic services.s.

Development of vision-based soccer robots for multi-agent cooperative systems (다개체 협력 시스템을 위한 비젼 기반 축구 로봇 시스템의 개발)

  • 심현식;정명진;최인환;김종환
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.608-611
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    • 1997
  • The soccer robot system consists of multi agents, with highly coordinated operation and movements so as to fulfill specific objectives, even under adverse situation. The coordination of the multi-agents is associated with a lot of supplementary work in advance. The associated issues are the position correction, prevention of communication congestion, local information sensing in addition to the need for imitating the human-like decision making. A control structure for soccer robot is designed and several behaviors and actions for a soccer robot are proposed. Variable zone defense as a basic strategy and several special strategies for fouls are applied to SOTY2 team.

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Modeling and implementation of a fractal template for fractal manufacturing system (FrMS) (프랙탈 생산시스템을 위한 프랙탈 템플릿의 모델링 및 구현)

  • Mun, Jeong-Tae;Jeong, Mu-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.471-474
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    • 2004
  • In order to quickly respond to the rapidly changing manufacturing environment, it is imperative for the system to have such capabilities as flexibility, adaptability, reusability, etc. One of the promising approaches for new manufacturing paradigm satisfying those capabilities is the fractal manufacturing system (FrMS). FrMS is based on the concept of autonomously cooperating and self-reconfigurable agents referred to as fractals. In this paper, a fractal template is proposed to have both fractal-specific and agent-specific characteristics and proper techniques for implementation are also selected. The proposed template can be easily extended to the platform of FrMS which supports simulation, shop flow control, and other research issues existed in the manufacturing systems. An example of applying the proposed template to the simulation is also presented.

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A Study on Multi Agent-Based Workflow Modeling System (다중 에이전트 기반 워크플로우 모델링 시스템에 관한 연구)

  • 김학성;김광훈;백수기
    • Journal of Internet Computing and Services
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    • v.3 no.4
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    • pp.19-26
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    • 2002
  • Workflow Management Systems(WFMSs) is a software system that supports that specification and execution of business processes. In this paper, we proposed Multi Agent Based Workflow Modeling System which was implemented by Java application. The proposed workflow modeling system is divided into four agents; Session, Organization, Relevant Data. Invoked Application. We adapted ICN(Information Control Net) to check workflow model syntax, And the proposed modeling system provide the function to import/export WPDL which was defined in WfMC.

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Duplex Control for Consensus of Multi-agent Systems with Input Saturations (입력포화가 존재하는 다중 에이전트 시스템의 일치를 위한 이종제어)

  • Lim, Young-Hun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.284-291
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    • 2021
  • In this paper, we study the consensus problem for multi-agent systems with input saturations. The goal of consensus is to achieve a swarming behavior of multi-agent systems by reaching the agreement through information exchange. This paper considers agents modeled by first-order dynamics with input saturations. In order to guarantee the global convergence of the agents, it is assumed that the agents are stable. Moreover, considering the disturbances, we propose the PI based duplex control method to achieve the consensus. The proposed P controller and I controller are composed of different information network. Then, we investigate the conditions of the information networks and the control gains of P, I controllers to achieve the consensus applying the Lyapunov stability theorem and the Lasalle's Invariance Principle. Finally, we conduct the simulations to validate the theoretical results.