• Title/Summary/Keyword: 문법 기능

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A Comparative Study of Case Markers in Korean, Japanese and Ryukyuan Languages: Focusing on Nominative Case Markers and Accusative Case Markers (한(韓)·일(日)·유(琉) 격조사 비교연구 - 주격(主格)·목적격(目的格) 조사를 중심으로 -)

  • Li, Jia
    • Cross-Cultural Studies
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    • v.46
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    • pp.355-377
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    • 2017
  • Compared with other Altaic languages, Japanese and Korean languages are much closer to each other in grammar, and also to Ryukyuan language. According to the literature, Korean people are the first foreigners to record Ryukyuan language in a written form. In the passage "pronunciation interpreting the Ryukyuan Kingdom" from A Journey to the Eastern Countries (1512), Korean people perfectly preserved the pronunciation and meanings of words and sentences in Ryukyuan language in both Korean and Chinese languages, which is an extremely valuable material. Unfortunately, the later time period witnessed stagnation after a prominent beginning. In order to clarify the language family to which Korean belongs to, it is necessary to thoroughly compare Korean language with Japanese and Ryukyuan languages. Different from lexis, grammar underwent a slow and gradual process of variation. A comparative study of the three languages can provide strong evidence for defining the language family of Korean. Based on this rationale, this paper starts from the comparison of grammar elements of these three languages, aiming at case markers including the nominative case markers and the accusative case markers, and observes the procedures and functions diachronically. Based on the examples from the medieval data, it is found that the nominative case markers and the accusative case markers of these three languages vary from each other in forms and origins. Although they show some similarities in functions, it can be conjectured that there is no cognate for the three languages in the history.

Specification-based Program Slicing and Its Applications (명세 기반 프로그램 슬라이싱 기법과 응용)

  • Chung, In-Sang;Yoon, Gwang-Sik;Lee, Wan-Kwon;Kwon, Yong-Rae
    • Journal of KIISE:Software and Applications
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    • v.29 no.8
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    • pp.529-542
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    • 2002
  • More precise program slices could be obtained by considering the semantic relations between variables of interest, compared to the existing slicing techniques considering only the syntactic relations. In this paper, we present specification-based slicing that allows a better decomposition of the program by taking a specification as its slicing criterion. A specification-based slice consists of a subset of program statements which preserve the behavior and the correctness of the original Program with respect to a specification given by a pre-postcondition pair. Because specification-based slicing enables one to focus attention on only those program statements which realize the functional abstraction specified by the given specification, it can be widely used in many software engineering areas. Of its possible applications, we show how specification-based slicing can improve the Process for extracting reusable parts from existing programs and restructuring complex programs for better maintainability.

Breaking Z-path : A Digital Comics Layout Strategy for Tablet PC (읽기 순서 바꾸기 : 타블렛PC 전자만화책의 레이아웃 연출)

  • Yoh, Mi-Ju;Shi, Chung-Kon
    • Cartoon and Animation Studies
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    • s.24
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    • pp.49-64
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    • 2011
  • Comics is sequential art. In comics, the story is developped by its sequential panels which have their own sizes and sites. Accordingly, comics is closer to 'space' art than text. The reading order in a page of comic book follows the human long-standing reading habit, and it is the same as that of textbook. When we read a korean comic book, our eyes run from left to right, and downward on the page. But some factors related to panels or comic structures can change the typical reading order. Meanwhile, breaking the typical reading order is easier in the "infinite canvas" by reason of unconstrained spatial composition. This paper introduces the factors that change the comic book readers' reading order and proposes a tablet PC comic book layout which includes an arbitrary reading path using interaction

Design and Verification of the Class-based Architecture Description Language (클래스-기반 아키텍처 기술 언어의 설계 및 검증)

  • Ko, Kwang-Man
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1076-1087
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    • 2010
  • Together with a new advent of embedded processor developed to support specific application area and it evolution, a new research of software development to support the embedded processor and its commercial challenge has been revitalized. Retargetability is typically achieved by providing target machine information, ADL, as input. The ADLs are used to specify processor and memory architectures and generate software toolkit including compiler, simulator, assembler, profiler, and debugger. The EXPRESSION ADL follows a mixed level approach-it can capture both the structure and behavior supporting a natural specification of the programmable architectures consisting of processor cores, coprocessors, and memories. And it was originally designed to capture processor/memory architectures and generate software toolkit to enable compiler-in-the-loop exploration of SoC architecture. In this paper, we designed the class-based ADL based on the EXPRESSION ADL to promote the write-ability, extensibility and verified the validation of grammar. For this works, we defined 6 core classes and generated the EXPRESSION's compiler and simulator through the MIPS R4000 description.

Design and Implementation of Rule-based BPEL System for BPEL Rule Modeling (BPEL 규칙 모델링을 위한 규칙 기반 BPEL 시스템 설계와 구현)

  • Kwak, Donggyu;Choi, Jaeyoung
    • Journal of IKEEE
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    • v.17 no.3
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    • pp.332-338
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    • 2013
  • BPEL is a standard executable language for specifying actions within business processes with Web services. BPEL workflow requires rule engine to describe application process in BPEL, as the requirements increase. It is needed to develop new BPEL's engine or modify BPEL's engine in order to add the functionality of rules to BPEL engines, but this method is not easy to implement and it requires very high cost. In this paper, we present an R4BPEL document, which uses the original BPEL grammar and includes a rule document. With this method, it is possible to build rule-based BPEL environment easily by adding web services with rules and R4BPEL document analyzer to the general-purpose Web services. In this paper, we campared a BPEL's document in proposed system with a BPEL's document in the existing system. And we demonstrated the simplicity of the rule-based system.

Saesark: A Korean Object-Oriented Programming Language for Beginners (새싹: 초보자를 위한 한글 객체 지향 프로그래밍 언어)

  • Cheon, Junseok;Woo, Gyun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.288-295
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    • 2016
  • As the computer becomes pervasive in everyday life, the programming arises as an essential technique. To support the education of programming, Republic of Korea has launched a plan to develop the official courses of programming by 2018. However, the programming education in Korea tends to be difficult and the students easily lose their concentration since most of programming languages are based on English. This paper proposes a Korean programming language called Saesark to promote the effective programming education for Korean students. Saesark has been developed based on Java, which supports the object-oriented programming and the lambda expressions. In order to evaluate the educational suitability of Saesark, we compared it with other Korean programming languages in three respects: syntactic features, IDE support, and error messages in Korean. According to the comparison, Saesark is revealed more suitable than other languages. Specifically, the IDE features and the error messages in Korean are expected to be mostly valuable in educating novice programmers.

Code Generation from the Statechart Based on XMI (XMI 기반 상태도의 소스코드 자동생성 엔진 구현)

  • Lim, Joa-Sang;Kim, Jin-Man
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.161-170
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    • 2011
  • Despite some practical confusion over the variations in the diagram which may be drawn differently depending upon the CASE, the statechart of UML has been widely used to show the dynamic behaviour of the systems. Prior research has employed either simple switch-case statement or the state design pattern to generate source code from the statechart, which may result in varying source codes. This paper made an attempt to formally define the statechart and generate source codes from it. Firstly we cleaned up the XMI which was generated from different CASEs. This XMI has been translated to the EHA to identify automata contained in it. Then the elements of the statechart metamodel were mapped to the java programs. We also verified the quality of source codes by measuring functionality and maintainability. The case employed in this study was the air conditioner. The reason was that the case includes various states and transitions of interest. It was found that XMI was well extracted by removing some legacy codes in the CASE and the source codes were then successfully generated with the concurrency and hierarchy of the statechart. Further research is required to validate it practical significance with a larger case.

A Study on the Robot Education Based on Scratch (스크래치에 기반한 로봇 교육에 대한 연구)

  • Lee, Young-Dae;Kim, Soon-Im;Seo, Young-Ho;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.29-35
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    • 2016
  • The conventional educational robots, which are commonly industrial robots or toy robots, use text-based programming to teach the students. Therefore, students have difficulty in studying robotics due to the difficulties of text based language. The developed robot in this study have a camera, which have the color tracking function, and it has various sensors and actuators. It supports the open hardware and uses graphic language based programming. The developed educational robot is programmed by Scratch, which uses graphic modular language. We also present a curriculum, which is based upon the developed robot and Scratch. We applied the robot and curriculum to the primary school students. We obtained satisfactory results comparing it with the conventional robot education. Furthermore, the imagination and execution ability of students showed enhancement in learning robotics. Thus, this fact means the validity and effectiveness of the proposed approach.

Extension of Code Refactoring Technique to Support Energy Efficiency and Language Conversion of Embedded Software (임베디드 소프트웨어의 에너지 효율성과 언어 변환 지원을 위한 코드 리팩토링 기법 확장)

  • Nam, Seungwoo;Hong, Jang-Eui
    • Journal of Convergence for Information Technology
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    • v.8 no.2
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    • pp.91-103
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    • 2018
  • Refactoring is an engineering technique for securing the quality of existing legacy code, improving the internal structure without changing the functionality of the software. Along with the reuse of open source software, reuse of source code through programming language conversion is increasingly required due to technical or market requirements. In this situation, the refactoring technique including language conversion as well as energy efficiency is considered to be an important means for improving the productivity and the quality of embedded software development. This paper proposes a code refactoring technique that converts the grammar and structure of a programming language into those of a different language through comparison and mapping, in addition to the existing energy efficient refactoring technique. The use of the proposed refactoring technique can expect to improve the competitiveness of the product through rapid software development and quality improvement by coping with the environment change of the software development language and enhancing the reuse of the existing code.

The Grammar of Female Exploitation In a Digital Matrix: Analysis of the Mechanism of Digital Sexual Violence and Counter-Discourses on it (디지털 매트릭스의 여성착취문법: 디지털 성폭력의 작동방식과 대항담론)

  • YUN, Ji-Yeong
    • Journal of Korean Philosophical Society
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    • no.122
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    • pp.85-134
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    • 2018
  • In this article, I will provide a philosophical discourse on digital sexual violence that is a technological version of male violence. First, critical analysis of the mechanism of the spatiality and the temporality of the hidden and illicit camera is developed to focus on the immeasurable damage of this violence. I elaborate a notional division between digital sexual violence and cyber sexual violence. Secondly, the ease of taking images of women's bodies and the rapid transmission of these images through the advancement of digital communication technology and hyperconnectivity, lead to use these images as a new digital monet for men. They consolidate their male solidarity by reaffirming female inferiority and humiliating women. Thirdly, the invention of the structure of the new affect to resist to digital sexual violence is crucial. For that, it would be necessary to pass from the sexual shame to the sexual displeasure and to the socio-political indignation. These would create another opportunity to resist to digital sexual violence.