• Title/Summary/Keyword: 코딩 게임

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A Study on the Design and Implementation of Small Basic Library for Educational AI Programming (스몰베이직 언어 기반 교육용 인공지능 프로그램 작성을 지원하는 라이브러리 설계 및 구현에 관한 연구)

  • Kim, Ji-Yong;Jeong, Seung-Wan;Jo, Sung-Mo;Choi, Kwang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.694-696
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    • 2017
  • 텍스트 기반 언어 스몰베이직은 기존 프로그래밍 언어와는 달리 배우기 쉽고 이후에 C/C++/Java로 빠르게 전환할 수 있기 때문에 청소년 프로그래밍 교육용 언어로 적합하다. 프로그래밍 교육에 흥미를 높이기 위해 풍부한 라이브러리가 필요하다. 풍부한 라이브러리를 바탕으로 마이크로소프트에서 개발한 스몰베이직 환경에서는 쉽게 프로그램을 작성 할 수 있지만, 최근 화두가 되고 있는 인공지능 프로그램을 쉽게 작성할 수 있는 라이브러리는 지원하지 않는다. 이 논문에서 오픈소스 소프트웨어 스몰베이직 환경하에 동작하는 데이터마이닝 라이브러리를 설계 및 구현하였고, 이 라이브러리를 기반으로 틱택토 게임을 개발하여 인공지능 스몰베이직 프로그램을 쉽게 작성할 수 있음을 확인하였다. 널리 보급된 언어인 C/C++/Java로 인공지능 프로그램을 작성하기 위해서는 광대한 범위의 지식과 코딩 실력이 바탕이 되어야 한다. 그러나 스몰베이직은 프로그램을 쉽게 작성 할 수 있고, 그림 기반의 교육용 언어인 스크래치와는 달리 텍스트 기반의 언어이기 때문에 이후에 C/C++/Java로 전환하기 용이하다.

Fast Construction of Suffix Arrays for DNA Strings (DNA 스트링에 대하여 써픽스 배열을 구축하는 빠른 알고리즘)

  • Jo, Jun-Ha;Kim, Nam-Hee;Kwon, Ki-Ryong;Kim, Dong-Kyue
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.8
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    • pp.319-326
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    • 2007
  • To perform fast searching in massive data such as DNA strings, the most efficient method is to construct full-text index data structures of given strings. The widely used full-text index structures are suffix trees and suffix arrays. Since the suffix may uses less space than the suffix tree, the suffix array is proper for DNA strings. Previously developed construction algorithms of suffix arrays are not suitable for DNA strings since those are designed for integer alphabets. We propose a fast algorithm to construct suffix arrays on DNA strings whose alphabet sizes are fixed by 4. We reduce the construction time by improving encoding and merging steps on Kim et al.[1]'s algorithm. Experimental results show that our algorithm constructs suffix arrays on DNA strings 1.3-1.6 times faster than Kim et al.'s algorithm, and also for other algorithms in most cases.

A Study on Visible Light Communication with Turbo Coded OFDM for Intelligent Transport Systems (지능형 교통 시스템을 위한 Turbo Code OFDM 적용한 가시광 통신 시스템에 관한 연구)

  • Koo, Sung-Wan;Kim, Jin-Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.2
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    • pp.60-67
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    • 2010
  • In the ubiquitous age, applications of wireless personal area network (WPAN) technology using LEDs are in progress. However, visible light communications (VLC) using the LEDs have weakness which deteriorate performance of communication because of multi-path fading that occurs propagation delay by interior walls or other things in indoor environments. In this paper, orthogonal frequency division multiplexing (OFDM) scheme is adapted to decrease multi-path fading and multi-path dispersion and to provide high speed data transmission. Besides, to reduce information losses caused by optical noise (incandescent lamps, fluorescent lamps, sunbeam etc.) also proposed channel coding using turbo codes. The encoding and decoding of the proposed system is described, and simulation results are analyzed. We can know that performance of proposed system is increased about 4 [dB] through the simulation results. Also, when the system take doppler effect, the system performance worsened.

Dynamic Analysis based on AOP for Checking Security Vulnerability (보안 취약점 검사를 위한 AOP 기반의 동적 분석)

  • Seo, Kwang-Ik;Choi, Eun-Man
    • Journal of KIISE:Software and Applications
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    • v.37 no.10
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    • pp.773-778
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    • 2010
  • OWASP announced most of vulnerabilities result from the data injection by user in 2010 after 2007. Because the contaminated input data is determined at runtime, those data should be checked dynamically. To analyze data and its flow at runtime, dynamic analysis method usually inserts instrument into source code. Intermediate code insertion makes it difficult to manage and extend the code so that the instrument code would be spreaded out according to increase of analysis coverage and volume of code under analysis. In addition, the coupling gets strong between instrument modules and target modules. Therefore developers will struggle against modify or extend the analysis code as instrument. To solve these problem, this paper defines vulnerabilities as a concern using AOP, and suggest the flexible and extensible analysis method to insertion and deletion without increase of coupling.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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Design of a Truncated Floating-Point Multiplier for Graphic Accelerator of Mobile Devices (모바일 그래픽 가속기용 부동소수점 절사 승산기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.563-569
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    • 2007
  • As the mobile communication and the semiconductor technology is improved continuously, mobile contents such as the multimedia service and the 2D/3D graphics which require high level graphics are serviced recently. Mobile chips should consume small die area and low power. In this paper, we design a truncated floating-point multiplier that is useful for the 2D/3D vector graphics in mobile devices. The truncated multiplier is based on the radix-4 Booth's encoding algorithm and a truncation algorithm is used to achieve small area and low power. The average percent error of the multiplier is as small as 0.00003% and neglectable for mobile applications. The synthesis result using 0.35um CMOS cell library shows that the number of gates for the truncated multiplier is only 33.8 percent of the conventional radix-4 Booth's multiplier.

GML Application: Developing of Data Model for Geological Information and Its Implementation (GML(Geography Markup Language) 응용: 지질주제정보 데이터 모델개발과 시험구현)

  • Lee, Ki-Won;Moon, Sun-Hee;Chi, Kwang-Hoon
    • 한국공간정보시스템학회:학술대회논문집
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    • 2003.11a
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    • pp.78-83
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    • 2003
  • OGC(Open GIS Consortium, Inc.)에서 2000년에 XML의 지리정보 처리를 위한 GML 1.0이 제안된 이후 최근 GML 3.0이 발표되기까지 국제적으로는 다양한 GIS 응용분야에서 GML을 현실 문제에 이용하고자 하는 시도가 이루어지고 있다. 현재 우리나라에서도 국가 GIS(NGIS)에서 GML을 도입하여 국내 표준안으로 추진하고자 다양한 기반연구가 진행되고 있다. 본 연구는 중요한 GIS 응용중의 하나인 지질자원 정보 분야에서 GML을 활용하기 위한 기반연구로서 우리나라의 표준 지질도(또는 수치지질정보)와 기타 지질자원 정보 인프라 구축에 적용될 수 있는 다양한 지구과학자료를 대상으로 하였다. 따라서 본 연구에서는 지질자원 분야에서의 GML 응용을 위한 기반 데이터 모델과 이를 처리하기 위한 아키텍처를 UML 기법으로 설명하고, 이를 바탕으로 시험 구현된 운용환경에서 실제 대상 지역을 선정하여, 연구지역에 대한 지질자원 정보의 GML 적용 사례를 제시하고자 한다. 이를 위한 연구 내용으로는 수치 지질도를 XML-GML의 기본 스키마구조에 따라 엔코딩한 뒤, 주제정보의 표현을 위한 XSLT, SVG 파일 변환 처리 등을 수행하였다. 결론적으로 본 연구는 지질자원 분야의 정보화 인프라 구축을 목적으로 하는 기초 시험연구로 수행되었는 바, 우리나라에서는 2001년 이후 GIS 수치 주제도로서 수치 지질도의 보급이 활성화되면서, 이 정보를 제작/공급하는 기관이나 업무에 사용하는 기관 등에서 GML 기반으로 데이터를 제작하거나 운용이 가능할 것으로 생각된다. 또한, 다른 분야에서 GIS 주제정보를 다루는 경우에도 GML을 주제정보와 연계하여 현실 문제에 적용이 가능한 창조 모델로 이용될 수 있을 것으로 생각된다.}94,\;29.4{\pm}30.3,\;45.1{\pm}44$로 Mel 10군과 Mel 30군이 유의적인 감소를 보였으나(p<0.05) 이들 두 군 간의 차이는 나타나지 않았다. 이상의 결과로, 랫트에서 복강수술 후 melatonin 10mg/kg투여가 복강 내 유착 방지에 효과적이라고 생각된다.-1}{\cdot}yr^{-1}$로서 두 생태계에 축적되었다.여한 3,5,7군에서 PUFA 함량이 증가한 반면, SFA 함량은 감소하여 P/S 비율, n-3P/n-6P 비율은 증가하는 경향이었으며 이는 간장의 인지질, 콜레스테롤 에스테르, 총 지질의 지방산조성에서도 같은 경향을 볼 수 있었다.X>$(C_{18:2})$와 n-3계 linolenic acid$(C_{18:3})$가 대부분을 차지하였다. 야생 돌복숭아 과육 중의 지방산 조성은 포화지방산이 16.74%, 단불포화지방산 17.51% 및 다불포화지방산이 65.73%의 함유 비율을 보였는데, 이 중 다불포화지방산인 n-6계 linoleic acid$(C_{18:2})$와 n-3계 linolenic acid$(C_{18:3})$가 지질 구성 총 지방산의 대부분을 차지하는 함유 비율을 나타내었다.했다. 하강하는 약 4일간의 기상변화가 자발성 기흉 발생에 영향을 미친다고 추론할 수 있었다. 향후 본 연구에서 추론된 기상변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실

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A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

Detection of Zebra-crossing Areas Based on Deep Learning with Combination of SegNet and ResNet (SegNet과 ResNet을 조합한 딥러닝에 기반한 횡단보도 영역 검출)

  • Liang, Han;Seo, Suyoung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.39 no.3
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    • pp.141-148
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    • 2021
  • This paper presents a method to detect zebra-crossing using deep learning which combines SegNet and ResNet. For the blind, a safe crossing system is important to know exactly where the zebra-crossings are. Zebra-crossing detection by deep learning can be a good solution to this problem and robotic vision-based assistive technologies sprung up over the past few years, which focused on specific scene objects using monocular detectors. These traditional methods have achieved significant results with relatively long processing times, and enhanced the zebra-crossing perception to a large extent. However, running all detectors jointly incurs a long latency and becomes computationally prohibitive on wearable embedded systems. In this paper, we propose a model for fast and stable segmentation of zebra-crossing from captured images. The model is improved based on a combination of SegNet and ResNet and consists of three steps. First, the input image is subsampled to extract image features and the convolutional neural network of ResNet is modified to make it the new encoder. Second, through the SegNet original up-sampling network, the abstract features are restored to the original image size. Finally, the method classifies all pixels and calculates the accuracy of each pixel. The experimental results prove the efficiency of the modified semantic segmentation algorithm with a relatively high computing speed.

Exploring Pre-Service Earth Science Teachers' Understandings of Computational Thinking (지구과학 예비교사들의 컴퓨팅 사고에 대한 인식 탐색)

  • Young Shin Park;Ki Rak Park
    • Journal of the Korean earth science society
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    • v.45 no.3
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    • pp.260-276
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    • 2024
  • The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.