• Title/Summary/Keyword: 플러그

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The Study on Unplugged Learning Method of Computer Science for Elementary School Students (초등학생을 위한 컴퓨터과학의 언플러그드 학습 방법 연구)

  • Han, Sun-Kwan;Kim, Kyung-Shin
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.497-504
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    • 2007
  • This study proposed the unplugged learning strategy of computer science that makes more easily to understand learning contents and to improve logical thinking of learners in elementary school. We reorganized the contents of data structure in computer science. The students write project papers from their own experiences and daily lives in the classroom, not in the computer room as applying unplugged learning methods. The result of this study shows that students can better understand computer through a study method of computer science on their step of growth. Through this study, the learners can be the abilities of organizing digital data and increasing the logical thinking, based on information education.

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A Reusability Enhancement Technique of Embedded System using Plug-In Method (플러그인 기법을 이용한 임베디드 시스템의 재사용 향상 기법)

  • Kim, Chul-Jin;Lee, Sook-Hee;Cho, Eun-Sook
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.81-94
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    • 2009
  • Research of reusability and variability design for embedded system development is insufficient. An embedded system should be designed to support new devices. If extensibility of embedded system is not considered, it is difficult to reconstruct. Currently, the development productivity and reusability of embedded system are very poor, and this will be cased about problems of increasing maintenance and development cost, and decreasing system quality such as software crisis. In this paper, we present framework of embedded system that address those problems of embedded system. We suggest a plug-in technique, based on reusability framework, which can support various devices dynamically. Also, we propose a dynamic Meta model which is base on plug-in technique.

RealURL Anti-Phishing using Whois and DNS Record (Whois 와 DNS 정보를 활용한 RealURL 안티피싱 기법)

  • Ha, JeongAe;Lee, HeeJo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.1111-1114
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    • 2007
  • 해들 거듭하면서 피싱 사이트의 수는 지속적으로 증가하고 이로 인한 피해가 끊임없이 보고 되고 있는 가운데, 보안업체들은 블랙리스트 데이터베이스를 이용한 피싱 방지 브라우저 플러그인을 제안, 공급하고 있다. 한편, 2007 년 APWG 에 의한 보고에 따르면 피싱 사이트의 평균 수명은 짧게는 몇 시간에서 길게는 30 일 이내로 평균 3.8 일 밖에 되지 않는 것으로 보고 되었다. 이는 블랙리스트 데이터베이스를 이용하는 기존 안티피싱 플러그인이 신규 피싱 사이트에 대해서는 대처 할 수 없는 한계를 가지고 있음을 의미한다. 피싱 사이트의 라이프사이클을 가만하여 실시간 사이트의 진위 여부를 판단하고, 사용자 정보 유출을 방지하는 것이 시급함에도 불구하고 지금까지의 안티피싱 플러그인은 실시간 사이트 진위 여부를 판단할 수 없어 신규 피싱 사이트에 대처하지 못하고 있다. 이에 본 논문은 Whois 와 DNS 정보를 활용하여 실시간 사이트의 진위여부를 판단하는 개선된 안티피싱 기법(RealURL)을 제안한다. 또한 제안하는 기법은 사용자의 적극적인 개입을 유도하는 브라우저 플러그인으로 구현 되었다. RealURL 은 기존 블랙리스트를 데이터베이스를 이용한 방법을 탈피하여 사이트의 진위여부를 실시간 판단하는 새로운 방법으로 사용될 수 있다.

The research of Automatic Classification of Products Using Smart Plug by Artificial Intelligence Technique (인공지능 기법으로 스마트 플러그를 이용한 제품 자동분류에 관한 연구)

  • Son, Chang-Woo;Lee, Sang-Bae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.6
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    • pp.842-848
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    • 2018
  • The Smart plug is a device that connects between the outlet and the product at home, and it is an IoT type device that can drive energy saving and transmit information to the outside by power on / off control function and power measurement function. In this case, a smart plug that incorporates deep learning of intelligence technology that allows people to learn how to think about a computer, automatically classifies a product as it operates, and automatically tests the operating status of the washing machine by using input AC current pattern. Through this study, even if the product does not function as IoT, it can classify product type and operation state by smart plug connection alone, so we can draw a new paradigm of life pattern and energy saving in one family.

Comparison Study between Computer Science and CS Unplugged (CS와 CS Unplugged의 비교연구)

  • Chun, Seok-Ju;Jo, Yunju
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.655-663
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    • 2019
  • Recent interest in software education has naturally led to interest in computer science. Computer science is the study of theory and principle of computer and computational systems. This knowledge and concept of computer science is fundamental to software education. Recently, "Computer Science (CS) Unplugged", which is an educational method for introducing students to concepts of computer science without using a computer, has been widely used in classes around the world. CS Unplugged is a method for learning the basic principles of computer science through diverse playing activities. The problem, however, is that these CS unplugged activities take place in class without an analysis of how closely they relate to the core subjects learned in real computer science. Therefore, in this study, we will study on the comparison between the core contents of computer science and the core contents of computer science contained in the various activities of CS Unplugged.

Development of a Robotic Transplanter Using Machine Vision for Bedding Plants (기계시각을 이용한 육묘용 로봇 이식기의 개발)

  • 류관희;김기영;이희환;한재성;황호준
    • Journal of Bio-Environment Control
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    • v.6 no.1
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    • pp.55-65
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    • 1997
  • This study was conducted to develop a robotic transplanter for bedding plants. The robotic transplanter consisted of machine vision system, manipulator attached with the specially designed gripper, and plug tray transfer system. Results of this study were as follows. 1. A machine vision system for a robotic transplanter was developed. The success rates of detecting empty cells and bad seedlings in 72-cell and 128-cell plug-trays for cucumber seedlings were 98.8% and 94.9% respectively. The success rates of identifying leaf orientation for 72- cell and 128-cell plug-trays were 93.5% and 91.0%, respectively. 2. A cartesian coordinate manipulator for a robotic transplanter with 3 degrees of freedom was constructed. The accuracy of position control was $\pm$ 1mm. 3. The robotic transplanter was tested with a shovel-type finger. Without considering leaf orientation, the success rates of transplanting healthy cucumber seedlings for 72-cell and 128-cell plug-trays were 95.5% and 94.5%, respectively. Considering leaf orientation, the success rates of transplanting healthy cucumber seedling in 72-cell and 128-cell plug-trays were 96.0% and 95.0%, respectively.

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Impact Evaluation of Plug-in Electric Vehicle Loading on Distribution Systems in North America (북미 배전계통에서의 플러그인 전기자동차에 대한 계통영향 평가)

  • Kook, Kyung-Soo;Maitra, Arindam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.9
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    • pp.2236-2245
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    • 2009
  • This paper proposes the process for evaluating the impact of charging the PHEV(Plug-In Hybrid Electric Vehicle) on the distribution systems, and analyzes the study results employing the actual systems as the PHEV is highly expected to increase in the automobile industries in North America in the near future. Since the charging load of the PHEV directly connected to the distribution systems would consume electric power much more than any other existing electric product of residential customers, the new modeling and process would be required to consider the PHEV in distribution systems planning. The EPRI(Electric Power Research Institute) is collaboratively conducting the impact study of PHEV on the distribution systems with power utilities in North America. This study models distribution systems and the charging load of the PHEV using OpenDSS software, and analyzes the impact of PHEV on the distribution systems by assuming various scenarios with different charging time and PHEV types.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

Interactive Learning Tool Based on HTML5 Using Unplugged Contents (언플러그드 콘텐츠를 이용한 HTML5 기반의 상호작용적 학습 도구)

  • Park, Myeong-Chul;Park, Seok-Gyu;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.73-79
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    • 2014
  • In the period of rising the importance of software education, unplugged activities has drawn attention as one of the various educational approaches. It has a good reputation in educational effectiveness and usefulness in an aspect of learning the principle of computer science. This paper proposes the tool that allows unplugged learning contents to be used in the web based on HTML5 in order to enhance its merits and accessibilities. The proposed tool is easy to access because it is operated on the level of web browser with no plug in or extra application programs. In addition, as a learner focused contents aiming at interaction on the web environment, it is well organized for school class room.

The Effect of Algorithm Execution Time Analysis using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 알고리즘 수행시간 분석이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Oh, Minwoo;Yang, Younghun;Kim, Taehun;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.19-27
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    • 2019
  • This study analyzed the effect of an unplugged educational program which focuses on the algorithm execution time analysis on enhancing the computational thinking of the third grade students. An unplugged educational program was developed by following the procedures of the ADDIE model based on the result of the demand analysis conducted with 70 incumbent elementary school teachers and 120 third grade students. The developed program was applied to 24 third grade students for 36 classes in six days and a comparison was made through pre-post comparison tests with 24 students who were taught with a board game program for the same period of time. As a result, the unplugged education program which focuses on the algorithm execution time analysis is deemed to have positive effect on the computational thinking of the third grade students.