• Title/Summary/Keyword: Agile Development

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Development of Stacking and Transfer System for the Agile Fabrication (쾌속제작을 위한 적층 및 이송장치 개발)

  • 엄태준;주영철;민상현
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.3 no.2
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    • pp.126-130
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    • 2002
  • This paper presents the basic concept of new solid freeform fabrication system using rapid prototyping method. The system could fabricate an arbitrary ceramic form by laser cutting, transferring, stacking, and sintering of each slide. The system consists mainly of laser apparatus. X-Y table, a slide transferring system, and electric oven. The system could fabricate an object that has smooth surface with comparatively short period of time. The system is effective in terms of its direct fabrication capability without second mechanical process. The fabricated shape could directly be used as part of a whole assembly and therefore its method could be applied to various application areas.

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Technological Factors Facilitating B40's Motivation in Malaysia to Continue Using Online Crowdsourcing Platform

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.117-126
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    • 2021
  • The increasing number of retrenchments because of the current global pandemic, Covid-19, has led many to shift to the digital economy, especially among the low-income group (B40) in Malaysia. Crowdsourcing is the collection of information, opinions, or work from a group of people, usually sourced via the Internet. Fueled by the development of Internet-based platforms that provided its technological foundation, and the need for an agile and uniquely skilled workforce, crowdsourcing has grown from the grassroots, with a burgeoning body of research investigating its many aspects. However, very few studies examined crowd workers' motivation for continuous participation on online crowdsourcing platforms. Thus, this paper aims to explore the technological factors that facilitate B40's group motivation in Malaysia to continue to participate in online crowdsourcing platforms. This paper employed a qualitative approach, using a semi-structured interview. The thematic analysis method was used to decode the data extracted from the interview transcript. The finding of this study identified four main themes and seven sub-themes: (1) Technology efficacy, (2) Platform Management: client-worker management, safety net, payment mechanism, (3) Platform Design: UI design, rating feature and (4) Infrastructure: Internet connection, technology infrastructure. This study can provide a guideline for managing crowdsourcing practices in Malaysia, especially for the crowdsourcing platform developer.

National genomic evaluation of Korean thoroughbreds through indirect racing phenotype

  • Lee, Jinwoo;Shin, Donghyun;Kim, Heebal
    • Animal Bioscience
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    • v.35 no.5
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    • pp.659-669
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    • 2022
  • Objective: Thoroughbred horses have been bred exclusively for racing in England for a long time. Additionally, because horse racing is a global sport, a healthy leisure activity for ordinary citizens, and a high-value business, systematic racehorse breeding at the population level is a requirement for continuous industrial development. Therefore, we established genomic evaluation system (using prize money as horse racing traits) to produce spirited, agile, and strong racing horse population Methods: We used phenotypic data from 25,061 Thoroughbred horses (all registered individuals in Korea) that competed in races between 1994 and 2019 at the Korea Racing Authority and constructed pedigree structures. We quantified the improvement in racehorse breeding output by year in Korea, and this aided in the establishment of a high-level horse-fill industry. Results: We found that pedigree-based best linear unbiased prediction method improved the racing performance of the Thoroughbred population with high accuracy, making it possible to construct an excellent Thoroughbred racehorse population in Korea. Conclusion: This study could be used to develop an efficient breeding program at the population level for Korean Thoroughbred racehorse populations as well as others.

Effectiveness Analysis of Computer Science Textbooks focusing on Digital Therapeutics

  • Eunsun Choi;Namje Park
    • Journal of Internet Computing and Services
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    • v.25 no.3
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    • pp.9-18
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    • 2024
  • Digital therapy has emerged as a novel treatment modality, propelled by advancements in information and communication technology. In the last five years, there has been a substantial surge in research publications addressing digital therapeutics (DTx) interventions, signaling a sustained upward trajectory in this field. The dynamic nature of computer science, marked by continuous innovation and development, underscores the need for agile adaptation to rapid changes. Consequently, computer science education is compelled to offer students insights into the latest trends. This research endeavors to contribute to the evolving landscape by developing textbooks that impart knowledge about DTx, an integration of information technology. The study focuses on the application of these textbooks to elementary and middle school students in South Korea. The instructional materials have been carefully organized to enable students to learn about the principle of Attention Deficit Hyperactivity Disorder (ADHD) DTx at the elementary level and the DTx that can prevent and address the digital drama at the middle school level. Based on the application of the textbook, students who received instruction using the textbook showed statistically significant improvements in all subcategories of creative problem-solving ability, including idea modification, visualization, task focus, analogy, idea generation, and elaboration (p<.01). Additionally, there were statistically significant changes in students' self-efficacy before and after using the textbook, with negative efficacy decreasing, and positive efficacy and social efficacy increasing (p<.001).

A Study on the Implementation of an Agile SFFS Based on 5DOF Manipulator (5축 매니퓰레이터를 이용한 쾌속 임의형상제작시스템의 구현에 관한 연구)

  • Kim Seung-Woo;Jung Yong-Rae
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.1
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    • pp.1-11
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    • 2005
  • Several Solid Freeform Fabrication Systems(SFFS) are commercialized in a few companies for rapid prototyping. However, they have many technical problems including the limitation of applicable materials. A new method of agile prototyping is required for the recent manufacturing environments of multi-item and small quantity production. The objectives of this paper include the development of a novel method of SFFS, the CAFL/sup VM/(Computer Aided Fabrication of Lamination for Various Material), and the manufacture of the various material samples for the certification of the proposed system and the creation of new application areas. For these objectives, the technologies for a highly accurate robot path control, the optimization of support structure, CAD modeling, adaptive slicing was implemented. However, there is an important problem with the conventional 2D lamination method. That is the inaccuracy of 3D model surface, which is caused by the stair-type surface generated in virtue of vertical 2D cutting. In this paper, We design the new control algorithm that guarantees the constant speed, precise positioning and tangential cutting on the 5DOF SFFS. We develop the tangential cutting algorithm to be controlled with constant speed and successfully implemented in the 5DOF CAFL/sup VM/ system developed in this paper. Finally, this paper confirms its high-performance through the experimental results from the application into CAFL/sup VM/ system.

Construction and Applications of the Virtual Automotive Plant for a Victual Manufacturing (가상생산기술 적용을 위한 자동차 가상플랜트 구축 및 활용)

  • No, Sang-Do;Lee, Gyo-Il;Son, Chang-Yeong;Han, Hyeong-Sang;Park, Yeong-Jin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.10
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    • pp.1627-1635
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    • 2001
  • Virtual manufacturing is a technology facilitating effective development and agile manufacturing of products via sophisticated computer models representing physical and logical schema and behavior of real manufacturing systems including manufacturing resources, environments, and products. For the successful application of this technology, a virtual plant as a well-designed and integrated environment is essential fur sharing information and engineering collaboration among diverse engineering activities. The systematic approaches and effective methods for construction and application of a virtual plant are proposed in this paper, such as a 3-D CAD modeling, cell and line simulations, databases and some information technologies. Measuring and 3-D CAD modeling technologies of many equipments, facilities and structures of the building are developed, and effective information management system managing CAD models, related files and data is implemented in WWW environments. Finally, precise simulations of unit cell lines and the whole plant are performed. For the beginning of implementing a Virtual Automotive Plant, the Virtual Plant fur the Body Shop of a Korean automotive company is constructed and implemented. We could obtain the benefit of savings in time and cost in many manufacturing preparation activities in the new car development processes.

Framework for Improving Mobile Embedded Software Process (모바일 임베디드 소프트웨어 프로세스 개선 프레임워크)

  • Shin, Seung-Woo;Kim, Haeng-Kon;Kim, Soung-Won
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.195-209
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    • 2009
  • The embedded software has been become more important than the hardware in mobile systems in ubiquitous society. The improvement models such as CMMI(Capability Maturity Model Integration) and SPICE(Software Process Improvement and Capability dEtermination) are used to improve the quality of software in general systems. Software process improvement is also necessary for mobile embedded software development to improve its quality. It is not easy to apply the general software improvement model to the mobile embedded software development due to the high cost effectiveness and heavy process. On the other hand, XP has the characteristics on focused communications with customers and iteration development. It is specially suitable for mobile embedded software development as depending on customer's frequent requirement changes and hardware attributes. In this paper, we propose a framework for development small process improvement based XP(eXtreme Programming)'s practice in order to accomplish CMMI level 2 or 3 in mobile embedded software development at the small organizations. We design and implement the Mobile Embedded Software Process Improvement System(MESPIS) to support process improvement. We also suggest the evaluation method for the mobile embedded software development process improvement framework with CMMI coverage check by comparing other process improvement model. In the future, we need to apply this proposed framework to real project for practical effectiveness and the real cases quantitative. It also include the enhance the functionality of MESPIS.

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A Development of Home Mess-Cleanup Robot with Entertainment Function

  • Kim, Seung-Woo;Cha, Hyun-Koo
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1444-1447
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    • 2004
  • The vacuum-cleaner had made the burden of house chore lighten but the operation labour of a vacuum-cleaner had been so severe. Recently, the cleaning robot was producted to perfectly solve the cleaning labour of a house but it also was not successful because it still had a problem of mess-cleaning, which is the clean-up of big trash and the arrangement of newspapers, clothes, etc. The cleaning robot is to just vacuum dust and small trash and has no function to arrange and take away before the automatic vacuum-cleaning. For this reason, the market for the cleaning robot is not yet built up. So, we need a design method and technological algorithm of new automatic machine to solve the problem of mess-cleanup in house. In this paper, a Home Mess-Cleanup Robot(HMR), which has a practical function of the automatic mess-cleanup, is developed. It need functions of agile automatic navigation, novel manipulation system for mess-cleanup. The automatic navigation system has to be controlled for the full scanning of living room, to recognize the absolute position and orientation of the self, the precise tracking of the desired path, and to distinguish the mess object to clean-up from obstacle object to just avoid. The manipulation system, which is not needed in the vacuum-cleaning robot, must have the functions, how to distinguish big trash to clean from mess objects to arrange, how to grasp in according to the form of mess objects, how to move to the destination in according to mess objects and arrange them. Then, it should be an intelligent system so that the mess cleaning task can be autonomously performed in a wide variety of situations and environments. It need to also has the entertainment functions for the good communication between the human and HMR. Therefore, the Home Mess-cleanup Robot with Entertainmental Human Interface is developed in this paper. Finally, the good performance of the designed machine, HMR'4, is confirmed through the results of the mess clean-up and arrangement.

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Smart Design for App (스마트한 앱 설계방법)

  • Kung, Sang-Hwan
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.269-274
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    • 2012
  • The paper describes the efficient and agile design methodology for the smart phone application, so called the App. Despite the number of smart phones as well as their applications is rapidly being increased recently, the smart and easy methodology for App development is not well developed and not matured in use yet. Since the App is converted to programs or contents from the new ideas, especially, it is important to design and implement the App rapidly and systematically. In order to resolve this problem, we adopt the UI centered approach first of all, emphasizing user-efficient utilization of applications. And we also try to build the whole process in streamlined procedure, making each step reasonable, and the input and output for the step well organized. The design methodology described here is evaluated by designing popular sample application, Scheduler, and also compared with some well-known software design methodologies.

Trends and Future Directions of Corporate e-learning Contents (기업교육 이러닝 콘텐츠의 동향과 발전 방향)

  • Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.2
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    • pp.65-72
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    • 2018
  • Purpose - One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology - Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results - Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', 'engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions - There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.