• Title/Summary/Keyword: Block-based programming language

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Implementation of GPU based MPEG-2 Decoder (GPU 기반의 MPEG-2 디코더의 구현)

  • Kim, Kyung-Su;Kim, Hong-Sik;Kim, Cheong-Ghil;Park, Woo-Chan
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.371-377
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    • 2008
  • Recently the performance of GPU is increasing much faster compared to GPU and GPU is used for various application programs. In this paper, MPEG-2 Decoder is implemented based on a GPU programming language, CG. The proposed methodology is to perform block rendering with texture data according to video standard with very high parallelism by using the pipeline of GPU which is a stream processing structure. To reduce the data bandwidth between system memory and GPU, local memory is used for graphic card. According to the experiment, the proposed scheme shows performance improvement by more than 2 times compared to CPU based scheme.

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Acceleration techniques for GPGPU-based Maximum Intensity Projection (GPGPU 환경에서 최대휘소투영 렌더링의 고속화 방법)

  • Kye, Hee-Won;Kim, Jun-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.981-991
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    • 2011
  • MIP(Maximum Intensity Projection) is a volume rendering technique which is essential for the medical imaging system. MIP rendering based on the ray casting method produces high quality images but takes a long time. Our aim is improvement of the rendering speed using GPGPU(General-purpose computing on Graphic Process Unit) technique. In this paper, we present the ray casting algorithm based on CUDA(an acronym for Compute Unified Device Architecture) which is a programming language for GPGPU and we suggest new acceleration methods for CUDA. In detail, we propose the block based space leaping which skips unnecessary regions of volume data for CUDA, the bisection method which is a fast method to find a block edge, and the initial value estimation method which improves the probability of space leaping. Due to the proposed methods, we noticeably improve the rendering speed without image quality degradation.

Automatic Hand Measurement System from 2D Hand Image for Customized Glove Production

  • Han, Hyun Sook;Park, Chang Kyu
    • Fashion & Textile Research Journal
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    • v.18 no.4
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    • pp.468-476
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    • 2016
  • Recent advancements in optics technology enable us to realize fast scans of hands using two-dimensional (2D) image scanners. In this paper, we propose an automatic hand measurement system using 2D image scanners for customized glove production. To develop the automatic hand measurement system, firstly hand scanning devices has been constructed. The devices are designed to block external lights and have user interface to guide hand posture during scanning. After hands are scanned, hand contour is extracted using binary image processing, noise elimination and outline tracing. And then, 19 hand landmarks are automatically detected using an automatic hand landmark detection algorithm based on geometric feature analysis. Then, automatic hand measurement program is executed based on the automatically extracted landmarks and measurement algorithms. The automatic hand measurement algorithms have been developed for 18 hand measurements required for custom-made glove pattern making. The program has been coded using the C++ programming language. We have implemented experiments to demonstrate the validity of the system using 11 subjects (8 males, 3 females) by comparing automatic 2D scan measurements with manual measurements. The result shows that the automatic 2D scan measurements are acceptable in the customized glove making industry. Our evaluation results confirm its effectiveness and robustness.

Design of Teaching Method for SW Education Based On Python and Team-Shared Mental Model (파이썬과 팀 공유정신모형을 활용한 SW교육 방법의 설계)

  • Lee, Hakkyung;Park, Phanwoo;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.1-10
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    • 2020
  • According to the Fourth Industrial Revolution, SW education is emphasized around the world to educate student with new abilities. Following to these global trends, SW education has become mandatory in Korea's 2015 revised curriculum. However, Korean elementary SW education is focused on the use of block-based programming languages. In addition, the point of view of selecting goals and organizing content of SW Education, the affective domain is ignored and focused only on the cognitive and psychomotor domains. So, this study explored method of SW education using the concept of Team-Shared Mental Model for develop of community capacity and Python, which is textual programming language gaining popularity recently. As a result of performing the post test t-test on two groups with similar Team-Shared Mental Model formation, we found that it was effective in forming a Team-Shared Mental Model of the group applying the SW teaching method suggested in the study.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

A Study on the Improvement of Real Estate Electronic Contract System by Introducing PropTech - Focusing on BlockChain Technology - (프롭테크 도입을 통한 부동산 전자계약시스템 개선에 관한 연구 - 블록체인 기술을 중심으로 -)

  • Lee, Sung-Min;Kim, Hee-Joon;Lee, Myeong-Hun;Kim, Jae-Jun
    • Journal of KIBIM
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    • v.11 no.3
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    • pp.12-21
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    • 2021
  • Existing real estate markets are monopolized because they are capital intensive and have information asymmetry. However, with the advent of the Fourth Industrial Revolution, technology is converging in various industries based on information technology (IT), and the real estate market is also developing a new field called "PropTech". According to this trend, new PropTech technologies are emerging in various real estate services sectors in Korea, but the electronic contract system, which accounts for the largest portion of the real estate industry, is still cited as a complex identification process and long processing time. Therefore, in this paper, we propose an improvement plan for the current electronic contract system through the introduction of blockchain technology, which is drawing attention with the development of PropTech, and explore the possibility of introduction by producing an experimental model of blockchain-applied electronic contract system in a programming language.

Analysis of LEGO Mindstorm Activity Levels Based on the Van Hiele Levels of Development in Geometry (Van Hiele 기하 학습 수준 이론에 따른 LEGO 마인드스톰 활동 수준 분석)

  • Rim, Haemee;Choi, Inseo
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.257-275
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    • 2019
  • Technology-based convergence education is being emphasized for students in the era of the fourth industrial revolution. In math education, students need to increase their capabilities in the future by having them experience mathematical problems using robots and sensors, a key technology in the era of the fourth industrial revolution. To this end, it is necessary to present educational uses for educational robots in relation to math and curriculum from a 'mathematics education perspective' and analyze its educational use in relation to the mathematics and curriculum, considering the role of mathematics at the base of the process of exploring real-world phenomena and solving problems. Based on the analysis of Van Hiele levels of development in geometry and the LOGO activity level of Olson et al.(1987), this study analyzed and presented the level of LEGO Mindstorm activity, a representative educational Robot capable of collecting and analyzing data and programming in the form of block language, in the first to fourth level.

An Improvement in Loading Speed Using RAM-based Java Card Installer (RAM기반 자바카드 인스톨러를 이용한 로딩속도 개선)

  • Jin, Min-Sik;Choi, Won-Ho;Lee, Dong-Wook;Kim, Han-Na;Jung, Min-Soo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.604-611
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    • 2007
  • Java Card has gained genera1 acceptance with standard for smart card and (U)SIM technology, and it is in distinction from native card by its post-issuance of an application and independence from hardware platforms. However, a main weak point of Java Card is its low execution speed caused by the hardware limitation and Java programming language itself. In this paper, we propose a new Java Card Installer to improve the download speed during the post-issuance of an application by resolving symbolic references to physical references in HAM. Our Resolution_In_RAM is based on the improved new RAM writing is 100,000 times faster than EEPROM writing and PageBuffer that is operated as block mode, rather than cell mode is used to write to EEPROM. Consequently, the total number of EEPROM writing are reduced 37%, and the times of downloading are reduced over 30% by using the Resolution_In_RAM-based Java Card Installer.

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The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.