• 제목/요약/키워드: Computer Science Research Ideas

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Computer Science Research Ideas Generation Using Neural Networks

  • Maghraby, Ashwag;Assaeed, Joanna
    • International Journal of Computer Science & Network Security
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    • 제22권6호
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    • pp.127-130
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    • 2022
  • The number of published journals, conferences, and research papers in computer science is increasing rapidly, which has led to a challenge in coming up with new and unique ideas for research. To alleviate the issue, this paper uses artificial neural networks (ANNs) to generate new computer science research ideas. It does so by using a dataset collected from IEEE published journals and conferences to train an ANN model. The results reveal that the model has a 14% success rate in generating usable ideas. The outcome of this paper has implications for helping both new and experienced researchers come up with novel research topics.

The Role of Augmented Reality in Solving Abstract Concepts Teaching Problems: A review article

  • Sayed Shaaban Abd-ul Aliem Younes
    • International Journal of Computer Science & Network Security
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    • 제23권2호
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    • pp.79-88
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    • 2023
  • To find research that concentrated on the use of augmented reality to address issues with teaching abstract concepts, several international databases were examined. Thirty research, published between the years (2013-2022), were analyzed to determine the many functions of augmented reality in resolving issues with abstract notions. These studies discovered numerous roles, which are listed below. The use of augmented reality in the following areas: the simplification of abstract ideas, the embodiment of abstract ideas, the enrichment of examples of abstract ideas, the resolution of conceptual misunderstandings, the stimulation of interest in learning abstract ideas, and more, and the research ended with the presentation of the conclusions.

Research of Vehicle Navigation Based Video-GIS

  • Feng, Jiang-Fan;Zhu, Guan-Yu;Liu, Zhao-Hong;Li, Yan
    • 한국공간정보시스템학회 논문지
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    • 제11권2호
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    • pp.39-44
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    • 2009
  • In order to make the effect of the navigation system more direct, the paper proposes a thought of vehicle navigation system based on Video-GIS. A semantic framework has been defined whose core is focused on the integration and interaction of video and spatial information, which supports full content retrieval based on multimodal metadata extraction and fusion, and supports kinds of wireless access mode. Furthermore, requirements of prototype system are discussed. Then the design and implementation of framework are discussed. Next, describe the key ideas and technologies involved. Finally, we point out its future research trend.

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Knowledge Representation Using Fuzzy Ontologies: A Survey

  • V.Manikandabalaji;R.Sivakumar
    • International Journal of Computer Science & Network Security
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    • 제23권12호
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    • pp.199-203
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    • 2023
  • In recent decades, the growth of communication technology has resulted in an explosion of data-related information. Ontology perception is being used as a growing requirement to integrate data and unique functionalities. Ontologies are not only critical for transforming the traditional web into the semantic web but also for the development of intelligent applications that use semantic enrichment and machine learning to transform data into smart data. To address these unclear facts, several researchers have been focused on expanding ontologies and semantic web technologies. Due to the lack of clear-cut limitations, ontologies would not suffice to deliver uncertain information among domain ideas, conceptual formalism supplied by traditional. To deal with this ambiguity, it is suggested that fuzzy ontologies should be used. It employs Ontology to introduce fuzzy logical policies for ambiguous area concepts such as darkness, heat, thickness, creaminess, and so on in a device-readable and compatible format. This survey efforts to provide a brief and conveniently understandable study of the research directions taken in the domain of ontology to deal with fuzzy information; reconcile various definitions observed in scientific literature, and identify some of the domain's future research-challenging scenarios. This work is hoping that this evaluation can be treasured by fuzzy ontology scholars. This paper concludes by the way of reviewing present research and stating research gaps for buddy researchers.

시나리오 기반 차세대 정보가전 신제품 개발 (Scenario-Based Design of The Next Generation Information Appliances)

  • 박지수
    • 디자인학연구
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    • 제16권2호
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    • pp.35-48
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    • 2003
  • Home networking technology connects individual home appliances through a wired or wireless network and makes possible new functions that were impossible when they were used independently. However, the new functions must not simply be confusing arrays of functions that are possible to implement, but those absolutely necessary to the users. To develop innovative information appliances with such functions, scenarios were used and played guiding roles in suggesting new product ideas, making design mockups, and producing videos to show natural situations where the products would be used in home of the future. In the phase of suggesting new product ideas, user action scenarios in the home, generated by a team consisting of experts in the fields of cognitive engineering, user interface, computer science, cultural anthropology, interaction design, and product design, helped the team identify user needs and design factors necessary to fulfill those needs and suggest new product ideas from the design factors. In the phase of making design mockups, the procedures of using the products were described in the scenario format. Based on the scenarios the s쇼les and the user interfaces of them were designed. In the phase of producing videos, the interactions between the user and the product were embodied in the course of professional writers'arranging the scenarios of using the products for the scripts of the videos. Videos were produced to show the actual situations where the design mockups would be used in home of the future and the dynamic aspects of interaction design.

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A Practical Intent Fuzzing Tool for Robustness of Inter-Component Communication in Android Apps

  • Choi, Kwanghoon;Ko, Myungpil;Chang, Byeong-Mo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권9호
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    • pp.4248-4270
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    • 2018
  • This research aims at a new practical Intent fuzzing tool for detecting Intent vulnerabilities of Android apps causing the robustness problem. We proposed two new ideas. First, we designed an Intent specification language to describe the structure of Intent, which makes our Intent fuzz testing tool flexible. Second, we proposed an automatic tally method classifying unique failures. With the two ideas, we implemented an Intent fuzz testing tool called Hwacha, and evaluated it with 50 commercial Android apps. Our tool offers an arbitrary combination of automatic and manual Intent generators with executors such as ADB and JUnit due to the use of the Intent specification language. The automatic tally method excluded almost 80% of duplicate failures in our experiment, reducing efforts of testers very much in review of failures. The tool uncovered more than 400 unique failures including what is unknown so far. We also measured execution time for Intent fuzz testing, which has been rarely reported before. Our tool is practical because the whole procedure of fuzz testing is fully automatic and the tool is applicable to the large number of Android apps with no human intervention.

초등 정보영재의 창의성 개발을 위한 컴퓨터 알고리즘 교육에 대한 연구 (A Research on Education of Computer Algorithm for the Development of Creativity for Gifted Elementary Students in Computer Science)

  • 문교식
    • 한국컴퓨터산업학회논문지
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    • 제9권5호
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    • pp.197-206
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    • 2008
  • 최근 영재 교육은 교육 분야에서 많은 관심을 가지고 있다. 초등 교육에서도 컴퓨터 분야의 영재 교육이 전국 각 지역에서 이루어지고 있다. 컴퓨터 알고리즘 교육이 컴퓨터 영재 교육의 핵심 과목으로 자리 잡고 있다. 알고리즘은 정보 사회의 기반 기술인 컴퓨터 기술의 핵심이 될 뿐 아니라 문제해결의 이론적 기반이 되기 때문이다. 그리고 문제해결은 창의성을 필요로 하므로 컴퓨터 알고리즘 교육에서 창의성 교육은 중요한 위치를 차지한다. 본 논문에서는 창의성 개발을 위한 컴퓨터 알고리즘 교육에서 요구되는 창의적 문제해결력 신장을 위한 절차와 알고리즘 구현의 구체적 방법에 대해 논의한다. 또한 정보영재 과정에서 수준별 교육의 필요성과 그 방법에 대해 논의하고 초등 정보영재 교육의 발전에 대한 방안을 논의한다. 본 논문의 내용은 최근 6년간 대학에서 정보영재 과정을 교육한 경험을 토대로 작성한 것이다.

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KDC 제4판 컴퓨터과학분야 전개의 개선방안 (The Improvements of the Subject Computer Science in the 4th Edition of Korean Decimal Classification)

  • 여지숙;박미성;황면;오동근
    • 한국도서관정보학회지
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    • 제39권3호
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    • pp.345-368
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    • 2008
  • 이 연구는 KDC 제4판 컴퓨터과학분야의 주요 항목들을 개선하기 위한 것이다. 이를 위해 DDC와 NDC 등 기존 주요분류표와 학술진흥재단의 연구분야분류표, 한국과학재단의 과학기술분야분류 및 국가과학기술표준 분류표 등에 대한 비교분석을 실시하였다. 분석결과 KDC 제4판의 컴퓨터과학분야는 총류와 기술과학분야에 분산전개된 것을 004-005에 통합하는 것이 바람직하고, 하위주제 전개의 체계화, 새로운 주제 추가 및 부적절한 주제의 삭제, 이치, 주기의 추가 등이 필요한 것으로 나타났다. 이 연구에서는 이러한 문제들을 해결하기 위한 구체적인 개선방안을 제시하였다.

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Social Media Security and Attacks

  • Almalki, Sarah;Alghamdi, Reham;Sami, Gofran;Alhakami, Wajdi
    • International Journal of Computer Science & Network Security
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    • 제21권1호
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    • pp.174-183
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    • 2021
  • The advent of social media has revolutionized the speed of communication between millions of people around the world in various cultures and disciplines. Social media is the best platform for exchanging opinions and ideas, interacting with other users of similar interests and sharing different types of media and files. With the phenomenal increase in the use of social media platforms, the need to pay attention to protection and security from attacks and misuse has also increased. The present study conducts a comprehensive survey of the latest and most important research studies published from 2018-20 on security and privacy on social media and types of threats and attacks that affect the users. We have also reviewed the recent challenges that affect security features in social media. Furthermore, this research pursuit also presents effective and feasible solutions that address these threats and attacks and cites recommendations to increase security and privacy for the users of social media.

비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계 (Design of Algorithm Thinking-Based Software Basic Education for Nonmajors)

  • 박소현
    • 산경연구논집
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    • 제10권11호
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.