• 제목/요약/키워드: Developer

검색결과 828건 처리시간 0.022초

A Timing Constraint Search Technique for a TMO based Real-time Process

  • Jeong, Yoon-Seok;Kim, Tae-Wan;Han, Sun-Young;Chang, Chun-Hyon
    • Journal of Information Processing Systems
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    • 제2권1호
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    • pp.1-5
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    • 2006
  • Finding a valid timing constraint is one of the most important issues in the real-time monitoring area. To get the valid timing constraint, a developer executes a real-time process and changes the constraint on a regular basis. This is an exhaustive and time-consuming process. To improve this approach, we propose a timing constraint search technique. This technique uses two load models and one condition proposed in this paper to support the developer in determining the valid timing constraint range in an easy and systematic manner.

CC2530상에서 Z-Stack을 이용한 거리 측정 센서 네트워크 디자인 및 구현 (Design and Implementation of a Range Measuring Sensor Network with Z-Stack on CC2530)

  • 김병순;강오한
    • 디지털콘텐츠학회 논문지
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    • 제15권2호
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    • pp.167-172
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    • 2014
  • 무선 센서 네트워크 디자인 및 구현에 관한 문서들이 거의 없어서, 개발자들은 커뮤니티 공간에서 질문과 대답을 통해 정보를 획득함으로 개발에 많은 시간이 소요된다. 이 논문은 TI의 CC2530 기반에서 초음파 센서와 Z-Stack의 Generic 응용 예제 프로그램을 사용한 거리 측정 센서 네트워크 디자인 및 구현 과정을 보이고, 실험을 통해 구현 결과를 보였다. 향후 Z-Stack을 사용한 센서 네트워크를 개발하고자 할 때 개발자들은 설계 및 구현 시간을 줄일 수 있을 것이다.

환경영향평가 문제의 원인 및 연계성 분석을 통한 제도개선 연구 (Research on Improving EIA Through Causality Analysis)

  • 최준규;서성철;주용준
    • 환경영향평가
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    • 제17권1호
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    • pp.11-24
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    • 2008
  • The Korea Environmental Impact Assessment (EIA) system was introduced in 1977 through the Environmental Conservation Act. It has progressed through many laws and regulations promoting the balance between development and conservation, and functioning as a Preventitive environmental policy. Despite the efforts to minimize environmental damage from development and to uplift social awareness of environmental preservation, deficient impartiality and objectivity in completing and investigating environmental assessments, there have continously existed conflicts among related stakeholder, neglecting arrangements and ineffectiveness of public participation. This research present EIA obstacles and analyzes the overall status of the EIA through surveys from related experts. On the basis of this research, the actual complications regarding the developer, public participation, examiner and consultant are brought about. Also, remedies are proposed to ensure effective EIAs and restore confidence in them.

다자 중심적 사용성 평가 방법의 구조화 과정 (The Structuring Process of Multi‐Centered Usability Evaluation Method)

  • 김정룡;이하연;최영철
    • 대한인간공학회지
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    • 제24권2호
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    • pp.25-33
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    • 2005
  • In order to minimize a biased view of evaluators in usability test, a multiple evaluation method so called Multi-Centered Usability Evaluation Method(MCUEM) was suggested and structured in this study. To use MCUEM, the existing evaluation methods were re-categorized into 'developer and evaluator-centered', 'evaluator-centered', 'user-centered', 'evaluator and user-centered', and the 'developer, evaluator, and user-centered methods. Furthermore, in order to verify the relevance of MCUEM, the usability of mobile phone was tested in this study. In results, it was found that different evaluation methods generated greatly different results, that showed the risk of using a particular usability method due to different perspectives of evaluators. At the same time, it was found that MCUEM could greatly minimize such biases. Therefore, it was concluded that using MCUEM could help the usability engineer design a test protocol with a minimal risk of bias due to different perspective of evaluators.

C++에서 프로그램 의존도 그래프를 이용한 클래스 분해 방법 (Class Slicing Method using Program Dependency Graph in C++)

  • 김영선;김홍진;손용식
    • 한국컴퓨터정보학회논문지
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    • 제3권1호
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    • pp.63-80
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    • 1998
  • 객체 지향 소프트웨어 개발에서 재사용은 소프트웨어 품질 향상과 소프트웨어 개발자의 생산성 향상을 위하여 연구되고 있다. 그러나 설계 단계에서 부적절한 작성과 유지보수시의 잘못된 변화로 인하여 클래스를 재사용 하는데 문제점이 존재한다. 본 논문에서 제안하는 방법은 C++. 프로그램 의존도 그래프를 이용하여 클래스의 의미론적인 결합 도를 분석하고, 결합 도에 따라 클래스를 분해하여 클래스의 품질 재평가와 확장성을 지원하도록 하는 방법이다. 따라서 본 논문에서 제안하는 방안은 개발자가 객체 지향 프로그램을 개발시에 원하는 부품만을 선택하여 재사용 시스템 구축을 용이하게 하였다.

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Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 ISIS 2003
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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아파트 모델하우스 비평을 위한 이론적 접근 (A Theoretical Approach for criticizing the Model House of Apartment)

  • 전경화;김정근;홍형옥
    • 한국실내디자인학회논문집
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    • 제19호
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    • pp.121-127
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    • 1999
  • The objective of this study was to criticize the model house of apartment and suggest a evaluation model which could be used as an effective tool. The evaluation model had been developed based on the theoretical framework suggested by previous results of research related on housing design, which comprised the following four components : 1) the paradigm of future home and life-style, 2) marketing effects of housing developer, 3) goals and principles of housing design and 4) results of user-preferences study, an evaluation model was suggested as a preliminary form which would be modified in detail after series of tests in the field. The evaluation model will be used to provide standardized criteria for the quality of model houses, and eventually help to improve the quality of apartment housing design by balanced information from theorist, user and developer.

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Laser Printer 현상기 Roller의 재활용을 위한 자성체 특성 연구 (A Study of Magnetic Properties for Recycling of Laser Printer Developer Roller)

  • 조현섭
    • 한국산학기술학회논문지
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    • 제10권1호
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    • pp.135-139
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    • 2009
  • Laser Printer 현상기 Roller는 시간이 지나면 자기력과 자화 특성이 감소하게 되며 이런 자성체 감소로 인해 인쇄 품질이 떨어진다. 본 연구에서는 재활용에 따른 현상기 롤러의 자성 분포를 조사하여 신제품과 비교 함으로써 재활용의 사용 가능성 및 자성체의 경시 변화에 대해 제한하였다.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • 제16권3호
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

VRML을 이용한 3차원 가공 시뮬레이션 개발에 관한 연구 (A Study on the Development of 3D Manufacturing Simulation Using VRML)

  • 이창우;이성수
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.1626-1629
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    • 2003
  • The study is expressed on the web browser using virtual reality of developer manufacturing process and method or manufactured goods conviction for designer and developer with visualized model. This study purpose of basic feature with VRML file and Java and VRML with AWT to get WC code was presented. The study process is equal to the real thing modeling on using Pro/Engineer and exports on the VRML1.0. The condition converts VRML1.0 to VRML2.0 on the CROSS ROADS. And then Cosmo World is coding and manufacturing simulation is expressed on the Cosmo Player.

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