• 제목/요약/키워드: Engineering computer programming

검색결과 878건 처리시간 0.021초

A Dynamic Programming Approach to PCB Assembly Optimization for Surface Mounters

  • Park, Tae-Hyoung;Kim, Nam
    • International Journal of Control, Automation, and Systems
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    • 제5권2호
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    • pp.192-199
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    • 2007
  • This paper proposes a new printed circuit board (PCB) assembly planning method for multi-head surface mounters. We present an integer programming formulation for the optimization problem, and propose a heuristic method to solve the large NP-complete problem within a reasonable time. A dynamic programming technique is then applied to the feeder arrangement optimization and placement sequence optimization to reduce the overall assembly time. Comparative simulation results are finally presented to verify the usefulness of the proposed method.

LabVIEW를 사용한 텍스트/시각 프로그래밍 교육의 평가 지표 개발 및 유용성 분석 (A Development and Analysis of the Assessment Metrics for Text/Visual Programming Education Using LabVIEW)

  • 노영욱;정민포;조혁규;정덕길
    • 한국정보통신학회논문지
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    • 제16권11호
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    • pp.2544-2549
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    • 2012
  • 컴퓨터 프로그래밍 교육은 컴퓨터과학 분야의 관련 전공과목을 공부하기 위하여 매우 중요할 뿐만 아니라, 학생들의 취업을 위한 기술 교육에서도 매우 중요하다. 이 논문에서는 컴퓨터 프로그래밍 교육에서 텍스트/시각 프로그래밍 교육을 적용하고 평가하기 위한 평가 지표를 개발한다. 또한, 학생들의 교육 및 취업에 적합한 프로그래밍 언어, 도구에 대한 타당성을 분석하여 프로그래밍 교육에 적합한 프로그래밍 언어/도구를 선택하고, 이에 대한 교육과정을 개발하여 프로그래밍 현장 교육에 적용하고 분석한다. 특히, 최근의 기술 추세와 산업계에 필요한 임베디드/모바일/웹 프로그래밍 분야에 널리 사용되고 있는 프로그래밍 분야에서 텍스트 기반 언어(JAVA)와 시각 프로그래밍 언어/환경(LabVIEW)에 대한 유용성을 비교하여 분석한다.

레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구 (A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education)

  • 신연순;손대근;이경호;홍성호;이강우;정진우
    • 공학교육연구
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    • 제19권2호
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

An Integer Programming-based Local Search for the Multiple-choice Multidimensional Knapsack Problem

  • Hwang, Junha
    • 한국컴퓨터정보학회논문지
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    • 제23권12호
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    • pp.1-9
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    • 2018
  • The multiple-choice multidimensional knapsack problem (MMKP) is a variant of the well known 0-1 knapsack problem, which is known as an NP-hard problem. This paper proposes a method for solving the MMKP using the integer programming-based local search (IPbLS). IPbLS is a kind of a local search and uses integer programming to generate a neighbor solution. The most important thing in IPbLS is the way to select items participating in the next integer programming step. In this paper, three ways to select items are introduced and compared on 37 well-known benchmark data instances. Experimental results shows that the method using linear programming is the best for the MMKP. It also shows that the proposed method can find the equal or better solutions than the best known solutions in 23 data instances, and the new better solutions in 13 instances.

A New Programming Method to Alleviate the Program Speed Variation in Three-Dimensional Stacked Array NAND Flash Memory

  • Kim, Yoon;Seo, Joo Yun;Lee, Sang-Ho;Park, Byung-Gook
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제14권5호
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    • pp.566-571
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    • 2014
  • Channel-stacked 3D NAND flash memory is very promising candidate for the next-generation NAND flash memory. However, there is an inherent issue on cell size variation between stacked channels due to the declined etch slope. In this paper, the effect of the cell variation on the incremental step pulse programming (ISPP) characteristics is studied with 3D TCAD simulation. The ISPP slope degradation of elliptical channel is investigated. To solve that problem, a new programming method is proposed, and we can alleviate the $V_T$ variation among cells and reduce the total programming time.

A Study on Relationship between Learning participation and Learning Outcomes in Programming Courses

  • Kim, Ji Sim;Kim, Kyoung Ah;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.113-121
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    • 2019
  • The purpose of the study is to identify the influence of learning participation on learning outcomes in programming courses. Based on the literature review, learning participation is composed of three sub components: participation in preview, class, and review. Learning outcomes are categorized by academic achievement, learning satisfaction, and learning motivation. A survey was conducted with 267 students enrolled in programming courses from three IT departments at Myongji College. Findings revealed that participation in review and participation in class predicted all sub components of learning outcomes. Participation in review was found to have a greater effect on learners' achievement and participation in class was found to have a greater impact on learning satisfaction and motivation. However, the results showed that participation in class was not an influential factor for learning outcomes. Implications for enhancing learning participation and suggestions for future research are also discussed.

실시간 온라인 프로그래밍 교육에서 플립러닝의 학습효과 연구 (Investigating Educational Effects of Flipped Learning in Real-time Online Programming Course)

  • 김지심;안유정;김경아
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
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    • pp.591-592
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    • 2020
  • 본 연구에서는 코로나19 사태로 인해 대학교육에서 전면적으로 실시되고 있는 온라인 강의 환경에서 플립러닝의 학습효과를 규명하였다. 실시간 온라인 프로그래밍 수업에서 85명의 학습자를 대상으로 설문을 분석한 결과, 학습내용이해도에 대해서는 학습활동의 적절성이, 만족도에 대해서는 교수자지원과 학습내용의 적절성이, 역량향상도에 대해서는 교수자지원이 유의한 영향을 미치는 것으로 나타났다. 연구결과를 바탕으로 프로그래밍교육을 위한 실시간 온라인 강의에서 플립러닝 설계 및 운영 전략에 대한 시사점을 제언하였다.

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국내대학 게임학과의 융합교육 현황과 개선방안 (Analysis and Improvement on the College Convergence Education with Game Departments)

  • 박진원;백현덕
    • 공학교육연구
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    • 제17권2호
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

An Integer Programming-based Local Search for the Set Partitioning Problem

  • Hwang, Junha
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.21-29
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    • 2015
  • The set partitioning problem is a well-known NP-hard combinatorial optimization problem, and it is formulated as an integer programming model. This paper proposes an Integer Programming-based Local Search for solving the set partitioning problem. The key point is to solve the set partitioning problem as the set covering problem. First, an initial solution is generated by a simple heuristic for the set covering problem, and then the solution is set as the current solution. Next, the following process is repeated. The original set covering problem is reduced based on the current solution, and the reduced problem is solved by Integer Programming which includes a specific element in the objective function to derive the solution for the set partitioning problem. Experimental results on a set of OR-Library instances show that the proposed algorithm outperforms pure integer programming as well as the existing heuristic algorithms both in solution quality and time.

Development of State-Based Squeak and an Examination of Its Effect on Robot Programming Education

  • Aoki, Hiroyuki;Kim, JaMee;Idosaka, Yukio;Kamada, Toshiyuki;Kanemune, Susumu;Lee, WonGyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권11호
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    • pp.2880-2900
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    • 2012
  • Robot programming often sparks students' interest in programming, but it is not easy for them to program both procedure and reactivity of robot movements that are essential requirements. In this study, we reviewed in detail a new programming language, State-Based Squeak. It allows novice students to implement both procedure and reactivity of robots easily. The effect of this new language on robot programming education was also examined using a group of 28 middle school students. According to the results of analyzing the students' understanding of programming, reading and programming abilities the group that used State-Based Squeak (the experimental group) showed a higher completion ratio than the other (control) group. The significance of this study is that a robot programming language has been developed that addresses the concepts of both procedure and reactivity in such a way that middle school students can more easily learn how to program robots, something that is often difficult to attempt even for professional programmers.