• Title/Summary/Keyword: Instruction of Internet

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An Assignment Motion to Suppress the Unnecessary Code Motion (불필요한 코드 모션 억제를 위한 배정문 모션)

  • Shin, Hyun-Deok;Lee, Dae-Sik;Ahn, Heui-Hak
    • Journal of Internet Computing and Services
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    • v.9 no.1
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    • pp.55-67
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    • 2008
  • This paper presents the assignment motion algorithm unrestricted for code optimization computationally. So, this algorithm is suppressed the unnecessary code motion in order to avoid the superfluous register pressure, we propose the assignment motion algorithm added to the final optimization phase. This paper improves an ambiguous meaning of the predicate. For mixing the basic block level analysis with the instruction level analysis, an ambiguity occurred in Knoop's algorithm. Also, we eliminate an ambiguity of it. Our proposal algorithm improves the runtime efficiency of a program by avoiding the unnecessary recomputations and reexecutions of expressions and assignment statements.

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A Study on Power Dissipation of Embedded Microprocessors (임베디드 마이크로 프로세서의 전력 소비에 대한 연구)

  • Lee, Jongbok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.169-175
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    • 2018
  • Recently, power dissipation issue is very significant not only in high-end modern processors but also in embedded systems and mobile devices. Based on the power dissipation, hardware and software designers can correctly find the power/performance tradeoffs. Most power analysis tools calculate power dissipation when chip layout or floor planning are finished. In this paper, a trace-driven simulator that can interact with power analysis tool for an embedded microprocessor has been developed. Using MiBench embedded benchmarks as input, the trace-driven simulation has been performed to estimate the average power dissipation which is faster than the conventional tools.

Is vector theory prior to matrix theory in teaching of linear algebra (선형대수학의 학습에서 벡터이론은 행렬이론보다 선행되어야 하는가)

  • Pak, Hong-Kyung;Kim, Tae-Wan
    • Journal for History of Mathematics
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    • v.23 no.2
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    • pp.89-99
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    • 2010
  • Today linear algebra is one of compulsory courses for university mathematics by virtue of its theoretical fundamentals and fruitful applications. Vector theory and matrix theory constitute of main topics in linear algebra. In the present paper we consider the question which of the two topics is prior in teaching of linear algebra. We suggest that vector theory should be prior to matrix theory contrary to the historical order of them.

An Analysis of the Case Study on Tablet Computer based Mobile Learning Environment (타블렛 컴퓨터를 활용한 모바일 학습사례 분석)

  • Lee, Youngmin
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.25-32
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    • 2005
  • An analysis of the case study was reported to pioneer the perceptions of teachers, students, and parents for the educational use of tablet computers. The findings showed that the amount of learning, various learning activities, interest, and motivation of learners increased and that the teachers perceived the potentiality of the tablet computer and the necessity of a training for designing mobile-based instructions.

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The Development of an Educational Robot and Scratch-based Programming

  • Lee, Young-Dae;Kang, Jeong-Jin;Lee, Kee-Young;Lee, Jun;Seo, Yongho
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.8-17
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    • 2016
  • Scratch-based programming has come to be known as an effective programming tool because of its graphic instruction modules, which are designed to be assembled like the famous LEGO building blocks. These building block-like structures allow users to more easily program applications without using other more difficult programming languages such as C or Java, which are text-based. Therefore, it poses a good opportunity for application in educational settings, especially in primary schools. This paper presents an effective approach to developing an educational robot for use in elementary schools. Furthermore, we present the method for scratch programming based on the external modules need for the implementation of robot motion. Lastly, we design a systematic curriculum, titled "Play with a Robot," and propose guidelines to using the educational programming language Scratch.

Purchase Practices & Satisfaction Degree of Apparel by Home Shopping: Focused on Housewives in Cheongju City (홈쇼핑 의류제품 구매실태와 구매 만족도 : 청주지역 주부를 대상으로)

  • 최종명;손부현
    • The Research Journal of the Costume Culture
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    • v.11 no.4
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    • pp.500-512
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    • 2003
  • This study was performed to help on the activation plan the purchase of apparel by shopping(catalog/TV/Internet) through investigating and analyzing elements related with apparel purchasing practice, purchasing satisfaction degree, and information demand. The subjects were 165 housewives residing in Cheongju who had bought apparel through home shopping more than once. The questionnaire survey was conducted from July to August, 2002. The results of this study were as follows: 1) Housewives had most a lot of occasions that purchased clothing through TV shopping among home shopping method. 2) Major clothing items that purchased through home shopping were underwear and casual wear. 3) Satisfaction for apparel product purchased via home shopping was difference partially item wise. 4) Respondents were satisfied with design, color, sewing state, but dissatisfied with size and materials. 5) When purchasing apparel through home shopping, respondents recognized the necessity of information on size, exchange/refund/returned policy, color, design, resolution of the product picture, care of instruction, texture and detail of apparel.

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A Study on the Development and Utilization of Web-Based Learning Materials (웹기반 교수·학습자료 개발과 활용에 관한 연구)

  • PARK, Jong-Un;BAE, Jeom-Bu
    • Journal of Fisheries and Marine Sciences Education
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    • v.15 no.2
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    • pp.184-192
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    • 2003
  • When the present Learning System for Computer-Related Subjects Using WBI is implemented on the Web with the above characteristics to help students to study computer subjects without any limitations of time or space, they can easily attain the goals of learning, have computer-utilizing abilities or information capacity, and enhance their capabilities for self-initiative learning. This system enables the learners to carry out 'plan-do-see' for the contents of learning initiatively. The learners can study the practice part of the curriculum using multi-media, such as motion pictures, voices, images, and sound effects, vividly with a sense of actual presence. It helps the students to have an active attitude toward leaning afterward. without meeting the teacher or without any storage media, the leaners can submit their assignments or materials for performance evaluation via the Internet.

A Study on Analysis of Curriculum for Maker Education using 3D Printer at Elementary School Classroom

  • Kim, Woo Yeol
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.60-66
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    • 2017
  • The advent of the 4th industrial revolution made the importance of software education to be emphasized, and thus, the Maker Education is attracting attention. This paper analyzes the curriculum to find contents suitable for Maker Education and proposes a workbook design using the results. The curriculum analysis data and workbook examples are expected to contribute to design elementary school curriculum for Maker Education using 3D printer. The workbook-based creative Making activities are, in addition, also expected to improve the computational thinking ability and to provide the insufficient instruction hours of SW education with an expandability.

Design and Implementation of Web-based Education Program for Advanced Course of Information and Communication in College (전공심화과정을 위한 웹 기반 교육 프로그램의 설계 및 구현)

  • Jung, Yong-Ki
    • Journal of the Korea Computer Industry Society
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    • v.9 no.4
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    • pp.177-182
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    • 2008
  • Due to the computer developments and the expansion of data communications, many changes are done to educational environments in addition to the changes of the various social areas. In this paper, a learning system is developed, which adapts itself by checking the changing factors of the learner. The educator works as a overall project manager in this project learning system and the learner benefits from the user-oriented comparative study and pattern design performed in the domains of the internet and intranet.

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Effects of Avata on Students' Learning Achievement (학습동기 유발을 위한 아바타 활용 수업 개발)

  • Lee, Joon-Hwan;Park, Byung-Ho
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.461-470
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    • 2004
  • All over the world, the number of internet users has been increasing rapidly. In the middle of this rapid increase, there is Avata, which is popular to both adults and children by providing motivation and self-satisfaction. Therefore, the current study tried to find whether an instruction using Avata for the purpose of motivation has an effects on students' achievement among 6th graders. the results showed that the students' achievement in Language Arts, Mathematics, Social Study, and Science were improved significantly.

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