• Title/Summary/Keyword: Online Programming

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A Study on a DDC Knowledgebase Design for Subject Access in Online Catalog (온라인목록 주제접근점 확장을 위한 분류표 지식베이스 설계에 관한 연구)

  • 이용민;정영미
    • Journal of the Korean Society for information Management
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    • v.6 no.2
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    • pp.87-103
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    • 1989
  • In this study, A DDC online system was developed which provides subject access and browsing function for class numbers or subject terms. A knowledgebase of the DDC Schedules and Relative Index was designed for this purpose using IBM-PC. From the DDC 20th edition, subjects from 004 to 006, covering‘data processing’,‘computer science’‘programming and progrms’, and etc., were selected for this experiment. DDC schedules are represented as a frame structure which is apt to describe hierachical structures. This experiment, joining the DDC to the information retrieval environment of an online catalog, will contribute to the future of the online DDC system by providing possiblities for search strategies not feasible through the alphabetical approach of subject headings and keywords presently supported by online catalogs.

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Exploration of the Direction of Customizing HUSTOJ-based Open Source Online Judge Systems for Informatics Education (정보교육을 위한 HUSTOJ 기반 오픈소스 온라인 저지 시스템 커스터마이징 방향 탐색)

  • Jeon, Yongjui
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.53-61
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    • 2019
  • Recently, there are various reports on the case of using an Online Judge(OJ) system that enables students to develop problem solving abilities based on algorithms and programming. If informatics teachers and prospective informatics teachers have the ability to build and operate these systems for their school and students, they will be equipped with powerful instructional competencies related to computational thinking and problem solving ability. Therefore, this paper studied how to build and customize HUSTOJ-based open source online judge systems for school informatics education, and suggested the direction to apply it effectively at the school.

Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.87-93
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    • 2017
  • The purpose of this study is to design and develop of digital contents to improve computational thinking in the online education environment. First, we planned the design and development of contents with 19 experts of Software education. Digital content was designed from the point of view of improving the educational quality and the quality of contents for the improve of computing thinking. The content type is classified into the SW education area; computer science, programming, physical computing, convergent computing, computing thinking, and software education that improves the computing thinking. And we designed 45 learning programs for each SW education area. Designed learning contents were developed in 464 lessons to suit the online education environment. The content validity of the proposed content was verified by the expert group and the average CVI value was over .83. Through this, we could analyze that the developed contents will help learners to expand their computing thinking.

Electricity Cost Minimization for Delay-tolerant Basestation Powered by Heterogeneous Energy Source

  • Deng, Qingyong;Li, Xueming;Li, Zhetao;Liu, Anfeng;Choi, Young-june
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5712-5728
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    • 2017
  • Recently, there are many studies, that considering green wireless cellular networks, have taken the energy consumption of the base station (BS) into consideration. In this work, we first introduce an energy consumption model of multi-mode sharing BS powered by multiple energy sources including renewable energy, local storage and power grid. Then communication load requests of the BS are transformed to energy demand queues, and battery energy level and worst-case delay constraints are considered into the virtual queue to ensure the network QoS when our objective is to minimize the long term electricity cost of BSs. Lyapunov optimization method is applied to work out the optimization objective without knowing the future information of the communication load, real-time electricity market price and renewable energy availability. Finally, linear programming is used, and the corresponding energy efficient scheduling policy is obtained. The performance analysis of our proposed online algorithm based on real-world traces demonstrates that it can greatly reduce one day's electricity cost of individual BS.

A Study on the Validity of the Infrastructure Construction Cost for the Commercialization of Online Electric Vehicles (온라인 전기자동차의 상용화를 위한 인프라 구축비용 타당성에 대한 연구)

  • Song, Yong Uk;Park, Sangun;Kim, Wooju;Hong, June S.;Jeon, DongKyu;Lee, Sangheon;Park, Jonghan
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.71-95
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    • 2013
  • This study aims to validate the cost of building the infrastructure to commercialize online electric vehicles. For that purpose, we probe the cost to construct the necessary infrastructure for online electric vehicles regarding Seoul area public bus transit. OLEV and PEV are considered as alternative electric vehicle schemes, and each of them has their own cons and pros in terms of rechargeable battery cost and charger cost. An optimization model which minimizes the cost to install online electric bus feeding devices is proposed in order to compare the total costs of the two alternative schemes. We developed a Mixed Integer Programming model to locate the feeding devices of several different lengths at each bus stops. Furthermore, we implemented a computer simulator to obtain the parameters which will be used in the MIP model and a Web-based system which determines the optimal location of infrastructure for the whole city area from a result of the MIP model. The cost comparison result shows that the total cost of OLEV is cheaper than that of PEV considering the real data of Seoul area public transit, and, as a result, confirms the feasibility of the commercialization of OLEV.

Python Basic Programming Curriculum for Non-majors and Development Analysis of Evaluation Problems (비전공자를 위한 파이썬 기초 프로그래밍 커리큘럼과 평가문제 개발분석)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.75-83
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    • 2022
  • Most of the courses that teach the Python programming language are liberal arts courses that all students in general universities must complete. Through this, non-major students who have learned the basic programming process based on computational thinking are strengthening their convergence capabilities to apply SW in various major fields. In the previous research results, various evaluation methods for understanding the concept of computational thinking and writing code were suggested. However, there are no examples of evaluation problems, so it is difficult to apply them in actual course operation. Accordingly, in this paper, a Python basic programming curriculum that can be applied as a liberal arts subject for non-majors is proposed according to the ADDIE model. In addition, the case of evaluation problems for each Python element according to the proposed detailed curriculum was divided into 1st and 2nd phases and suggested. Finally, the validity of the proposed evaluation problem was analyzed based on the evaluation scores of non-major students calculated in the course to which this evaluation problem case was applied. It was confirmed that the proposed evaluation problem case was applied as a real-time online non-face-to-face evaluation method to effectively evaluate the programming competency of non-major students.

A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

Online Partial Evaluation of Actions (액션의 온라인 부분계산)

  • Gang, Hyeon-Gu;Do, Gyeong-Gu
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1531-1541
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    • 1999
  • 프로그래밍 언어의 의미를 정형적으로 표기하는 기법인 액션의미론을 기반으로 한 컴파일러 생성기는 프로그래밍언어의 액션의미구조가 주어지면 그 언어의 컴파일러를 자동으로 생성한다. 생성된 컴파일러는 먼저 원시 프로그램을 그에 상응하는 액션 프로그램으로 확장한 후, 목적 프로그램으로 컴파일 한다. 여기서 액션 프로그램은 일종의 중간코드로 쓰이므로, 효율적인 목적코드를 생성하기 위해서 중간코드의 성능향상이 필요하다. 본 논문에서는 액션 프로그램을 부분계산을 통해 효율적인 코드로 자동 변환해 주는 온라인 액션 부분계산기를 설계하고 구현한다. 선행 연구된 오프라인 방식에서 전역분석을 하지 않고는 불가능했던 요약캡슐의 몸통, 펼치기의 몸통에 대한 부분계산이 온라인 방법을 사용하면 가능함을 보이고, 명령형 액션의 부분계산도 추가적으로 수행할 수 있도록 확장한다. Abstract Action Semantics is a framework for formally defining the semantics of programming languages. Action semantics-directed compiler generators take an action semantics definition of a programming language and automatically generate a compiler of the language. The generated compiler first expands a source program into an action denotation of the program, and then compiles it to a target code. In these compiler-generation systems, it is important to statically process the expanded action denotation - used as an intermediate code - as much as possible so that the generated compiler can produce better target code. In this paper, we develop an automatic action-transformation method based on online partial evaluation. The previous off-line method was rather weak because it could not partially evaluate actions inside the body of abstraction and unfolding-action without performing separate global analysis. The proposed online method remedies the problem, thus naturally improves the quality of residual actions. Moreover, we also extend the method to partially evaluate imperative actions.

Throughput-efficient Online Relay Selection for Dual-hop Cooperative Networks

  • Lin, Yuan;Li, Bowen;Yin, Hao;He, Yuanzhi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.2095-2110
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    • 2015
  • This paper presents a design for a throughput-efficient online relay selection scheme for dual-hop multi-relay cooperative networks. Problems arise with these networks due to unpredictability of the relaying link quality and high time-consumption to probe the dual-hop link. In this paper, we firstly propose a novel probing and relaying protocol, which greatly reduces the overhead of the dual-hop link estimation by leveraging the wireless broadcasting nature of the network. We then formulate an opportunistic relay selection process for the online decision-making, which uses a tradeoff between obtaining more link information to establish better cooperative relaying and minimizing the time cost for dual-hop link estimation to achieve higher throughput. Dynamic programming is used to construct the throughput-optimal control policy for a typically heterogeneous Rayleigh fading environment, and determines which relay to probe and when to transmit the data. Additionally, we extend the main results to mixed Rayleigh/Rician link scenarios, i.e., where one side of the relaying link experiences Rayleigh fading while the other has Rician distribution. Numerical results validate the effectiveness and superiority of our proposed relaying scheme, e.g., it achieves at least 107% throughput gain compared with the state of the art solution.

Periodic Scheduling Problem on Parallel Machines (병렬설비를 위한 주기적 일정계획)

  • Joo, Un Gi
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.124-132
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    • 2019
  • Scheduling problems can be classified into offline and online ones. This paper considers an online scheduling problem to minimize makespan on the identical parallel machines. For dynamically arrived jobs with their ready times, we show that the sequencing order according to the ERD (Earliest Ready Date) rule is optimal to minimize makespan. This paper suggests an algorithm by using the MIP(Mixed Integer Programming) formulation periodically to find a good periodic schedule and evaluates the required computational time and resulted makespan of the algorithm. The comparition with an offline scheduling shows our algorithm makes the schedule very fast and the makespan can be reduced as the period time reduction, so we can conclude that our algorithm is useful for scheduling the jobs under online environment even though the number of jobs and machines is large. We expect that the algorithm is invaluable one to find good schedules for the smart factory and online scheduler using the blockchain mechanism.