• Title/Summary/Keyword: Online programming

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Design of Programming Course based on Flipped Learning in a Non-Face-To-Face Environment (비대면 환경에서 플립러닝 기반 프로그래밍 수업 설계)

  • Kim, Kyong Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.301-302
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    • 2021
  • 코로나로 인해 비대면 온라인 수업으로 운영된 수업환경에서 컴퓨터공학 분야의 대표적인 실습기반 교과목인 프로그래밍 수업은 학습자들에게 온라인 수업이지만 대면 수업의 실재감을 제공하는 질적 개선 방법을 모색할 필요성이 대두되었다. 본 연구는 플립러닝에 기반 한 실시간 수업을 활용하여 실습 기반 프로그래밍 수업에서 학습자의 능동적 수업 참여를 유도하고, 교수자와 학습자, 학습자와 학습자 간의 상호작용이 원활한 수업을 통해 대면 수업 수준의 실재감을 학습자에게 제공하고 학습효과를 높이고자 하였다. 적용결과, 온라인 수업에서 플립러닝 기반 수업 설계가 실습 기반 수업에 대면수업 수준의 학습 효과 및 만족도가 있었음을 조사·분석하였다.

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An Analysis of Learning Comprehension in Computer Programming Classes Based on Flipped Learning (플립러닝에 기반한 컴퓨터 프로그래밍 수업의 학습 이해도 분석)

  • Ahn, You Jung;Kim, Kyong Ah;Kim, Ji Sim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.597-599
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    • 2020
  • 실시간 온라인 형태의 프로그래밍 수업을 진행할 경우 교수자가 대면수업에서와 같이 학습자들의 학습 상태를 일일이 파악하고 개별 지도를 하는 데에는 한계가 있다. 특히 소극적인 성향의 학습자들이나 수업에 관심이 없는 학습자들의 경우 다른 곳에 주의를 빼앗기기 쉬운 것이 현실이다. 본 연구에서는 실시간 온라인 프로그래밍 수업에서 학습자들 스스로가 예습과 복습을 통해 학습에 적극적으로 참여할 수 있도록 하기 위한 방안으로 플립러닝을 적용하였다. 학기말에는 대상 학습자들에게 플립러닝 형태의 수업 운영을 통해 얻은 학습 이해도가 어느 정도인지를 설문하고 그 결과를 분석해보았다.

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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.

Seoul National University of Science and Technology (칼라 나사 검사를 위한 표면 영역 자동 검출)

  • Song, Tae-Hoon;Ha, Jong-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.1
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    • pp.107-112
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    • 2016
  • Fastener is a very important component that is used in various areas in industry. Recently, various color fasteners are introduced. According to this, online inspection is required in this area. In this paper, an algorithm for the automatic extraction of the surface of color fastener using color information and dynamic programming is presented. The outer boundary of fastener is found using the difference of color that enables robust processing. The inner boundary of fastener is found by dynamic programming that uses the difference of brightness value within fixed area after converting image to polar coordinate. Experiments are done using the same parameters.

Optimal Controller Design of One Link Inverted Pendulum Using Dynamic Programming and Discrete Cosine Transform

  • Kim, Namryul;Lee, Bumjoo
    • Journal of Electrical Engineering and Technology
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    • v.13 no.5
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    • pp.2074-2079
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    • 2018
  • Global state space's optimal policy is used for offline controller in the form of table by using Dynamic Programming. If an optimal policy table has a large amount of control data, it is difficult to use the system in a low capacity system. To resolve these problem, controller using the compressed optimal policy table is proposed in this paper. A DCT is used for compression method and the cosine function is used as a basis. The size of cosine function decreased as the frequency increased. In other words, an essential information which is used for restoration is concentrated in the low frequency band and a value of small size that belong to a high frequency band could be discarded by quantization because high frequency's information doesn't have a big effect on restoration. Therefore, memory could be largely reduced by removing the information. The compressed output is stored in memory of embedded system in offline and optimal control input which correspond to state of plant is computed by interpolation with Inverse DCT in online. To verify the performance of the proposed controller, computer simulation was accomplished with a one link inverted pendulum.

A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

A Case Study on the Development for P2P Network Connection Module by using Virtools Engine (Virtools 엔진을 이용한 P2P 네트워크 접속 모듈 개발에 관한 사례 고찰)

  • Chae, Heon-Joo;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.11-20
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    • 2006
  • It is necessary that the developer has advanced programming skill for development of network or online game. It takes a lot of time and effort to learn the professional knowledge and program for network communication. We show the case analysis for development for network or online game by developing P2P connection module based on the Virtools engine. It should profitable to reduce the development time and cost.

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Distributed Decision-Making in Wireless Sensor Networks for Online Structural Health Monitoring

  • Ling, Qing;Tian, Zhi;Li, Yue
    • Journal of Communications and Networks
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    • v.11 no.4
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    • pp.350-358
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    • 2009
  • In a wireless sensor network (WSN) setting, this paper presents a distributed decision-making framework and illustrates its application in an online structural health monitoring (SHM) system. The objective is to recover a damage severity vector, which identifies, localizes, and quantifies damages in a structure, via distributive and collaborative decision-making among wireless sensors. Observing the fact that damages are generally scarce in a structure, this paper develops a nonlinear 0-norm minimization formulation to recover the sparse damage severity vector, then relaxes it to a linear and distributively tractable one. An optimal algorithm based on the alternating direction method of multipliers (ADMM) and a heuristic distributed linear programming (DLP) algorithm are proposed to estimate the damage severity vector distributively. By limiting sensors to exchange information among neighboring sensors, the distributed decision-making algorithms reduce communication costs, thus alleviate the channel interference and prolong the network lifetime. Simulation results in monitoring a steel frame structure prove the effectiveness of the proposed algorithms.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

An Analysis of Learner Satisfaction According to the Preferred Class Type in the Online Class (온라인 수업에서 선호수업유형에 따른 학습자 만족도 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.595-596
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    • 2020
  • 2020학년도 1학기는 외부 환경 요인으로 인해 대학교육시스템에 큰 변화가 발생한 시기라고 할 수 있다. 컴퓨터공학 분야의 대표적인 실습기반 교과목인 프로그래밍 수업에서 학습자들에게 온라인 수업이지만 대면 수업의 실재감을 제공하는 방법을 모색할 필요성이 대두되었다. 본 연구에서는 다양한 유형의 수업 방식을 온라인 수업에 활용하여 대면 수업 수준의 실재감을 학습자에게 제공하고 학습효과를 높이고자 하였다. 강의 동영상 수업과 상호작용을 포함한 실시간 수업을 혼합하여 수업한 후 설문 조사를 통해 실시간 수업을 선호하는 학습자들이 수업목표인 프로그램 개발 능력을 타 학습자들보다 잘 습득하여 수업 만족도가 높았고, 이를 통해 온라인 수업에서 실시간 수업이 능동적인 학습자들에게는 대면 수업과 동등한 수준의 학습 효과가 있었음을 조사·분석하였다.

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