• 제목/요약/키워드: Physical Computing Education

검색결과 147건 처리시간 0.026초

Development of Educational Web-Based Power Flow Program (교육용 웹 기반 전력조류계산 프로그램 개발)

  • Yang, Kwang-Min;Lee, Ki-Song;Lee, Jeong-Kyu;Park, Jong-Bae;Shin, Joong-Rhin
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2003년도 추계학술대회 논문집 전력기술부문
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    • pp.432-434
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    • 2003
  • This paper developed the web based power flow program for education. Since a lot of users can connect and implement the web based program, the only one computer can get much evaluation burden not to compute. Using the XML technology, which supports the distributed computing technology, we have developed the web-based power flow software and system that are distributed the above calculation burden to three computers: web server, database server, application server. Also, this software was developed to get the difference of number of iteration and evaluation speed as veil as the results of state variables for each node according to the each calculation method for power flow using the chart. Therefore, users can get the physical concept of power flow in addition to the difference among the evaluation methods for power flow. We have performed the case studies with IEEE 14 bus system using the developed software.

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Implementation of an Environmental Monitoring System based on LoRa for Smart Field Irrigation (노지 관수를 위한 로라 기반 환경 모니터링 시스템 구현)

  • Kim, Byungsoon
    • Journal of Internet Computing and Services
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    • 제20권1호
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    • pp.11-16
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    • 2019
  • Wireless sensor network is important for precision farming to monitor the growth environment of crops in open field, but radio signals are susceptible to different types of interference such as weather and physical objects. This paper designs and implements an environmental monitoring and weather forecast acquisition systems for smart field irrigation based on LoRa(Long Range) and then applies it to a test bed. And we evaluate the network reliability in terms of packet transmission success rate by comparing its condition on two criteria; the existence of obstacle or rain. The results show that much rain falls can affect on packet loss in LoRa field networks with obstacles.

An Exploration of IT Convergence Methods for School Forests Education (초, 중등 학교 숲 활용 교육을 위한 IT 융합 방안 탐색)

  • Kim, Sung-Ae
    • Journal of Convergence for Information Technology
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    • 제9권6호
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    • pp.112-120
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    • 2019
  • The purpose of this study is to explore educational methods for elementary, middle and high schools using school forests via IT convergence. To this aim, we reviewed the previous literature on education using school forests to identify the problems with the existing education using school forests, and conducted interviews with experts to analyze the demands. we proposed an educational method that can utilize the school forests via IT convergence, and explored its validity through content reviews conducted by experts. The findings of this study are as follows. First, we proposed the IT convergence instruction focused on hands-on activities on top of the existing educational contents. Second, we proposed IT convergence instruction that incorporates diverse materials, physical computing tools, and programming tools. Third, we presented methods for utilizing such IT convergence instruction in connection with various elements of the 2015 Revised Curriculum as well as with various other activities such as middle school free semester activities and after-school activities. The school forest is a crucial learning space for the areas related to agriculture and biotechnology. Thus, we anticipate that the IT convergence instruction proposed in this study will lead to the re-discovery and re-evaluation of a value of school forests as an educational space that contributes to fulfilling the objective of the 2015 Revised Curriculum to nurture creative convergent talent.

Effects of Different Exercise Intensity on FDEIA and Related Mechanisms (운동 유발성 알레르기 질환(FDEIA)에 미치는 영향과 기전분석)

  • Lee, Won-Jun;Kwak, Yi-Sub;Yoo, Byung-In
    • Journal of Life Science
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    • 제21권4호
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    • pp.542-548
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    • 2011
  • Food-dependent exercise-induced anaphylaxis (FDEIA) is a distinct form of food allergy induced by physical exercise. It is typified by the onset of anaphylaxis during exercise, which is preceded by the ingestion of causal food allergens. Diagnosis of FDEIA is heavily dependent on clinical history. To describe the physiopathological mechanism, etiologic factors, and clinical manifestations, we evaluated the spleen index, proliferation assay of lymphocyte, ROS, ASAS, and cytokines levels in sensitized and exercise-trained mice. One-hundred mice were bred in the animal lab at D and P university under controlled conditions [$22{\pm}2^{\circ}C$, RH 45-55%, and a 12-hour photoperiod]. Animals are 7-weeks-old at the time of study and were fed a standard commercial chow diet from 09:00 to 15:00 over the 8-week study period. The mice were allowed access to distilled deionized water ad libitum. Daily food intake and weekly body gains were routinely recorded throughout the experimental period using computing scale (CAS). Mice were divided into the control group (S; control sensitized, n=25), 30 min swim training group (S30, N=25), 50 min swim training group (S50, N=25), and 80 min swim training group (S80, N=25). The results were as follows: Spleen index showed the highest level in the S80 group compared to other groups; this level was exercise-dependent. In proliferation assay of Med and OVA, the S80 group showed the highest level compared to the other groups; this level also was exercise intensity- dependent. Peritoneal ROS and IL-4 showed a statistically significant difference compared to S; however, there was no significant differences in ROS among S30, 50, and 80. From the results, we concluded that FDEIA is correlated with exercise intensity based on the levels of peritoneal ROS and cytokine profiles.

Development of Tutorial for Measuring Gravity Acceleration Using Arduino and Its Educational Application (아두이노를 활용한 중력 가속도 측정과 관련된 튜토리얼 및 교육적 활용 방안)

  • Kim, Hyung-Uk;Mun, Seong-Yun
    • The Journal of the Korea Contents Association
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    • 제22권6호
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    • pp.69-77
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    • 2022
  • Physical experiment through MBL has been used in many schools for a long time since students can check the experiment results immediately and conduct the experiment easily. However, conducting the experiment, not knowing the principle of the device or simply concentrating on the derived data has been raised as the problem of MBL experiment. To supplement this problem, this study measured the acceleration of gravity with the picket fence method, which is often used in MBL experiment, utilizing Arduino, calculated the error rate through a comparison to the actual acceleration of gravity and discussed the educational application of the experiment to measure it. As a result of the experiment, the error rate between the acceleration of gravity calculated by the experiment and the actual acceleration of gravity was about 1%, so it turned out that relatively accurate measurements were possible. Also, the sample mean of the experimental value was included in the confidence interval of 95%, so it could be concluded that it was a significant experiment. In addition, this study showed the possibility of the educational application of the experiment to measure it through the following: It can supplement the structural disadvantages of MBL; it can consider the interaction between Physics and Math; it is possible to converge with information course in STEAM education; and it is inexpensive to be equipped with the equipment. Hopefully, the physical experiment utilizing Arduino will further be revitalized in science gifted education based on this study.

Development of a CAN-based Real-time Simulator for Car Body Control

  • Kang, Ki-Ho;Seong, Sang-Man
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.444-448
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    • 2005
  • This paper presents a developing procedure of the CAN-based real-time simulator for car body control, aiming at replacing the actual W/H (Wiring Harness) and J/B(Junction Box) couple eventually. The CAN protocol, as one kind of field-bus communication, defines the lowest 2 layers of the ISO/OSI standard, namely, the physical layer(PL) and the data link layer(DLL), for which the CSMA/NBA protocol is generally adopted. For CPU, two PIC18Fxx8x's are used because of their built-in integration of CAN controller, large internal FLASH memory (48K or 64K), and their costs. To control J/B's and actuators, 2 controller boards are separately implemented, between which CAN lines communicate through CAN transceivers MCP255. A power motor for washing windshield, 1 door lock motor, and 6 blink lamps are chosen for actuators of the simulator for the first stage. For the software architecture, a polling method is used for the fast global response time despite its slow individual response time. To improve the individual response time and to escape from some eventual trapped-function loops, High/Low ports of the CPU are simply used, which increases the stability of the actuator modules. The experimental test shows generally satisfactory results in normal transmitting / receiving function and message trace function. This simulator based on CAN shows a promising usefulness of lighter, more reliable and intelligent distributed body control approach than the conventional W/H and J/B couple. Another advantage of this approach lies in the distributed control itself, which gives better performance in hard real-time computing than centralized one, and in the ability of integrating different modules through CAN.

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A Migration Method of Virtual Machines based Dynamic Threshold in Virtualization Environments (가상화 환경에서 동적 임계치 기반 가상 머신 이주 기법)

  • Choi, Hogun;Park, JiSu;Shon, Jin Gon
    • The Journal of Korean Association of Computer Education
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    • 제18권2호
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    • pp.83-90
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    • 2015
  • In an virtualization environment, several virtual machines use physical resources together. If a specific virtual machine uses to much of the computing resources, other machines may not be working properly. There are various method to solve this problem. Most representative study is to migrate a specified virtual machines to a different server, a target server. In this study, server load can be transferred to a target server by the remigrate of the load imposed on virtual machine. It is still problematic that virtual machine has to remigrate to a different server. This thesis has proposed the algorithm determining the remigration targets by applying dynamic thresholds to solve those problems. The migration algorithm applies dynamic thresholds according to the following criteria. Firstly, the usage of CPU, network and memory; secondly, decide the set of artificial machine and the target server based on the resources surpassed thresholds; thirdly, determine artificial machines based on the resource usage in the target server.

User Motion Recognition Healthcare System Using Smart-Band (스마트밴드를 이용한 사용자 모션인식 헬스 케어 시스템 구현)

  • Park, Jin-Tae;Hwang, Hyun-Seo;Yun, Jun-Soo;Park, Gyung-Soo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • 제18권6호
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    • pp.619-624
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    • 2014
  • Nowadays there are various smart devices and development with the development of smart phones and that can be attached to the human body wearable computing device has been in the spotlight. In this paper, we proceeded developing wearable devices in watch type which can detect user's movement and developing a system which connects the wearable devices to smart TVs, or smart phones so that users can save and manage their physical information in those devices. Health care wearable devices already existing save information by connecting their systems to smart phones. And, smart TV health applications usually include motion detecting systems using cameras. However, there is a limit when connecting smart phone systems to different devices from various companies. Also, in case of smart TV, because some devices may not have cameras, there can be a limit for users who wants to connect their devices to smart TVs. Wearable device and user information collected by using the smart phone and when it is possible to exercise and manage anywhere. This information can also be confirmed by the smart TV applications. By using this system will be able to take advantage of the study of the behavior of the future work of the user more accurately be measured in recognition technology and other devices.

Frame security method in physical layer using OFB over Gigabit Ethernet Network (기가비트 이더넷 망에서 OFB 방식을 이용한 물리 계층 프레임 보안 기법)

  • Im, Sung-yeal
    • Journal of Internet Computing and Services
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    • 제22권5호
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    • pp.17-26
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    • 2021
  • This paper is about a physical layer frame security technique using OFB-style encryption/decryption with AES algorithms on Gigabit Ethernet network. We propose a data security technique at the physical layer that performs OFB-style encryption/decryption with AES algorithm with strong security strength when sending and receiving data over Gigabit Ethernet network. Generally, when operating Gigabit Ethernet network, there is no security features, but data security is required, additional devices that apply this technique can be installed to perform security functions. In the case of data transmission over Gigabit Ethernet network, the Ethernet frames conform to IEEE 802.3 specification, which includes several fields to ensure proper reception of data at the receiving node in addition to the data field. When encrypting, only the data field should be encrypted and transmitted in real time. In this paper, we show that only the data field of the IEEE802.3 frame is encrypted and transmitted on the sending node, and only the data field is decrypted to show the plain text on the receiving node, which shows that the encryption/decryption is carried out correctly. Therefore, additional installation of devices that apply this technique can increase the reliability of the system when security for data is required in Ethernet network operating without security features.

An Analysis of Research Trends Related to Software Education for Young Children in Korea (유아의 소프트웨어 교육 관련 국내 최근 연구의 경향 분석)

  • Chun, Hui Young;Park, Soyeon;Sung, Jihyun
    • Korean Journal of Child Education & Care
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    • 제19권2호
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    • pp.177-196
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    • 2019
  • Objective: This study aims to analyze research trends related to software education for young children, focusing on studies published in Korea from 2016 to 2019 March. Methods: A total of 26 research publications on software education for young children, searched from Korea Citation Index and Research Information Sharing Service were identified for the analysis. The trend in these publications was classified and examined respectively by publication dates, types of publications, and the fields of study. To investigate a means of research, the analysis included key topics, types of research methods, and characteristics of the study variables. Results: The results of the analysis show that the number of publications on the topic of software education for young children has increased over the three years, of which most were published as a scholarly journal article. Among the 26 research studies analyzed, 16 (61.5%) are related to the field of early childhood education or child studies. Key topics and target subjects of the most research include the curriculum development of software education for young children or the effectiveness of software education on 4- and 5-year-old children. Most of the analyzed studies are experimental research designs or in the form of literature reviews. The most frequently studied research variable is young children's cognitive characteristics. For the studies that employ educational programs, the use of a physical computing environment is prevalent, and the most frequently used robot as a programming tool is "Albert". The duration of the program implementation varies, ranging from 5 weeks to 48 weeks. In the analyzed research studies, computational thinking is conceptualized as a problem-solving skill that can be improved by software education, and assessed by individual instruments measuring sub-factors of computational thinking. Conclusion/Implications: The present study reveals that, although the number of research publications in software education for young children has increased, the overall sufficiency of the accumulated research data and a variety of research methods are still lacking. An increased interest in software education for young children and more research activities in this area are needed to develop and implement developmentally appropriate software education programs in early childhood settings.