• Title/Summary/Keyword: SW융합

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Application of K-BASINRR developed for Continuous Rainfall Runoff Analysis to Yongdam Dam Test Bed (장기유출해석을 위하여 개발된 K-BASINRR의 용담댐 시험유역 적용)

  • Kim, Yeonsu;Jung, Ji Young;Noh, Joonwoo;Kim, Sung Hoon
    • Proceedings of the Korea Water Resources Association Conference
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    • 2017.05a
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    • pp.211-211
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    • 2017
  • 장기유출해석 모델은 수자원의 안정적인 확보와 이용, 유역단위 기초자료 조사관리 등을 위하여 수자원 장기종합계획 및 전국유역조사사업 등에 활용되고 있다. 주로 국외에서 개발된 모형이 활용되고 있어, 국내의 여건에 맞추어 편의성이 개선된 모형을 찾는 것은 매우 어려운 일이다. 또한, 유출해석을 수행하기에 앞서 지속적으로 업데이트된 모델에 대한 객관적인 평가를 수행한 사례는 드물다. 따라서, 본 연구에서는 국내에서 주로 활용되고 있는 장기유출해석모델(TANK, SWAT, SSARR, PRMS 등)에 대한 비교검토를 토대로 각종 사업과의 연계성, 계산의 효율성, 정확도 등을 고려하여 USGS에서 개발한 PRMS v.4.0.2를 기반으로 국내유역에 활용이 가능하도록 개선한 $K-BASIN^{RR}$ 및 입력자료 전처리기를 개발하였다. PRMS 모형은 융설 및 지하수 흐름 등 다양한 기능을 포함하여 강우유출 분석에 활용성 높은 모형으로 평가받고 있으나, 국내 OS환경 및 활용 단위계에서 활용성이 떨어지는 단점이 있다. 본 연구에서는 소스코드 개선 및 GUI구축을 통하여 PC 환경에서 구동이 쉽도록 재구성하였고, 사용자 편의성 확보를 위한 입력자료 전처리기를 개발함으로써 수자원단위지도 3.0, 임상도 재분류 테이블, 토양도 재분류 테이블의 DB화 및 모형의 구동을 위한 HRU분할, 입력자료 생성이 가능하도록 하였다. 매개변수 최적화를 위하여 하천 유량뿐만 아니라 기저유출량을 대상으로 Monte-Carlo 시뮬레이션 기반의 매개변수를 최적화 기능을 탑재하였다. 개발된 모형의 적용성 평가를 위하여 용담댐 시험유역을 대상으로 11년 간(2005-2015)의 강우 및 온도자료를 입력자료로 활용하여 모의한 결과 샘플의 개수에 따라 NSE(Nash-Sutcliffe Efficiency)를 0.9까지 추정이 가능함을 파악하였다. 또한, 유출량과 기저유출에 대하여 동시에 최적화를 수행하는 경우 NSE를 유출량에 대하여 0.8, 기저유출량에 대하여 0.6까지 추정이 가능하였다. 최적화된 모의 결과에 대한 검토를 위하여 계산증발산량을 측정증발산량과 비교한 결과, 유사한 패턴을 나타내는 것을 확인할 수 있었다. 본 연구에서 개발한 $K-BASIN^{RR}$을 활용하는 경우 장기유출해석 업무에 효율성 및 정확도를 향상할 수 있을 것으로 판단된다.

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The Effects of Computational Thinking Based Software Convergence Education on Science Highschool Student's Problem Solving Ability (컴퓨팅 사고력 기반의 SW 융합교육이 과학고 학생들의 문제해결력에 미치는 영향)

  • Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.99-102
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    • 2018
  • 제4차 산업혁명 시대에 접어들면서 창의융합형 인재에 대한 관심이 고조되고 있다. 특히 과학, 수학, 정보 교육 진흥법의 제정 및 시행과 함께 컴퓨팅 사고력을 바탕으로 실세계의 문제를 창의적이고 융합적으로 해결할 수 있는 사고력의 중요성이 커지고 있다. 따라서 본 연구에서는 과학고 학생들의 다양한 융합적 문제 해결 능력을 신장시킬 수 있는 컴퓨팅 사고력 기반의 소프트웨어 융합교육 프로그램을 개발하고, 그 효과를 탐색하고자 한다. 본 연구의 결과는 학교 현장에서의 융합 교육을 위한 이해와 지식을 얻기 위한 기초자료로서 활용되고, 향후 체계적인 실험연구의 방향을 제시하는데 기여할 것이다.

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Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest (Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향)

  • Lee, Dong-Yun;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.415-418
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    • 2016
  • The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(Computational Thinking). In this paper, Programming Education Using Unity3D is able to affect learners of computational thinking and learning interest. After configure the experimental and control groups and check the identity of the learner for Influence on it. The impact on the education using Unity3D computational thinking and learning interest of students was measured. This paper proposes a compliance that Programming Education Using Unity3D is an intermediate step of utilizing the EPL software training, and pure text language.

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Implementation of Android-Based Applications that can Select Motion Gestures In Up, Down, Left, and Right Directions (안드로이드 기반 상하좌우 방향의 동작 제스처를 선택할 수 있는 응용 프로그램 구현)

  • Yeong-Nam Jeon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.945-952
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    • 2023
  • In this paper, GRS chip driven JNI code application SW design based on Android platform was designed and fabricated as motion gesture frame module based on Android platform. The serial data reception module design proposed by the application-based network support API technology was designed with Android-based module design, Android-based module implementation, and Android-based function module implementation design. The data information of the sensor could be checked through Android applications such as classes of serial communication drivers, libraries, and frameworks for receiving data from wireless communication devices through Android OS applications. In addition, applications in Android implement application SW that can judge motion gestures in four directions using Java.

A Case Study of Artificial Intelligence Convergence Education using Entry in Elementary School (초등학교에서의 엔트리를 활용한 인공지능 융합 교육 사례)

  • Han, Kyujung;Ahn, Hyeongjun
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.197-206
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    • 2021
  • This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.

A Study on the Value of Archival Contents in University Practical Education : Focusing on University-Industry Cooperation for SW Practical Education (대학 실습 교육용 기록정보콘텐츠 가치 연구 : 산학연계형 SW실습교육을 중심으로)

  • SUN A LEE;SE JONG OH
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.537-545
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    • 2024
  • The importance of University Archives Management is increasing. In this study, we researched cases of collecting and managing educational archival contents in universities. Developed archival contents for software practical education, and implemented it to the Capstone Design course and overseas program. The effect of applying the model was analyzed through surveys and interviews. The Capstone Design Survey, involving 349 participants, indicated the highest satisfaction with the University-Industry Cooperation type. The experience of dissemination and enhancement was aggregated as the second highest satisfaction. In the second survey, 62 students who had participated in the overseas program over the span of two years took part. All nine Likert-type questions showed high satisfaction scores of more than 4 points. The top three satisfaction factors-content, program type, and advanced experience-showed high satisfaction scores of 4.85, 4.74, and 4.71, respectively. Through interviews with professors, mentors, and students, it was also confirmed that instructional methods utilizing archival contents are effective. And the model we developed is applicable for convergence education.

A Case Study of SW Project English Teaching through PBL method in an Untact Environment (Untact 상황에서 PBL 교수법을 통한 SW 프로젝트 영어 지도 사례 연구)

  • Lee, Sungock;Kim, Minkyu;Lee, Hyuesoo;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.514-517
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    • 2021
  • The purpose of this study is to discover the occupational identity by examining the narrative of the life of a vocational training teacher with self-esteem in programming fields. The following six types of occupational identity were found: 'a positive image of a vocational training teacher(fits oneself)', 'I feel proud of myself while doing vocational training activities.', 'a teacher who continues to develop him/herself as an expert in the subject class', 'a teacher who immerses him/herself as an expert on student change and growth', 'a teacher engaged in leading activities to create opportunities for vocational training', and 'a teacher of continuous pursuit'. This study has significance in exploring the structure of occupational identity recognition and experience of its formation of a self-esteemed vocational training teacher in programming fields, which have not been studied.

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The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

SW Quality of Convergence Product: Characteristics, Improvement Strategies and Alternatives (융합 소프트웨어 품질의 특성, 개선 전략과 대안)

  • Min, Sang-Yoon;Park, Seung-Hoon;Lee, Nam-Hee
    • Journal of Convergence Society for SMB
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    • v.1 no.1
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    • pp.19-28
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    • 2011
  • In today and near future, most of the commercially manufactured IT products will be evolved into software convergence product. Recently, the embedded software products is called as 'Software Convergence Products.' This phenomenon does not simply show the trendy fashion, but has the seriously implication that the functionalities of IT product is accomplished and evolved via software technology, not via mechanical nor electrical means. It will become true that the quality of the convergence product is dominantly governed by the software it uses. Meanwhile, we are facing with the threatening fact that software defects in the mass products will requires tremendous amounts of cost proportional to the quantity of the product. We can remind ourselves of the disasters that have been already happened, such as Automotive recalls, Smart-phone recalls, and others. In software engineering, there have been large amount of work done in software quality improvement for the past couple of decades. Software process improvement, and testings are the representative ones. But we are facing with limitations of those traditional approaches in current convergence industry; exponentially increasing software sizes and rapid changes in software technology. In this paper, we analyze the characteristics of the software convergence industry, the limitations of the traditional Software quality improvement approaches. We suggest a new approaches in software quality improvement in different angles of thought and philosophy.

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A Novel Study on Community Detection Algorithm Based on Cliques Mining (클리크 마이닝에 기반한 새로운 커뮤니티 탐지 알고리즘 연구)

  • Yang, Yixuan;Peng, Sony;Park, Doo-Soon;Kim, Seok-Hoon;Lee, HyeJung;Siet, Sophort
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.374-376
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    • 2022
  • Community detection is meaningful research in social network analysis, and many existing studies use graph theory analysis methods to detect communities. This paper proposes a method to detect community by detecting maximal cliques and obtain the high influence cliques by high influence nodes, then merge the cliques with high similarity in social network.