• Title/Summary/Keyword: computer-related activities

Search Result 263, Processing Time 0.025 seconds

The Improvement of Comprehensive situation management systems of Disaster Report (재난신고 종합상황관리체계 발전방안)

  • Lee, Jung-Il
    • Proceedings of the Safety Management and Science Conference
    • /
    • 2010.11a
    • /
    • pp.559-580
    • /
    • 2010
  • General Command in the whole situation, managed effectively in order to perform the first briefing room of the reorganization plan and the personnel, the situation room of the business division of the scope(function), information exchange and delivery quickly and accurately to support the computerized Communications equipment and system construction, and various field Construction activities related to the information database construction, and should be made to secure the expertise of management personnel. Building of Computer - communication systems equipment environment for new IT technologies is necessary. From this perspective, the leadership position in the country in the Disaster Management Center in Seoul, organization and personnel, computer systems and communication system status, status of foreign countries like Dispatch managing disaster situations by identifying and analyzing the development plan is aimed to find.

  • PDF

Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1999.06a
    • /
    • pp.11-14
    • /
    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Process Improvement for Quality Increase of Weapon System Software Based on ISO/IEC/IEEE 29119 Test Method

  • Park, Byung Hoon;Seo, Yeong Geon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.12
    • /
    • pp.115-122
    • /
    • 2018
  • As the proportion of software in weapon systems increases, the impact of software on the overall system is growing. As a result, software quality management becomes important, and related regulations and work manuals for quality assurance activities at each stage in the R & D process are becoming more sophisticated. However, due to the characteristics of the weapon system software that is developed as a customized form for the purpose of a specific mission, there are limits to specifying and definitizing the detailed requirements (upper and lower level) according to various operational concepts during the development process. Due to this, software modification (patch change, shape change due to upgrade, etc.) occurs on account of many defects and performance improvement in the mass production and operation stage after the development is completed. In this study, we analyze the characteristics of these weapon system softwares and propose quality improvement methods based on ISO / IEC / IEEE 29119 test method.

Effects of Student- and School-level ICT-related Factors on Computer-based Problem Solving: Focusing on Korea and Japan (컴퓨터 기반 문제해결력에 영향을 미치는 학생 및 학교 수준의 ICT 요인: 한국과 일본을 중심으로)

  • Lee, Young Ho;Koo, Duk Hoi;Lim, Hyo Jin
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.4
    • /
    • pp.425-435
    • /
    • 2017
  • The purpose of this study is to explore the differences between Korea and Japan in terms of the effects of student- and school-level ICT-related factors on computer-based problem solving ability in PISA 2012 achievement results. PISA 2012's computer-based problem solving assessment included 5,033 students from 156 schools in Korea and 6,351 students from 191 schools in Japan. A 2-level hierarchical linear model (HLM) was employed to analyze data. Both of Korean and Japanese students, students with the earlier use of computer and the Internet, higher socioeconomic background and higher openness to problem reported better problem solving scores than their counterparts. Also, accessibility to ICT equipment provided by home or school was found to be a negative effect on problem solving in both countries. Differences in the effects of purposes and attitudes for ICT use, teacher-student relationship, and creative out-of-school activities on problem solving ability were found between two countries.

An Analysis of Software Education Hours in Elementary School Teacher Training Institutions : Focusing on the Influence of SWEET Project (초등교원양성 기관의 SW 교육 시수 분석 : SWEET 사업의 영향을 중심으로)

  • Lee, Jaeho;Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.2
    • /
    • pp.147-155
    • /
    • 2020
  • The analysis targeted the curriculum of general, subject education, and apecial activities that are required for SW education of 11 universities of education where SWEET project is applied. The results showed that the average credits related to SW education in elementary school teacher training institutions were 2.2 for general, 2.3 for subject education, and 0.6 for special activities. As a result of analyzing the changes in the curriculum by year, it can be interpreted as an effect of the SWEET project because the proportion of credits and hours in subject education increased and because the proportions of general and special activities decreased. However, on average, the credit related to SW education was 5.1, whereas the credits related to mathematics and science were 6.5 and 7.8, respectively, which indicated a need for revising and improving the curriculum for SW education.

Study on Index for Evaluation of Playing Ability in Team Sports

  • Min, Dae-Kee
    • Journal of the Korean Data and Information Science Society
    • /
    • v.14 no.4
    • /
    • pp.903-913
    • /
    • 2003
  • The objective of the study is to develop a variety of different indices based upon the detailed data obtained through the computer input/analysis program developed recently. Through this new program, all the activities of players can be recorded on a real time basis and they can be analyzed statistically with different types of outputs. Therefore in this research, with the help of the database program, we will develop the indices for teamwork, goal making ability, offense/defense ability, individual player's contribution to the game, and various game related performances.

  • PDF

A Pattern Recognition Method of Fatigue Crack Growth on Metal using Acoustic Emission (음향방출을 이용한 금속의 피로 균열성장 패턴인식 기법)

  • Lee, Soo-Ill;Lee, Jong-Seok;Min, Hwang-Ki;Park, Cheol-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.46 no.3
    • /
    • pp.125-137
    • /
    • 2009
  • Acoustic emission-based techniques are being used for the nondestructive inspection of mechanical systems used in service. For reliable fault monitoring related to the crack growth, it is important to identify the dynamical characteristics as well as transient crack-related signals. Widely used methods which are based on physical phenomena of the three damage stages for detecting the crack growth have a problem that crack-related acoustic emission activities overlap in time, therefore it is insufficient to estimate the exact crack growth time. The proposed pattern recognition method uses the dynamical characteristics of acoustic emission as inputs for minimizing false alarms and miss alarms and performs the temporal clustering to estimate the crack growth time accurately. Experimental results show that the proposed method is effective for practical use because of its robustness to changes of acoustic emission caused by changes of pressure levels.

An Analysis of Graphing Domain in the Sixth and the Seventh Curriculum Textbooks (6차와 7차 교과서 분석을 통한 그래프 지도 방안)

  • 송정화;권오남
    • School Mathematics
    • /
    • v.4 no.2
    • /
    • pp.161-192
    • /
    • 2002
  • This paper investigated the teaching and teaming of contents-related graphing in Korean secondary textbooks and suggested the improved methods of graph instruction through this analysis. reification-the case of function, In Harel, G., Dubinsky(Eds.), The Concept of Function : Aspects of Epistemology and Pedagogy Textbooks are analyzed from the viewpoint of the proportion of graphing contents, their sequencing, the proportion of each domain in graphing activities (interpretation vs. construction, quantitative vs. qualitative aspect, local vs. global aspect) and tasks (prediction, translation, scaling), and the difference in the graphing contents between the sixth and the seventh curriculum. This analysis demonstrates that graphing contents are increasing in textbooks, therefore the high school textbooks appear in almost every content area. The graphing activities concentrate on the construction, the quantitative aspects, and the local aspects, and are gradually focusing on the interpretation and global aspects of high school textbooks. Furthermore, most of graphing tasks favor translation. In contrast, the current seventh curriculum includes a balance of interpretation and construction activities and has more global aspects than the sixth curriculum based textbooks; however, the qualitative approach still rarely appears. For the graphing tasks, translation is still prevalent, but the importances of prediction tasks based on graph have increased in comparison with the sixth curriculum textbooks. Further, the seventh curriculum based textbooks are designed to stimulate more dynamic graphing instruction by introducing new tools such as graphing calculators and computer software. We suggest that the qualitative and global aspects should be emphasized in early graph instruction, a variety of graph activities in realistic contexts should be performed, and educational technology such as graphing calculator and computer can be efficient to implement these ideas.

  • PDF

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.1-6
    • /
    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

A Study on Excellent Universities with Video and Media Field in the USA

  • Lee, Soonmi
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.8
    • /
    • pp.107-112
    • /
    • 2017
  • In this paper, I studied several universities which are especially famous for video and media fields in the United States to develop our international competitiveness. I selected the outstanding US universities and researched the various indexes of corresponding department, internship program and other activities related with company. Then, analyzed the research results and compared with the department of Video Broadcasting at the K women's university in our country. As a result, the retention rate and the graduate rate of the 4-years universities(bachelor's degree) are very higher than the 2-years associated degree among the US universities. On the other hand, although the department of Video Broadcasting at the K women's university is the associated degree course, it shows up the highest the retention rate and the graduate rate than the US universities. Therefore, we are able to recognize that K Women's University has managed its students well. However, the employment rate of the K Women's University was poor than the US universities due to the lack of the internship programs, other activities supported by companies and the career service center.