• 제목/요약/키워드: programming experience

검색결과 189건 처리시간 0.033초

PCB 조립로봇 자동화를 위한 시스템 구현 (Realization of PCB Insert Machine Automation)

  • 김상주;강진구;최승욱;이장명
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2002년도 하계종합학술대회 논문집(5)
    • /
    • pp.239-242
    • /
    • 2002
  • This paper has been realized PCB insert machine automation system. For the reduction of the install programming time as well as possible, a new technique is addressed. In detail, an image frame is initially divided into one area whose size decreases according to the distance from hole to hole on PCB. Searching center of hole using a threshold method after median filtering. At every moment of mouse click, area is shifted to locate the hole, and detect a center of hole in a new area. Experimental results are demonstrated to verify the superiority of this scheme in detecting position of part by comparing with a man of experience.

  • PDF

Field Applicability of Design Methodologies for Groundwater Quality Monitoring Network

  • Lee, Sang-Il
    • Korean Journal of Hydrosciences
    • /
    • 제10권
    • /
    • pp.47-58
    • /
    • 1999
  • Protection of groundwater resources from contamination has been of increasing concern throughout the past decades. In practice, however, groundwater monitoring is performed based on the experience and intuition of experts or on the convenience. In dealing with groundwater contamination, we need to know what contaminants have the potential to threat the water quality and the distribution and concentration of the plumes. Monitoring of the subsurface environment through remote geophysical techniques or direct sampling from wells can provide such information. Once known, the plume can be properly menaged. Evaluation of existing methodologies for groundwater monitoring network design revealed that one should select an appropriate design method based on the purpose of the network and the avaliability of field information. Integer programming approach, one of the general purpose network design tools, and a cost-to-go function evaluation approach for special purpose network design were tested for field applicability. For the same contaminated aquifer, two approaches resulted in different well locations. The amount of information, however, was about the same.

  • PDF

Incorporating Coding on Student Experience: Lessons Learned from an Action Research

  • Schultz, Meghan;Noh, Jihwa
    • East Asian mathematical journal
    • /
    • 제36권2호
    • /
    • pp.317-330
    • /
    • 2020
  • The purpose of this action research project was to study the effects of incorporating coding into the middle school math classroom affected student dispositions with math and their understanding of mathematical concepts. The project, involving a total of 107 US middle school students, used five data sources to examine these effects: a survey, a chart measuring student engagement, a pre- and post-assessment before and after the coding project, and teacher observation with reflection forms. After analyzing the data, it was found that incorporating coding into the middle school math classroom could have a positive impact on student math dispositions and their understanding of math concepts.

자율개체와 이벤트 프로그래밍 (Autonomous Agents and Event Programming)

  • 조은상
    • 한국시뮬레이션학회:학술대회논문집
    • /
    • 한국시뮬레이션학회 1998년도 추계학술대회 및 정기총회
    • /
    • pp.124-127
    • /
    • 1998
  • One of the eventual goals of VR research is to provide valuable experiences to the participants. In this work, we view that the content of experience is composed of a sequence of events, and develop algorithms authoring those events. Event authoring can be realized by controlling agents in VE in two different modes: (1) the autonomous mode, in which the agent exhibit autonomous behaviors based on the current world status and its own personality, and (2) the event mode, in which the behaviors generated form the autonomous mode is further controlled to meet the needs of the experiment. We define the event authoring language, so that the authors can design experiments by writing event-programs. Then the architecture of event execution manager is described, which is the heart of event-program execution. prove the effectiveness of our approach by showing results of several experiments.

  • PDF

비디오 파노라마 가상현실을 기반으로 하는 호서 사이버 패류 박물관의 연구 (A study on Web-based Video Panoramic Virtual Reality for Hose Cyber Shell Museum)

  • Hong, Sung-Soo;khan, Irfan;Kim, Chang-ki
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2012년도 추계학술발표대회
    • /
    • pp.1468-1471
    • /
    • 2012
  • It is always a dream to recreate the experience of a particular place, the Panorama Virtual Reality has been interpreted as a kind of technology to create virtual environments and the ability to maneuver angle for and select the path of view in a dynamic scene. In this paper we examined an efficient algorithm for Image registration and stitching of captured imaged from a video stream. Two approaches are studied in this paper. First, dynamic programming is used to spot the ideal key points, match these points to merge adjacent images together, later image blending is use for smooth color transitions. In second approach, FAST and SURF detection are used to find distinct features in the images and a nearest neighbor algorithm is used to match corresponding features, estimate homography with matched key points using RANSAC. The paper also covers the automatically choosing (recognizing, comparing) images to stitching method.

Study of a Three-Dimensional and Multi-Functional Urban High-Rise Complex in the High-Density Environment: Design Practice of Yiwu World Trade Center

  • Li, Linxue;Hou, Miaomiao;Zhang, Qi
    • 국제초고층학회논문집
    • /
    • 제8권1호
    • /
    • pp.37-47
    • /
    • 2019
  • Facing the challenges of urban form and space quality in a high-density environment, the paper puts forward the development trend of three-dimensional and multi-functional design for an urban high-rise complex, and analyzes the design methods of establishing an urban landmark, including multi-functional composition, three-dimensional space integration, three-dimensional traffic organization and energy flow programming. Meanwhile, combined with the specific design case of Yiwu World Trade Center, the practical experience of designing a high-rise complex in China's medium-sized cities is analyzed.

OverIT: An Interactive Overlay for Touchscreen-based UI Customization by Demonstration

  • Lee, Kyungyeon;Chung, SeungA;Oh, Uran
    • International journal of advanced smart convergence
    • /
    • 제10권3호
    • /
    • pp.143-148
    • /
    • 2021
  • Smartphones have been widely used for various purposes and stay connected with people at all times. However, the use of such touchscreen devices can be physically restricted depending on users' context where only one hand is available to interact with the device. Even major smartphone manufacturers (e.g., Apple, Samsung) offer one handed mode, they still lack functions in the third-party applications, and the process is also complicated. We propose OverIT, a system that enables users to customize interfaces by adding new buttons on an interactive overlay which can be positioned anywhere on the touchscreen where each button serves the same functionality as an existing one. It is designed to support users to map a certain button event freely and easily to a newly created button by performing a demonstration of a button tap. We expect our system to improve the overall user experience of one-handed interaction with touchscreen devices.

프로그래밍 경험에 따른 Computational Thinking의 차이에 관한 연구 (A Study on Difference of Computational Thinking by Programming Experience)

  • 성정숙;김민자;김현철
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2013년도 추계학술발표대회
    • /
    • pp.1699-1701
    • /
    • 2013
  • 최근 프로그래밍 교육이 새로운 방식의 사고력을 길러준다는 점에서 컴퓨터 공학 전공자뿐 아니라 일반인에게도 그 중요성이 강조되고 있다. 이러한 추세에 따라 프로그래밍 교육을 통해 길러지는 새로운 사고 과정인 computational thinking 관련 연구가 다양하게 시도되고 있다. 그러나 대부분의 연구가 특정 프로그래밍 언어에 의존적인 평가도구를 개발하여 측정하고 있으며 프로그래밍 경험 자체가 일상생활에서 일어나는 현상의 문제 해결을 위한 computational thinking에 영향을 주었는지를 연구한 결과는 아직 명확히 알려진 바가 없다. 따라서 본 연구는 프로그래밍 경험 유무에 따라 computational thinking에 차이가 있는가를 알아보았으며 그 결과 프로그래밍 경험이 있는 학생이 일상에서 일어나는 복잡한 문제를 더 논리적이고 상세하게 추상화하고, 구조화를 통해 더 명확한 모델링을 하였음을 알 수 있었다. 결론적으로 프로그래밍 경험 유무에 따라 computational thinking의 차이가 있음을 알 수 있었으며, computational thinking의 함양을 위해 프로그래밍 교육이 도움이 될 것으로 기대할 수 있다.

Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
    • /
    • 제9권4호
    • /
    • pp.179-183
    • /
    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

우리나라 학생들의 컴퓨터·정보 소양 및 컴퓨팅 사고력 교육 경험에 따른 ICILS 2018 결과 분석 (Analysis of the ICILS 2018 Results by Korean Students' Educational Experience in Computer and Information Literacy and Computational Thinking)

  • 전성균;손윤희;박상욱
    • 컴퓨터교육학회논문지
    • /
    • 제23권3호
    • /
    • pp.1-8
    • /
    • 2020
  • ICILS 2018에 참여한 우리나라 중학교 2학년 학생들은 정규 교육과정에서 '정보' 과목이 선택 과정인 2009 개정 교육과정을 적용받았다. ICILS 2018 결과를 면밀하게 분석하기 위해서는 학생에 따라 관련 교육 경험이 다를 수 있다는 우리나라의 상황을 고려할 필요가 있다. 본 연구는 학생들의 관련 교육 경험을 개인적 차원과 학교 교육 측면에서 조사하였고, 이를 주요 변인으로 하여 ICILS 2018 컴퓨터·정보 소양 및 컴퓨팅 사고력 점수를 비교·분석 하였다. 분석 결과 코딩 혹은 프로그래밍 교육 경험이 있는 학생들의 컴퓨팅 사고력 점수는 관련 교육 경험이 없는 학생들의 컴퓨팅 사고력 점수보다 높게 나타났다. 또한 '정보' 과목을 이수한 시간이 많은 학생일수록 컴퓨팅 사고력 점수가 높게 나타났다. 본 연구는 이러한 분석 결과를 근거로 초·중등 공교육을 통한 교육 기회의 확대를 제안하였다.