• Title/Summary/Keyword: programming experience

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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The Effects of Robot Based Mathematics Learning on Learners' Attitude and Problem Solving Skills (로봇 활용 수학학습이 학습태도 및 문제해결능력에 미치는 영향)

  • Park, Jung-Ho;Kim, Chul
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.71-80
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    • 2010
  • A lot of studies in and outside the country says that robots can become an effective tool in developing creativity, problem solving skills and positive learning motivation in the knowledge and information era. This study aims to verify the educational effect of robots in mathematics education by applying robots to mathematics education as a learning tool in an effort to improve the teaching/learning environment. For this study, the mathematics curriculum of elementary school and robot programming were analyzed and then a robot integrated mathematics program was developed. The developed program was applied to the mathematics education of an elementary school year 5 over 16 times. The result of the study showed that the experimental group which used the robot integrated program has better learning attitude and problem solving skills than the group which used the traditional method. The result also showed that the mathematics activities that used robot programming contributed to developing problem solving skills and provided positive mathematics learning experience.

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Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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User Bandwidth Demand Centric Soft-Association Control in Wi-Fi Networks

  • Sun, Guolin;Adolphe, Sebakara Samuel Rene;Zhang, Hangming;Liu, Guisong;Jiang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.709-730
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    • 2017
  • To address the challenge of unprecedented growth in mobile data traffic, ultra-dense network deployment is a cost efficient solution to offload the traffic over some small cells. The overlapped coverage areas of small cells create more than one candidate access points for one mobile user. Signal strength based user association in IEEE 802.11 results in a significantly unbalanced load distribution among access points. However, the effective bandwidth demand of each user actually differs vastly due to their different preferences for mobile applications. In this paper, we formulate a set of non-linear integer programming models for joint user association control and user demand guarantee problem. In this model, we are trying to maximize the system capacity and guarantee the effective bandwidth demand for each user by soft-association control with a software defined network controller. With the fact of NP-hard complexity of non-linear integer programming solver, we propose a Kernighan Lin Algorithm based graph-partitioning method for a large-scale network. Finally, we evaluated the performance of the proposed algorithm for the edge users with heterogeneous bandwidth demands and mobility scenarios. Simulation results show that the proposed adaptive soft-association control can achieve a better performance than the other two and improves the individual quality of user experience with a little price on system throughput.

Applicability of Groundwater Quality Monitoring Network Design Methodologies (지하수 수질관측망 설계방법론의 적용성 검토)

  • Lee, Sang-Il
    • Journal of Korea Water Resources Association
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    • v.31 no.6
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    • pp.685-694
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    • 1998
  • 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 managed. 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 availability 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 sam contaminated aquifer, two approaches resulted in different well locations. The amount of information, however, was about the same.

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Analysis of student perception of learning block-type educational programming tools in online learning environment (온라인 학습 환경에서의 블록형 교육용 프로그래밍 도구 학습에 대한 학생 인식 분석)

  • Lee, SangHyeon;Ann, SungHun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.519-528
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    • 2020
  • Due to COVID-19, most schools are conducting online learning. In this study, a total of 12 block-type educational programming tool classes were conducted in the form of online learning for 6th grade elementary school students, and then quantitatively and qualitatively analyzed students' perceptions of their learning experience on entry learning. As a result of the analysis, it was found that the learner easily recognized the use of the entry program and the difficulty of learning contents, and the learning satisfaction was high. When students face difficulties, it was found that they received the most help from the hint function provided by the site itself, and they were found to be less aware of the necessity of teachers when learning entry. As a result of the qualitative analysis, it was found that the learner felt a lot of novelty and fun through easy and simple operation. On the other hand, it was found that the learning contents and hints were not understood, which made them difficult and felt that the hint contents were insufficient. It was found that students felt a sense of accomplishment by creating and manipulating programs as they wish.

Highly Reliability Network Technology for Transmitting a Disaster Information (재해정보 전송을 위한 고신뢰성 네트워크 기술)

  • Kim, Kyung-Jun;Kim, Dongju;Jang, Dae-Jin;Oh, Eun-Ho;Kim, Jin-Man
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.115-124
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    • 2015
  • In this paper we analyse the previous (Quality of Services) and QoE(Quality of Experience) methods, and propose a high reliable network system framework and its service forwarding method that is able to provide seamless N-Screen services for proliferating disaster informations. The service satisfaction measurement, i.e., QoE, of contents consumers in N-screens services is going to be important the factor in disaster information proliferation because N-Screen services in the previous methods based on multi devices only focused on information transmission. The proposed system around these services is composed of a disaster information process framework for accepting user's service requirement, push service modules for minimizing the number of packets to be caused when carrying out the push service, and a push service controller for maximizing QoE measures. In order to provide a seamless N-Screen service on diverse screens, such as smartphone, PC, and big screen, we also have Open API(Application Programming Interface) functions. Through these results, we expect to evaluate QoS and QoE quality in the seamless N-Screen service.

A Study on Spoken Digits Analysis and Recognition (숫자음 분석과 인식에 관한 연구)

  • 김득수;황철준
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.107-114
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    • 2001
  • This paper describes Connected Digit Recognition with Considering Acoustic Feature in Korea. The recognition rate of connected digit is usually lower than word recognition. Therefore, speech feature parameter and acoustic feature are employed to make robust model for digit, and we could confirm the effect of Considering. Acoustic Feature throughout the experience of recognition. We used KLE 4 connected digit as database and 19 continuous distributed HMM as PLUs(Phoneme Like Units) using phonetical rules. For recognition experience, we have tested two cases. The first case, we used usual method like using Mel-Cepstrum and Regressive Coefficient for constructing phoneme model. The second case, we used expanded feature parameter and acoustic feature for constructing phoneme model. In both case, we employed OPDP(One Pass Dynamic Programming) and FSA(Finite State Automata) for recognition tests. When appling FSN for recognition, we applied various acoustic features. As the result, we could get 55.4% recognition rate for Mel-Cepstrum, and 67.4% for Mel-Cepstrum and Regressive Coefficient. Also, we could get 74.3% recognition rate for expanded feature parameter, and 75.4% for applying acoustic feature. Since, the case of applying acoustic feature got better result than former method, we could make certain that suggested method is effective for connected digit recognition in korean.

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Analyzing the effects of artificial intelligence (AI) education program based on design thinking process (디자인씽킹 프로세스 기반의 인공지능(AI) 교육 프로그램 적용 효과분석)

  • Lee, Sunghye
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.49-59
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    • 2020
  • At the beginning of the discussion of AI education in K-12 education, the study was conducted to develop and apply an AI education program based on Design Thinking and analyze the effects of the AI education programs. In the AI education program, students explored and defined the AI problems they were interested in, gathered the necessary data to build an AI model, and then developed a project using scratch. In order to analyze the effectiveness of the AI education program, the change of learner's perception of the value of AI and the change of AI efficacy were analyzed. The overall perception of the AI project was also analyzed. As a result, AI efficacy was significantly increased through the experience of carrying out the project according to the Design Thinking process. In addition, the efficacy of solving problems with AI was influenced by the level of use of programming languages. The learner's overall perception of the AI project was positive, and the perceptions of each stage of the AI project (AI problem understanding and problem exploration, practice, problem definition, problem solving idea implementation, evaluation and presentation) was also positive. This positive perception was higher among students with high level of programming language use. Based on these results, the implications for AI education were suggested.

Determination of Optimal Hourly Water Intake Amount for H Arisu Purification Center using Linear Programming (선형계획법을 이용한 H 아리수 정수 센터 최적 취수량 결정)

  • Lee, Chulsoo;Lee, Kangwon
    • Journal of Korea Water Resources Association
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    • v.48 no.12
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    • pp.1051-1064
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    • 2015
  • Currently, the H purification plant determines the hourly water intake amount based on operator experience and skill. Therefore, inevitably, there are deviations among operators. While meeting time-varying demand and maintaining the proper water level in the clean water reservoir, the methodology for minimizing electricity cost, when dealing with different electricity rate time zones, is a very complicated problem, which is beyond an operator's capability. To solve this problem, a linear programming (LP) model is proposed, which can determine the optimal hourly water intake amount for minimizing the daily electricity cost. It is shown that an inaccurate estimate for the hourly water usage in the demand areas causes the water level constraint to be violated, which is the weak point of the proposed LP method. However, several examples with real-field data show that we can practically and safely solve this problem with safety margins. It is also shown that the safety margin method still works effectively whether the estimate is accurate or not. The operators need not attend the site at all times under the proposed LP method, and we can additionally expect reductions in labor costs.