• 제목/요약/키워드: programming experience

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A Study on the Current State of Artificial Intelligence Based Coding Technologies and the Direction of Future Coding Education

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.186-191
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    • 2020
  • Artificial Intelligence (AI) technology is used in a variety of fields because it can make inferences and plans through learning processes. In the field of coding technologies, AI has been introduced as a tool for personalized and customized education to provide new educational environments. Also, it can be used as a virtual assistant in coding operations for easier and more efficient coding. Currently, as coding education becomes mandatory around the world, students' interest in programming is heightened. The purpose of coding education is to develop the ability to solve problems and fuse different academic fields through computational thinking and creative thinking to cultivate talented persons who can adapt well to the Fourth Industrial Revolution era. However, new non-computer science major students who take software-related subjects as compulsory liberal arts subjects at university came to experience many difficulties in these subjects, which they are experiencing for the first time. AI based coding technologies can be used to solve their difficulties and to increase the learning effect of non-computer majors who come across software for the first time. Therefore, this study examines the current state of AI based coding technologies and suggests the direction of future coding education.

전통문화를 활용한 환경교육 프로그램이 초등학생의 환경태도에 미치는 영향 (Effects of Environmental Education Program using Traditional Culture on Elementary School Students' Environmental Attitude)

  • 김명환;김남일;박헌우
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.239-249
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    • 2013
  • The elementary school age is a critical period in the formation of environmental attitudes, environmental knowledge, and sensitivity. In this study, we examined how they affect environmental education programs that utilize traditional culture in the 6th grade of elementary school students' environmental attitudes. Attitudes questionnaire and activity sheets were analyzed to figure out the change in attitude of the students, we analyzed the activity sheets. As a result, the environmental education program that utilize traditional culture had a positive impact on the improvement of elementary school students' environmental attitudes. Analysis of students' Internet bulletin board posts, the amount of writing was increased. In addition, the sensitivity to the environment of the students were changed. Students, was considered not related to their environmental problems. However, after programming experience, they found that environmental problems are directly related to them.

EPL을 활용한 초등 정보 영재 판별 도구의 개발 (Developing an Discrimination Test for the Information Gifted usign EPL at the Elementary School Level)

  • 김현수;김수환;한선관
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.203-209
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    • 2011
  • 본 연구는 선행 연구 분석을 통해 찾아낸 정보 영재의 특성 중 하나인 알고리즘 능력을 측정하여 정보 영재를 판별할 수 있는 도구를 교육용 프로그래밍 언어인 스크래치를 활용하여 개발하였다. 판별 도구는 크게 단일 스프라이트, 다중 스프라이트로 나누고 각각 블록추가, 블록 순서 변경, 변수 값 수정, 블록 종류 변경으로 세분화하여 문항을 개발하였다. 본 연구에서 개발한 정보 영재 판별 도구는 프로그래밍 언어를 배우지 않은 학생들도 쉽게 조작할 수 있는 교육용 프로그래밍 언어 중 하나인 스크래치를 활용해 제작되었다, 그러므로 프로그래밍을 배우지 않은 일반 학생들을 대상으로 판별 도구를 이용해 알고리즘 능력을 측정하고 분석한다면 많은 학생들의 정보 영재성을 판별하는데 기여할 것으로 기대한다.

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자원재활용 교육홍보를 위한 3D 네트워크 게임 개발 (3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology)

  • 오승택;전병환
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.407-411
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    • 2005
  • 본 연구에서는 자원재활용에 대한 이해를 돕기 위해, 어린이들의 흥미를 유발시키고 과학적인 호기심을 충족시키는 방식으로 3D 그래픽 편집기와 DirectX 프로그래밍 도구를 이용하여 3D 온라인 레이싱 게임을 개발하였다. 단순히 게임에 참여하는 것만으로도 자연스럽게 재활용자원의 수집과 분류 과정을 체험할 수 있으며, 애니메이션 기법으로 제작된 재활용 공정 콘텐츠를 학습할 수 있도록 하였다. 특히, 한글뿐만 아니라 영어 버전을 동시에 제공함으로써 해외에서도 교육 및 홍보 매체로 활용될 수 있으며 해외기관과의 교류가 가능하도록 하였다. 결과적으로 어린이들이 직접 즐길 수 있는 게임의 형태로 개발되어 자원재활용에 대한 교육용 콘텐츠로 활용될 수 있다.

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Experience in Practical Implementation of Abstraction Interface for Integrated Cloud Resource Management on Multi-Clouds

  • Kim, Huioon;Kim, Hyounggyu;Chun, Kyungwon;Chung, Youngjoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권1호
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    • pp.18-38
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    • 2017
  • Infrastructure-as-a-Service (IaaS) clouds provide infrastructure as a pool of virtual resources, and the public IaaS clouds, e.g. Amazon Web Service (AWS) and private IaaS cloud toolkits, e.g. OpenStack, CloudStack, etc. provide their own application programming interfaces (APIs) for managing the cloud resources they offer. The heterogeneity of the APIs, however, makes it difficult to access and use the multiple cloud services concurrently and collectively. In this paper, we explore previous efforts to solve this problem and present our own implementation of an integrated cloud API, which can make it possible to access and use multiple clouds collectively in a uniform way. The implemented API provides a RESTful access and hides underlying cloud infrastructures from users or applications. We show the implementation details of the integrated API and performance evaluation of it comparing the proprietary APIs based on our cloud testbed. From the evaluation results, we could conclude that the overhead imposed by our interface is negligibly small and can be successfully used for multi-cloud access.

Hybrid No-Reference Video Quality Assessment Focusing on Codec Effects

  • Liu, Xingang;Chen, Min;Wan, Tang;Yu, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권3호
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    • pp.592-606
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    • 2011
  • Currently, the development of multimedia communication has progressed so rapidly that the video program service has become a requirement for ordinary customers. The quality of experience (QoE) for the visual signal is of the fundamental importance for numerous image and video processing applications, where the goal of video quality assessment (VQA) is to automatically measure the quality of the visual signal in agreement with the human judgment of the video quality. Considering the codec effect to the video quality, in this paper an efficient non-reference (NR) VQA algorithm is proposed which estimates the video quality (VQ) only by utilizing the distorted video signal at the destination. The VQA feature vectors (FVs) which have high relationships with the subjective quality of the distorted video are investigated, and a hybrid NR VQA (HNRVQA) function is established by considering the multiple FVs. The simulation results, testing on the SDTV programming provided by VCEG Phase I, show that the proposed algorithm can represent the VQ accurately, and it can be used to replace the subjective VQA to measure the quality of the video signal automatically at the destinations.

교량의 과하중 확률계산을 통한 상태평가 등급 산정방법에 대한 연구 (A Study on the Evaluation Methods from Probability Computation of Bridge)

  • 김두환;유창욱
    • 한국안전학회지
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    • 제24권4호
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    • pp.53-58
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    • 2009
  • The importance of process for repair and reinforcement of the bridge is increasing because of the lack of the fatigue load and stress, a lowering of the bridge load carrying capacity owing to impact and oscillation, deterioration on cultivation periods of the bridge, etc. Typically the experimenter values the bridge load carrying capacity by the real rating factor and response modification factor in bridge load rating through static load test and dynamic load test. But the error occurred in reliability of response modification factor in bridge load rating according to experience of experimenter. so tests of connecting probability theory and valuation of the bridge recently. The study is to compute the real load carrying capacity of the bridge and the rating factor and response modification factor on grade of the bridge, and calculate the probability of over-loaded truck load from Weigh In Motion(WIM) Data in FORTRAN programming applying to Monte-Carlo Simulation. At the result of this study, it is acquired that the new grade is computed for the probability of over-loaded truck load and surface inspection. The A grade is over 1.95, B grade is $1.55{\sim}1.94$, C grade is $1.26{\sim}1.54$, D grade is $1.14{\sim}1.25$, E grade is under 1.13 of rating factor, respectively.

Security of Web Applications: Threats, Vulnerabilities, and Protection Methods

  • Mohammed, Asma;Alkhathami, Jamilah;Alsuwat, Hatim;Alsuwat, Emad
    • International Journal of Computer Science & Network Security
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    • 제21권8호
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    • pp.167-176
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    • 2021
  • This is the world of computer science and innovations. In this modern era, every day new apps, webs and software are being introduced. As well as new apps and software are being introduced, similarly threats and vulnerable security matters are also increasing. Web apps are software that can be used by customers for numerous useful tasks, and because of the developer experience of good programming standards, web applications that can be used by an attacker also have multiple sides. Web applications Security is expected to protect the content of critical web and to ensure secure data transmission. Application safety must therefore be enforced across all infrastructure, including the web application itself, that supports the web applications. Many organizations currently have a type of web application protection scheme or attempt to build/develop, but the bulk of these schemes are incapable of generating value consistently and effectively, and therefore do not improve developers' attitude in building/designing stable Web applications. This article aims to analyze the attacks on the website and address security scanners of web applications to help us resolve web application security challenges.

Challenges in Distributed Agile Software Development Environment: A Systematic Literature Review

  • Ghani, Imran;Lim, Angelica;Hasnain, Muhammad;Ghani, Israr;Babar, Muhammad Imran
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권9호
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    • pp.4555-4571
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    • 2019
  • Due to increasing interest in distributed agile software development, there is a need to systematically review the literature on challenges encountered in the agile software development environment. Using the Systematic Literature Review (SLR) approach, 32 relevant publications, dated between 2013 and 2018 were selected from four electronic databases. Data from these publications were extracted to identify the key challenges across the system development life cycle (SDLC) phases, which essentially are short phases in each agile-based iteration. 5 types of key challenges were identified as impacting the SDLC phases; these challenges are Communication, Coordination, Cooperation, Collaboration and Control. In the context of the SLDC phases, the Communication challenge was discussed the most often (79 times, 33%). The least discussed challenges were Cooperation and Collaboration (26 times, 11% each). The 5 challenges occur because of distances which occur in distributed environment. This SLR identified 4 types of distances which contribute to the occurrence of these key challenges - physical, temporal, social-cultural and knowledge/experience. Of the 32 publications, only 4 included research which proposed new solutions to address challenges in agile distributed software development. The authors of this article believe that the findings in this SLR are a resource for future research work to deepen the understanding of and to develop additional solutions to address the challenges in distributed agile software development.

창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색 (Exploring the Types of AI Platforms for Creative Activities and How to Use Them)

  • 박주연;안수진
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.361-364
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    • 2022
  • 본 연구는 창작활동을 위한 인공지능 플랫폼의 종류를 조사하고 활용방안을 탐색하는 목적으로 수행되었다. 창작활동의 대표적인 영역인 미술과 음악 창작 영역에서 인공지능을 배우기 위해 인공지능을 체험하고 간단한 프로그래밍을 할 수 있는 인공지능 플랫폼의 종류를 조사하였다. 그리고 각 인공지능 플랫폼이 학생들의 생각을 풍부하게 표현하고 창의력을 높이는데 사용되도록 활용방안을 제시하였다. 이를 통해 인공지능 플랫폼이 창작활동에서 학생들의 표현력과 창의력을 높이는 도구로써 활용될 수 있음을 시사하였다는데 의의가 있다.

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