• Title/Summary/Keyword: programming experience

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Diffusion of software innovation: a Petri Net theory perspective (Petri Net 이론 관점에서 본 소프트웨어 혁신의 확산)

  • Han, Jiyeon;Ahn, Jongchang;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.858-867
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    • 2013
  • Hardware and software field are developed by environment of MPSOC. Also it is still working with economic world and academic world. This study focus on software side and try to classify from parallel programming design world. It can be divided by three; Data, Tasks, and Data flow model. Then we used Petri Net to CUDA and HOPES programmer and found how much they understand parallel programming for each side. We focus on two sides and what is different between their experience. Petri Net is easy to descript parallel program or parallel design pattern for Task, Data, and Hybird. This research can explain how they know and how much they know about parallel programming.

A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

Development Plan of Python Education Program for Korean Speaking Elementary Students (초등학생 대상 한국어 기반 Python 교육용 프로그램 개발 방안)

  • Park, Ki Ryoung;Park, So Hee;Kim, Jun seo;Koo, Dukhoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.141-148
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    • 2021
  • The mainstream tool for software education for elementary students is Educational Programming Language. It is essential for upper graders to advance from EPL to text based programming language. However, many students experience difficulty in adopting to this change since Python is run in English. Python is an actively used TPL. This study focuses on developing an education program to facilitate learning Python for Korean speaking students. We have extracted the necessary reserved words needed for data analysis in Python. Then we replaced the extracted words into Korean terms that could be understood in elementary level. The replaced terms were matched on one-to-one correspondence with reserved words used in Python. This devised program would assist students in experiencing data analysis with Python. We expect that this education program will be applied effectively as a basic resource to learn TPL.

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Practical Utilization of Engineering Data based on Evolutionary Computation Method (진화연산에 의한 공학 데이터의 활용)

  • Lee Kyung-Ho;Yeon Yun-Seog;Yang Young-Soon
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2005.04a
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    • pp.317-324
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    • 2005
  • Korean shipyards have accumulated a great amount of data. But they do not have appropriate tools to utilize the data in practical works. Engineering data contains experts' experience and know-how In its own. It is very useful to extract knowledge or information from the accumulated existing data by using datamining technique. This paper treats an evolutionary computation method based on genetic programming (GP), which can be one of the components to realize datamining.

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Study of Object-Oriented Mechanical Design System (객체지향접근법을 이용한 기계 설계 시스템에 관한 연구)

  • 최경현;윤지섭;오승철
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.769-773
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    • 1996
  • A design system for mechanical components is being developed using an Object-Oriented Programming language Smalltalk to allow mechanical designers to use the experience of expert designers. The system is organized in such a manner that the expert knowledge stored in it could be easily retrieved by the junior designer. The experience and the knowledge of the expert are placed in the databases. Multiple design models, in this system, can be processed simultaneously, because the expert knowledge is broken down into elements which can be used by different design models. In this way the system proves more flexible and extendable. In this paper, the philosophy of the system and the databases involved in the system will be addressed.

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Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

A Study on Developing CT through Physical Computing : Implications of 3D Printing Class using Codeblocks® (피지컬 컴퓨팅을 통한 CT역량 계발 연구 : 코드블록® 활용 3D 프린팅 수업의 시사점)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.219-227
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    • 2019
  • The educational method of physical computing, where students can experience software programming principles and practices while making concrete objects beyond outputs residing just inside of computer monitors, are drawing attentions. This current research sought an instructional method for pre-service teachers that they can experience 3D printing and modeling and at the same time they can understand programming principles in the 3D modeling processes. To achieve this aim, the TinkerCAD $Codeblocks^{(R)}$ was analyzed based on the computational thinking framework and a course utilizing the $Codeblocks^{(R)}$ to 3D modeling was devised. The designed class was applied to pre-service teachers and the students' perceptions of the class were collected by using a semi-structured survey. This study provides implications to software education for pre-service teachers as an instructional case that 3D printing is used to connecting computational thinking skills.

A Study on the HDTV Programming of Three Major Terrestrial Broadcasting Systems (지상파방송 3사의 HDTV프로그램 편성에 관한 연구)

  • Yu, Sae-Kyung;Kim, Mi-Ra
    • Korean journal of communication and information
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    • v.29
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    • pp.111-145
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    • 2005
  • In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.

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User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.184-200
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    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.

Parameter estimation of four-parameter viscoelastic Burger model by inverse analysis: case studies of four oil-refineries

  • Dey, Arindam;Basudhar, Prabir Kr.
    • Interaction and multiscale mechanics
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    • v.5 no.3
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    • pp.211-228
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    • 2012
  • This paper reports the development of a generalized inverse analysis formulation for the parameter estimation of four-parameter Burger model. The analysis is carried out by formulating the problem as a mathematical programming formulation in terms of identification of the design vector, the objective function and the design constraints. Thereafter, the formulated constrained nonlinear multivariable problem is solved with the aid of fmincon: an in-built constrained optimization solver module available in MatLab. In order to gain experience, a synthetic case-study is considered wherein key issues such as the determination and setting up of variable bounds, global optimality of the solution and minimum number of data-points required for prediction of parameters is addressed. The results reveal that the developed technique is quite efficient in predicting the model parameters. The best result is obtained when the design variables are subjected to a lower bound without any upper bound. Global optimality of the solution is achieved using the developed technique. A minimum of 4-5 randomly selected data-points are required to achieve the optimal solution. The above technique has also been adopted for real-time settlement of four oil refineries with encouraging results.