• Title/Summary/Keyword: 개발자

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Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

Development of an MT System on Distributed Environment : about lexicon construction and test environment (분산 환경에서의 번역 시스템의 개발 : 사전 구축과 테스트 환경을 중심으로)

  • 이현아;장병규;강인호;이신목;김길창
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.06a
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    • pp.344-349
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    • 2000
  • 본 논문에서는 영환 기계번역 시스템 ALKOL의 개발 과정에서 사용된 분산 환경을 사전 구축과 테스트 환경을 중심으로 설명한다. 번역 시스템 개발은 시스템 개발자, 사전 개발자, 검사자(tester)의 세 요소를 중심으로 이루어지는 작업으로, 효율적인 개발을 위해서는 개발 요소의 작업이 독립적으로 진행되면서 유기적으로 연결될 수 있는 환경이 마련되어야 한다. ALKOL에서는 이를 위하여 번역 시스템을 번역 서버, 사전 서버, 사전 편집기, 사용자 인터페이스 클라이언트/서버 분산 환경으로 구성하고 검사자를 위한 테스트 환경을 제공하여 효율적인 번역 시스템 개발 환경을 구축한다. 번역 시스템을 분산 환경에서 개발하여 시스템 개발자, 사전 개발자, 검사자가 각자의 작업을 병렬적으로 진행할 수 있고 실시간으로 갱신되는 시스템과 사전 정보를 이용하여 작업을 진행할 수 있어 번역 시스템 개발의 효율성을 높일 수 있다.

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Design of VRML based Applications Sharing Engine for Supporting Multi-Participants (다중 참여자를 지원하는 VRML 기반의 어플리케이션 공유 엔진 설계)

  • 이원재;탁진현;이세훈;왕창종
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.739-741
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    • 1999
  • 공동작업을 위한 어플리케이션 공유는 여러 시스템에 분산되어 있는 개발도구와 어플리케이션을 공유하여 다수의 참여자가 공간적으로 제약받지 않고 공동 개발할 수 있도록 한다. 그러나 가상공간에 개념을 둔 CSCW에 기존의 어플리케이션 공유 방식을 적용하기에는 3차원이라는 공간적인 요소를 고려하지 않은 문제점을 가지게 된다. 또한 기존의 CSCW에 비해서 가상공간에 기반을 둔 CSCW 어플리케이션 개발은 가상 공간과 다중 참여자를 고려해서 개발하여야 하기 때문에 개발자에게 매우 어려운 작업이다. 따라서, 이 논문에서는 다중 참여자를 지원하는 VRML 기반 어플리케이션 공유 엔진을 설계하였다. 설계된 VRML 기반 어플리케이션 공유 엔진은 참여자 사이트로 에이전트를 이동시켜 웹 브라우져 내의 VRML 가상 공간에서 참여자의 어플리케이션 대한 3차원상의 이벤트를 2차원적인 상대값으로 바꾸고 실제 어플리케이션상의 이벤트로 변환하는 메커니즘을 도입하여 VRML 가상공간에서 어플리케이션을 공유를 가능하게 하였다. 또한 참여자 이벤트를 처리하는 스케줄러를 도입하여 참여자의 이벤트를 순서적이고 참여자 간의 충돌을 해결할 수 있었으며 가상환경이 VRML로 구성되기 때문에 운영체제에 독립적이고 웹상에서 어플리케이션 공유가 가능하였다. 그리고 가상환경을 위한 CSCW 응용 개발에 대한 오버헤드를 줄이고 기존 윈도우 어플리케이션을 가상공간에 사용함으로서 기존 어플리케이션의 재사용성을 높일 수 있었다.

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Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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A Study on the Standard AI Developer Job Training Track Based on Industry Demand

  • Lee, Won Joo;Kim, Doohyun;Kim, Sang Il;Kim, Han Sung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.251-258
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    • 2022
  • In this paper, we propose a standard AI developer job training track based on industry needs. The characteristic of this curriculum is that it can minimize the mismatch of AI developer job competency between industries and universities. To develop an AI developer job training track, a survey will be conducted for AI developers working in industrial fields. In this survey, among the five NCS-based AI developer jobs, job analysis is conducted by deriving AI developer jobs with high demand for manpower in industrial fields. In job analysis, the core competency unit elements of the job are selected, and knowledge, skills, tools, etc. necessary to perform the core competency unit elements are derived. In addition, a standard AI developer job curriculum is developed by deriving core subjects and road-map that can educate knowledge, skills, tools, etc. In addition, we present an efficient AI developer job training method using the standard AI developer job training course proposed in this paper.

Productivity Profiles of Korean Inventors: A First Look at the Korean Inventor Panel Data (한국 개발자 패널데이터를 이용한 기술개발자의 생애주기 생산성 분석)

  • Kim, Jinyoung
    • Journal of Labour Economics
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    • v.41 no.3
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    • pp.161-186
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    • 2018
  • Albeit numerous endeavors in matching names and surveying inventors, inventor-level studies of patent data have been scarce because unique inventors can not be identified across patents. Using the Korean patent data with inventor IDs, birth year, and gender available, we construct unique inventor-level panel data. As the first undertaking with our data, we investigate the age profile of patent productivity among inventors. We find an inverted U-shaped profile with the peak at age 31. We also find an increasing productivity for younger cohorts of inventors. These findings are robust after we control for the calendar year effects and the quality of patents.

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Development of an MT System on Distributed Environment : about lexicon construction and test environment (분산 환경에서의 번역 시스템의 개발 : 사전 구축과 테스트 환경을 중심으로)

  • Lee, Hyun-Ah;Jang, Byung-Gyu;Kang, In-Ho;Lee, Shin-Mok;Kim, Gil-Chang
    • Annual Conference on Human and Language Technology
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    • 2000.10d
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    • pp.344-349
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    • 2000
  • 본 논문에서는 영한 기계번역 시스템 ALKOL의 개발 과정에서 사용된 분산 환경을 사전구축과 테스트 환경을 중심으로 설명한다. 번역 시스템 개발은 시스템 개발자, 사전 개발자, 검사자(tester)의 세 요소를 중심으로 이루어지는 작업으로, 효율적인 개발을 위해서는 개별 요소의 작업이 독립적으로 진행되면서 유기적으로 연결될 수 있는 환경이 마련되어야 한다. ALKOL에서는 이를 위하여 번역 시스템을 번역 서버, 사전 서버, 사전 편집기, 사용자 인터페이스의 클라이언트/서버 분산 환경으로 구성하고 검사자를 위한 테스트 환경을 제공하여 효율적인 번역 시스템 개발 환경을 구축한다. 번역 시스템을 분산 환경에서 개발하여 시스템 개발자, 사전 개발자, 검사자가 각자의 작업을 병렬적으로 진행할 수 있고 실시간으로 갱신되는 시스템과 사전 정보를 이용하여 작업을 진행할 수 있어 번역 시스템 개발의 효율성을 높일 수 있다.

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A Developer Recommendation Technique Based on Topic Model and Social Network (토픽 모델과 소셜 네트워크를 이용한 개발자 추천방법)

  • Yang, Geunseok;Zhang, Tao;Lee, Byungjeong
    • Journal of KIISE:Software and Applications
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    • v.41 no.8
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    • pp.557-568
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    • 2014
  • Recently, software projects have been increasing and getting complex. Due to the large number of submitted bug reports, developers' workload increases. Generally in bug triage process, the triagers assign the bug report to fixer (developer) in order to resolve the bug. However, bug reports have been reassigned to other developers because fixers are not suitable. This is why the triagers did not correctly check and understand the bug report and decide the appropriate developers to fix the bug. This results in increase of developers' time and efforts in software maintenance. To resolve these problems, in this paper, we propose a novel method for developer recommendation based on topic model and social network. First, we build a basis of topic(s) from bug reports. Next, when a new bug report (test data set) comes, we select the most similar topic(s) and extract the participated developers from the topic(s). Finally, by applying social network, we analyze the developers' behavior (comment and commit activity) and recommend the appropriate developers. In this paper we compare our work with related studies through performance experiments on open source projects. The results show that our approach is more effective than other studies in bug triage.

Development and Use of Universal Accessibility Guidelines for Contents Developers and Designers (콘텐츠 개발자와 설계자를 위한 보편적 접근성 가이드라인의 개발과 활용)

  • Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.1
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    • pp.33-38
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    • 2011
  • The purpose of this study is to develop and use the e-learning contents accessibility guidelines to improve contents accessibility for the non-technical developers and designers. The accessibility guidelines used for web or digital contents are usually technical, field dependent, or specific that are not friendly for many developers or designers. In this study, the e-Learning Contents Accessibility Guidelines was developed based on the principles of Universal Design for Learning. The guidelines could be used to map the necessary skills for the developers and the instructional designers. In this study, 5 users with different disabilities tested 6 e-learning contents, and surveyed e-learning experts to identify core elements for accessibility guidelines. Due to the limited accessibility of the contents, we need to offer manuals and training for developers and designers, need collaborative efforts between different stake holders, include accessibility in quality assurance guidelines, and further research to improve accessibility for many existing Flash contents.

A Technique to Recommend Appropriate Developers for Reported Bugs Based on Term Similarity and Bug Resolution History (개발자 별 버그 해결 유형을 고려한 자동적 개발자 추천 접근법)

  • Park, Seong Hun;Kim, Jung Il;Lee, Eun Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.12
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    • pp.511-522
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    • 2014
  • During the development of the software, a variety of bugs are reported. Several bug tracking systems, such as, Bugzilla, MantisBT, Trac, JIRA, are used to deal with reported bug information in many open source development projects. Bug reports in bug tracking system would be triaged to manage bugs and determine developer who is responsible for resolving the bug report. As the size of the software is increasingly growing and bug reports tend to be duplicated, bug triage becomes more and more complex and difficult. In this paper, we present an approach to assign bug reports to appropriate developers, which is a main part of bug triage task. At first, words which have been included the resolved bug reports are classified according to each developer. Second, words in newly bug reports are selected. After first and second steps, vectors whose items are the selected words are generated. At the third step, TF-IDF(Term frequency - Inverse document frequency) of the each selected words are computed, which is the weight value of each vector item. Finally, the developers are recommended based on the similarity between the developer's word vector and the vector of new bug report. We conducted an experiment on Eclipse JDT and CDT project to show the applicability of the proposed approach. We also compared the proposed approach with an existing study which is based on machine learning. The experimental results show that the proposed approach is superior to existing method.