• Title/Summary/Keyword: 과정지향적 성과

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Scenario-Driven Verification Method for Completeness and Consistency Checking of UML Object-Oriented Analysis Model (UML 객체지향 분석모델의 완전성 및 일관성 진단을 위한 시나리오기반 검증기법)

  • Jo, Jin-Hyeong;Bae, Du-Hwan
    • Journal of KIISE:Software and Applications
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    • v.28 no.3
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    • pp.211-223
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    • 2001
  • 본 논문에서 제안하는 시나리오기반 검증기법의 목적은 UML로 작성된 객체지향 분석모델의 완전성 및 일관성을 진단하는 것이다. 검증기법의 전체 절차는 요구분석을 위한 Use Case 모델링 과정에서 생성되는 Use Case 시나리오와 UML 분석모델로부터 역공학적 방법으로 도출된 객체행위 시나리오와의 상호참조과정 및 시나리오 정보트리 추적과정을 이용하여 단계적으로 수행된다. 본 검증절차를 위하여 우선, UML로 작성된 객체지향 분석모델들은 우선 정형명세언어를 사용하여 Use Case 정형명세로 변환하다. 그 다음에, Use Case 정형명세로부터 해당 Use Case 내의 객체의 정적구조를 표현하는 시나리오 정보트리를 구축하고, Use Case 정형명세 내에 포함되어 있는 객체 동적행위 정보인 메시지 순차에 따라 개별 시나리오흐름을 시나리오 정보트리에 표현한다. 마지막으로 시나리오 정보트리 추적과 시나리오 정보 테이블 참조과정을 중심으로 완전성 및 일관성 검증작업을 수행한다. 즉, 검증하고자 하는 해당 Use Case의 시나리오 정보트리를 이용한 시나리오 추적과정을 통해 생성되는 객체행위 시나리오와 요구분석 과정에서 도출되는 Use Case 시나리오와의 일치여부를 조사하여 분석모델과 사용자 요구사양과의 완전성을 검사한다. 그리고, 시나리오 추적과정을 통해 수집되는 시나리오 관련종보들을 가지고 시나리오 정보 테이블을 작성한 후, 분석과정에서 작성된 클래스 관련정보들의 시나리오 포함 여부를 확인하여 분석모델의 일관성을 검사한다. 한편, 본 논문에서 제안하는 검증기법의 효용성을 증명하기 위해 대학의 수강등록시스템 개발을 위해 UML을 이용해 작성된 분석모델을 특정한 사례로써 적용하여 보았다. 프로세싱 오버헤드 및 메모리와 대역폭 요구량 측면에서 MARS 모델보다 유리함을 알 수 있었다.과는 본 논문에서 제안된 프리페칭 기법이 효율적으로 peak bandwidth를 줄일 수 있다는 것을 나타낸다.ore complicate such a prediction. Although these overestimation sources have been attacked in many existing analysis techniques, we cannot find in the literature any description about questions like which one is most important. Thus, in this paper, we quantitatively analyze the impacts of overestimation sources on the accuracy of the worst case timing analysis. Using the results, we can identify dominant overestimation sources that should be analyzed more accurately to get tighter WCET estimations. To make our method independent of any existing analysis techniques, we use simulation based methodology. We have implemented a MIPS R3000 simulator equipped with several switches, each of which determines the accuracy level of the

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An Experiment in Refactoring an Object-Oriented CASE Tool (객체 지향 CASE 도구에 대한 재구조화 실험)

  • Jo, Jang-U;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.932-940
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    • 1999
  • Object-oriented programming is often touted as promoting software reuse. However it is recognized that objected-oriented software often need to be restructured before it can be reused. refactoring is the process that changes the software structure to make it more reusable, easier to maintain and easire to be enhanced wit new functionalities. This paper desirbes experience gained and lessons learned from restructuring OODesigner, a Computer Aided Software Engineering(CASE) tool that supports Objects Modeling Technique(OMT). this tool supports a wide range of features such as constructing object modeler of OMT, managing information repository, documenting class resources, automatical generating C++ and java code, reverse engineering of C++ and Java cod, searching and reusing classes in the corresponding repository and collecting metrics data. although the version 1.x was developed using OMT(i.e the tool has been designed using OMT) and C++, we recognized that the potential maintenance problem originated from the ill-designed class architecture. Thus this version was totally restructured, resulting in a new version that is easier to maintain than the old version. In this paper, we briefly describe its restructuring process, emphasizing the fact that the Refactoring of the tool is conducted using the tool itself. Then we discuss lessons learned from these processes and we exhibit some comparative measurements of the developed version.

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The effects of entrepreneurship on innovational Behavior orientation: Focused on examining mediator effects of Affective Organizational Commitment (기업가정신과 종업원의 혁신행동지향성에 대한 정서적 몰입의 매개효과)

  • Kwon, Hyeok-Ki;Son, Heon-Il
    • Management & Information Systems Review
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    • v.33 no.3
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    • pp.77-92
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    • 2014
  • The objective of this study is to examine the factors influencing entrepreneurship and innovational behavior orientation in small and middle enterprise. This model tests various theoretical research hypotheses relating to entrepreneurship, innovational behavior orientation and Affective Organizational Commitment. To verify them, using a sample of 280 employees working for 31 companies in Busan, Ulsan, and Pohang, this study analyses empirically on structural relationship among them. The results of hypothesis testing are as follows. First, entrepreneurship influence innovational orientation. Second, entrepreneurship influence Affective Organizational Commitment. Finally, A mediator effect of Affective Organizational Commitment between entrepreneurship and innovational behavior orientation is a new empirical result coming out of this study. The study provides entrepreneurship and policy-HRM with more accurate information that allow them to explore significant managerial insights so as to develop appropriate policy in small and middle enterprise.

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A Study on the Development of the Model for the Process-focused Assessment Using Manipulatives -Focused on Middle School Mathematics- (교구를 활용한 수학적 과정의 평가모델 개발에 관한 연구 -중학교 수학을 중심으로-)

  • Choi-Koh, Sang Sook;Han, Hye Sook;Lee, Chang Yean
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.581-609
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    • 2013
  • Students' learning processes and mathematical levels should be correctly diagnosed in many different methods of assessment to help students learn mathematics. The study developed the model for the process-based assessment while using manipulatives in the middle school in order to improve problem solving, reasoning and communication which are emphasized in 2009 reformed curriculum as the areas of mathematical process. Identifying the principles of assessment, we created the assessment model for each area and carried out a preliminary study. Based on this, we revised the representative items and the observation checklist and then conducted a main study. Through the results of assessment, we found that students' thinking processes were well presented in scoring rubric for their responses on each item. It meant that the purpose of the assessment as a criterion-referenced test was achieved.

Participatory Action Research on Changing of Poor Single Mother Self-help Group (빈곤 한부모여성 자조집단의 변화에 관한 참여실행연구)

  • Kim, Eun-jeong;Kim, Hyun-jin;Oh, Bo-ram
    • Korean Journal of Social Welfare Studies
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    • v.41 no.1
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    • pp.5-37
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    • 2010
  • The purpose of this study is to see the motive, processes and strategies of change in poor single mother self-help group and analyze meaning in the self help group, agencies and themselves by change. As to this discussion, We seek to grope practical ways for self-help group. By using Participatory Action Research, We intended to an alternative plan in collaborating between practitioners and all concerned. Following four-step-process in this methodology, we explored processes of changing and considered social work practical meaning. On results, first, The motive have come from critical minds that motivate them to choose their way subjectively. We concluded that they have a necessity of change as a groping activity within their capability. Second, On process trying to be changed, They have made initiative decisions about how extensive and deep their changes should be, by discussion being themselves. So they have agreed to aim at purposeful activities beyond just emotional support. Third, they suggested and planned meaningful action as a specific strategy for changing and all these were done by local community volunteering and lecturing for supporting single mother. In conclusion, The 'Change' single mother group activity aim at is, based on subjective decision, to change a practice of a social worker into a practice of participant, and to develop social empowerment more improved to control social condition, which is forming their life, by their own choice. Furthermore, It needs to be considered approach to Community for overcome limits of self help group activities. Based on these consequences, We presented social work practical meaning.

An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.

Secondary Science Teachers' PCK Components and Subcomponents Specific to the Learning Environment in an Online-offline Mixed Learning Environment (온-오프라인 혼합 학습환경에서 중등과학교사의 학습환경 특이적인 PCK 요소 및 하위요소)

  • Jisu, Kim;Aeran, Choi
    • Journal of the Korean Chemical Society
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    • v.66 no.6
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    • pp.472-492
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    • 2022
  • The purpose of this study was to investigate secondary science teachers' PCK components and subcomponents that are specific to online and offline learning environment. Data collection consisted of survey, class observation, and individual interviews of twelve science teachers. This study used a theoretical framework of PCK for deductive data analysis and articulated codes and themes through the following inductive analysis. Data analysis revealed that each of PCK components showed different specificity to the online and offline learning environment. And subcomponents of each PCK component were different according to the specificity of the online and offline learning environment. Teaching orientation toward science had a specific orientation for the online learning environment, i.e., 'learning science concept' and 'lecture centered instruction.' Knowledge of the science curriculum had online-offline mixed learning environment specific knowledge, i.e., 'reorganization of curriculum' and online learning environment specific knowledge, i.e., 'development of learning goal' and 'science curricular materials.' Knowledge of science teaching strategies had online learning environment specific knowledge, i.e., 'topic-specific strategy', 'subject-specific strategy', and 'interaction strategy' and COVID-19 offline learning environment specific knowledge, i.e., 'topic-specific strategy' and 'interaction strategy'. Knowledge of student science understanding had online learning environment specific knowledge, i.e., 'student preconception', 'student learning difficulty', 'student motivation and interest', and 'student diversity' and COVID-19 offline learning environment specific knowledge, i.e., student learning difficulty'. Knowledge of science assessment had online-offline mixed learning environment specific knowledge and online learning environment specific knowledge, i.e., assessment contents and assessment methods for each.

A Study on the Variation of Criteria for Relevance Judgement of Retrieved Documents (적합성 평가기준 변화에 관한 실험 연구)

  • 김홍렬
    • Journal of Korean Library and Information Science Society
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    • v.31 no.4
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    • pp.139-164
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    • 2000
  • 본 연구는 이용자 지향적 평가의 의의와 타당성을 규명하기 위하여 연구과정에서 개인의 지식과 상황 및 인지적 요인의 변화에 따라 이용자가 인식하는 검색문헌의 적합성을 평가하는 기준들의 변화를 규명하는데 그 목적이 있다. 연구의 방법은 이론가설을 설정하고 이의 검증을 위하여 실제 연구문제를 가지고 있는 5명의 이용자를 대상으로 그들의 연구과정에 따라 적합성을 평가하는 기준들과 그 기준들의 변화양상을 관찰하는 실험을 수행하였다. 실험결과의 분석에는 빈도분석, 상관분석, 일원분산분석이 활용되었다. 그 결과 연구자들은 연구과정에 따라 적합성을 평가하는 기준이 다르게 나타났으며, 평가자에 따라서도 각기 다른 평가기준이 사용되고 있음을 확인할 수 있었다.

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The Relationships among Achievement Goal-orientation, Sports Confidence, and Exercise Commitment in University Student-athletes (대학 학생선수의 성취목표지향성과 스포츠자신감 및 운동 몰입의 관계)

  • Yoon, Chan-Soo;Lee, Jin-Taek
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.535-546
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    • 2017
  • The purpose of The purpose of this study is to empirically investigate the relationships among achievement goal-orientation, sports confidence, and exercise commitment in university student-athletes. To fulfill this purpose, data were collected from 347 student-athletes enrolled in universities located in Seoul and the Gyeong-In area, and analysis thereof was carried out. Conclusion drawn from the performance of this study is as follows: First, university student-athletes' achievement goal-orientation has significant effects on their sports confidence. Second, university student-athletes' sports confidence has significant effects on their exercise commitment. Third, university student-athletes' achievement goal-orientation has significant effects on their exercise commitment. Fourth, sports confidence has indirect mediation effects on the relationship between achievement goal-orientation and exercise commitment in university student-athletes, and it was found that these factors had causal relationships. Therefore, the findings of this study show that university student-athletes' achievement goal-orientation plays an important role for their effective commitment to exercise, in the process of which sports confidence plays the role of a mediator, suggesting that psychological support as well as motor skill cultivation is necessary to enhance university student-athletes' performance.

A study of Artificial Life Art as Behavior-oriented Art (행동 지향적 예술로서의 인공생명 아트 연구)

  • Park, Nam-Sik;Jung, Moon-Ryul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1081-1086
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    • 2009
  • 기술의 발전은 사회에 많은 변화를 일으키고 있다. 또한 기술의 발전은 예술 영역에 있어서도 형식과 내용에 많은 변화와 영향을 주고 있다. 컴퓨터 아트, 인터액티브 아트, 뉴 미디어 아트라고 불리는 새로운 예술 장르들이 탄생하였으며 예술가들은 다양한 기술과 접목하여 새로운 작품을 만들어 내고 있다. 뉴 미디어 아트의 중요한 특징 중 하나는 상호작용성인데 이것은 예술작품, 예술가, 그리고 관람자의 수용방식에 결정적인 변화를 가져왔다. 즉 뉴미디어 아트서의 예술작품은 완성태가 아닌 과정(process)으로 주어지고, 예술가는 작업의 초안자 또는 작업의 맥락을 규정하는 자로 규정되며, 작품과 관람자간의 상호작용이 무엇보다 강조된다. 그러나 기존의 뉴 미디어 작품에서 일어나는 상호작용성은 미리 계산된 범위 안에서 일어나는 제약이 있기에 진정한 상호작용성이라고 보기 힘들다는 비판도 있다. 이런 상호작용성은 공학적 세계관에 갇힌 닫힌 시스템으로서의 상호작용성이라고 말하며 미적인 상호 작용성의 도구로서 열린 시스템으로서의 새로운 작품의 필요성을 제시한 예술가들이 있다. 본 논문은 이러한 예술가들의 발자취를 따라 더 본질적인 미학적 상호작용성에 대한 고민과 함께 그에 따른 새로운 상호작용적 예술인 행동지향적 예술로서 인공지능, 인공생명 아트에 대하여 살펴보고자 한다.

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