• Title/Summary/Keyword: 비주얼 프로그래밍

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The Active Server Environment for ASP System develop (ASP System구축을 위한 액티브 서버 환경연구)

  • 최정호;최성
    • Proceedings of the KAIS Fall Conference
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    • 2000.10a
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    • pp.319-323
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    • 2000
  • ASP는 HTML태그와 같이 사용되므로 HTML에 대해서 자세해 알고 있어야 이 부분을 공부하는 데 별 무리가 없을 것이다. 프로그래밍에 대해서 어느 정도 기초적인 지식이 있다고 가정하겠으며 파일 입/출력이나 데이터 베이스의 표준 언어인 SQL 정도는 어느 정도 지식이 필요하다. 또한 HTML 파일 작성에 필요한 자바 스크립트나 비주얼 베이직 스크립트는 물론이고 그 외 HTML 파일의 내용을 요구에 맞게 배치하게 위해 사용하는 CSS1의 기본적인 내용 정도는 알고 있어야 한다고 본다. 뿐만 아니라 CGI 프로그래밍과 웹 서버와 클라이언트의 상호 작용 관계, 그리고 웹 서버 관리하는 방법 등의 내용을 완벽하게 갖추고 있다고는 생각하지는 않는다. 하지만 앞으로 진행해 나가면서 직접 설명을 하지는 않겠지만 이와 같은 기술들이 모두 사용이 될 것이고, ASP는 다른 웹 애플리케이션 언어보다 쉽고, 웹에서의 많은 응용과, 무한한 가능성을 내포하고 있다는 것을 말하고 싶다. 그러므로 ASP에 접근하는 방법에 있어서 운영하는 방법을 연구하였다.

Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

The software configuration management system for Multimedia software development environment (멀티미디어 소프트웨어 개발환경을 위한 소프트웨어형상관리시스템)

  • 이정헌;채옥삼
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.137-145
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    • 2004
  • The general software configuration management system shows lack of the properties and features of software development environment for multimedia due to its wide range to be covered. Multimedia software development environment has properties like repetitive analysis and simulation using visual programming environment where, beside support of elementary development functions, component or library can be combined and tested interactively. Moreover, the method to look fast and effective for component having similar function is required. In this paper, we present the system which supports the software configuration management method for a simulation tool and the system for the properties in the multimedia software development environment. And we relate our system to real simulation tool so as to check its ability as the software configuration management system for multimedia software development environment.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

The Design And Implementation of Robot Training Kit for Java Programming Learning (Java 프로그래밍 학습을 위한 로봇 트레이닝키트의 설계 및 구현)

  • Baek, Jeong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.97-107
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    • 2013
  • The latest programming paradigm has been mostly geared toward object-oriented programming and visual programming based on the object-oriented programming. However, object-oriented programming has a more difficult and complicated concept compared with that of existing structural programming technique; thus it has been very difficult to educate students in the IT-related department. This study designed and implemented a Java robot training kit in which the Java virtual machine is built so that it may enhance the desire and motivation of students for learning the object-oriented programming using the training kit which is possible to attach various input and output devices and to control a robot. The developed Java robot training kit is able to communicate with a computer through the USB interface, and it also enables learners to manufacture a robot for education and to practice applied programming because there is a general purpose input and output port inside the kit, through which diverse input and output devices, DC motor, and servo motor can be operated. Accordingly, facing the IT fusion era, the wall between the academic circles and the major becomes lower and the need for introducing education about creative engineering object-oriented programming language is emerging. At this point, the Java robot training kit developed in this study is expected to make a great commitment in this regard.

Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

CLOVES: a Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning (클로브스: 과학 탐구 학습을 위한 가상환경 저작도구)

  • Cho Yong-joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.268-276
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    • 2005
  • This paper presents the motivation, design, and a preliminary evaluation of a virtual world builder, CLOVES. CLOVES is designed to support rapid construction of data-rich virtual environments and instruments for young children's science inquiry teaming. It provides a three-tiered programming Interface: a visual design environment, scripting layer, and low-level application programming interface targeting for multiple levels of programming expertise. It is also intended to be a collaborative medium among interdisciplinary domain experts such as educators, 3D modelers and software developers. A preliminary case study was conducted to evaluate the capabilities and effectiveness of CLOVES. The results showed that designers actively participated in decision making at every stage of the design process and shared knowledge among one another.

Evaluation on the Horizontal Alignment of Road Centerline using GIS Programming (GIS 프로그래밍을 이용한 도로중심선 평면선형 평가)

  • Kim, Dong-Ki;Choi, Se-Hyu
    • International Journal of Highway Engineering
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    • v.14 no.1
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    • pp.1-8
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    • 2012
  • The horizontal alignment of road is deeply related with the stability of the road and traffic capacity. It is necessary to analyze horizontal alignment of road accurately for efficient maintenance of the road and relevance judgment about the standard. Recently the study on horizontal alignment of road using Lidar data and GPS was concluded, but they were many problem analyzing horizontal alignment radius of curvature in wide area. In this study, the tool which the radius of curvature can evaluate the suitability about "Rules about the Road Structure & Facilities Standards" by using center lines of the road of the digital map tries to implement on GIS. The interface was designed and implemented which can automatically estimate the Road Centerline Horizontal Alignment by using $ESRI^{(R)}$ $ArcObject^{TM}$.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

Case Study of Building Dynamic Homepage Using ActiveX Control (ActiveX 콘트롤을 이용한 동적 홈페이지의 설계와 구현 사례)

  • 우원택
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.05a
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    • pp.27-40
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    • 2003
  • The purpose of this study is to understand what is ActiveX control and how to utilize it in developing dynamic web pages. For this purpose, some literature survey and experimental practices with PC were done to understand the differences among web programming technologies such as visual basic, java, XML web services. In order to scrutinize the functions of ActiveX controls and the comparison of their technology with currently introduced XML web service, a study on the history of Internet programming with a focused view on ActiveX control was also performed. With the knowledge of the fore mentioned, Actual design and building experiments of web pages using ActiveX control pad were implemented. The results show that Microsoft ActiveX controls, formerly known as OLE controls or OCX controls, developed to compete with java applet in internet battle fields, turn out to be useful in software reusability, cost-saving and time-saving etc. However, the use of ActiveX controls has been confined in window platform, Overall, this study was useful for understanding the usage of ActiveX controls in web pages.

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