• Title/Summary/Keyword: 소프트웨어 테스트

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A Strategy for Validation in Preliminary Design Stage using The Simulation of Model Behavior (모델 행동 양식의 시뮬레이션을 이용한 초기 디자인 검증 방법)

  • Shin, Seung-Hun;Park, Seung-Kyu;Choi, Kyung-Hee
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.153-160
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    • 2010
  • Most part of errors in software development process are included during the stage of requirements definition and design. And correction or elimination of errors from those stages requires much more efforts and costs than those from the later part of software development process. However, despite of the importance of the validation of requirement definition and design stages, several kinds of problem have made it hard to be done successfully. Therefore, in this paper, we introduce a novel validation process for the preliminary design stage. The validation process is based on simulations of model and it can be used to validate requirements and model simultaneously. Models in the validation process will take only the behavior of software and be built on Ptolemy framework. The usability of our validation process is confirmed with a case study over DNS system environment. And the result of simulation shows well-known errors or vulnerabilities can be found with simulations of model which has the behavior of software. This means our validation process can be used as a process to validate requirements and models during the early stage of software development process.

One-Class Classification based on Recorded Mouse Activity for Detecting Abnormal Game Users (마우스 동작 기록 기반 비정상 게임 이용자 감지를 위한 단일 클래스 분류 기법)

  • Minjun Song;Inki Kim;Beomjun Kim;Younghoon Jeon;Jeonghwan Gwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.39-42
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    • 2023
  • 최근 온라인 게임 산업이 급속도로 확장됨과 더불어 Gamebot과 같은 비정상적인 프로그램으로 인한 게임 서비스 피해사례가 급격하게 증가하고 있다. 특히, 대표적인 게임 장르 중 하나인 FPS(First-Person Shooter)에서 Aimbot의 사용은 정상적인 이용자들에게 재미 요소를 잃어버리게 하고 상대적 박탈감을 일으켜 게임의 수명을 줄이는 원인이 된다. 비정상 게임 이용자의 근절을 위해서 메모리 변조 및 불법 변조 프로그램 접근 차단 기법과 불법 프로그램 사용의 패턴 모니터링과 같은 기법들이 제안되었지만, 우회 프로그램 및 새로운 패턴을 이용한 비정상적인 프로그램의 개발에는 취약하다는 단점이 있다. 따라서, 본 논문에서는 정상적인 게임 이용자의 패턴만 학습함으로써 비정상 이용자 검출을 가능하게 하는 딥러닝 기반 단일 클래스 분류 기법을 제안하며, 가장 빈번하게 발생하는 치트(Cheat) 유형인 FPS 게임 내 Aimbot 사용 감지에 초점을 두었다. 제안된 비정상 게임 이용자 감지 시스템은 정상적인 사용자의 마우스 좌표를 데카르트 좌표계(Cartesian coordinates)와 극좌표계(Polar coordinates)의 형태로 패턴을 추출하는 과정과 정상적인 마우스 동작 기록으로 부터 학습된 LSTM 기반 Autoencoder의 복원 에러에 따른 검출 과정으로 구성된다. 실험에서 제안된 모델은 FPS 게임 내 마우스 동작을 기록한 공개 데이터셋인 CSGO 게임 데이터셋으로 부터 학습되었으며, 학습된 모델의 테스트 결과는 데카르트 좌표계로부터 훈련된 제안 모델이 비정상 게임 이용자를 분류하는데 적합함을 입증하였다.

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MP3 Encoder Chip Design Based on HW/SW Co-Design (하드웨어 소프트웨어 Co-Design을 통한 MP3 부호화 칩 설계)

  • Park Jong-In;Park Ju Sung;Kim Tae-Hoon
    • The Journal of the Acoustical Society of Korea
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    • v.25 no.2
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    • pp.61-71
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    • 2006
  • An MP3 encoder chip has been designed and fabricated with the hardware and software co-design concepts. In the aspect of the software. the calculation cycles of the distortion control loop. which requires most of the calculation cycles in MP3 encoding procedure. have been reduced to $67\%$ of the original algorithm through the 'scale factor Pre-calculation'. By using a floating Point 32 bit DSP core and designing the FFT block with the hardware. we can get the additional reduction of the calculation cycles in addition to the software optimization. The designed chip has been verified using HW emulation and fabricated via 0.25um CMOS technology The fabricated chip has the size of $6.2{\time}6.2mm^2$ and operates normally on the test board in the qualitative and quantitative aspect.

A Study on the Design of Metaverse Platform to Support Performance of Independent Musician in Virtual Environment (가상환경에서 인디 음악인의 공연 지원을 위한 플랫폼 설계 연구)

  • Ji-Sung Oh;Ik-jun Yun;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.83-88
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    • 2024
  • This study is a metaverse platform design study to support indie musicians' performances in a virtual environment. Interest in indie music has increased, but the number of accessible platforms has decreased after COVID-19. As a result of a survey of low-budget indie musicians, many people found it difficult to perform on stage due to lack of money and time. As the metaverse, which enables new social and economic activities, emerges, this study sought to contribute to resolving these difficulties by developing a prototype of a platform that allows performances in a metaverse environment beyond the existing stage environment. We conducted a prototype test of the platform developed for indie musicians and discovered the potential of a metaverse virtual space for indie musicians.

Performance Verification of Psudolite-based Augmentation System Using RF signal logger and broadcaster (RF 신호 수집/방송 장치를 활용한 의사위성 기반 광역보정시스템의 후처리 성능 검증)

  • Han, Deok-Hwa;Yun, Ho;Kim, Chong-Won;Kim, O-Jong;Kee, Chang-Don
    • Journal of Navigation and Port Research
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    • v.38 no.4
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    • pp.391-397
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    • 2014
  • Wide Area Differential GNSS(WA-DGNSS) was developed in order to improve the accuracy and integrity performance of GNSS. In this paper, overall structure of Pseudolite-Based Augmentation System(PBAS) and experimental methods which enables the post-processing test with commercial receiver will be described. For generating augmenting message, GPS measurement collected from five NDGPS reference stations were processed by reference station S/W and master station S/W. The accuracy of augmenting message was tested by comparing SP3, IONEX data. In the test, RF signal of user was collected and correction data were generated. After that, RF signal was broadcasted with pseudolite signal. Test was conducted using three commercial receiver and the performance was compared with MSAS and standalone user. From the position output of each receiver, it was shown that improved position was obtained by applying augmenting message.

NetFPGA based capsulator Implementation and its performance evaluation for Future Internet OpenFlow Testbed (미래인터넷 OpenFlow 테스트베드 구축을 위한 NetFPGA기반 캡슐레이터 구현 및 성능평가)

  • Choi, Yun-Chul;Min, Seok-Hong;Kim, Byung-Chul;Lee, Jae-Yong;Kim, Dae-Young
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.7
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    • pp.118-127
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    • 2010
  • Current TCP/IP-based Internet architecture has been used for over 30 years, however it will confront with fundamental problems due to new protocol extension limitation since communication environments will change drastically and various user requirements will be emerging in near future. To solve these problems, major countries have started Future Internet researches based on clean slate approach and they will deploy large-scale testbed to experiment and verify new functions. OpenFlow switch technology has been proposed as a new experimental technology for independent protocol that can utilized the legacy network devices and does not interfere with the production Internet traffic. Korea also started Future Internet testbed project called FIRST and OpenFlow switch with NetFPGA card will be used to deploy this testbed. To interconnect distributed testbed using OpenFlow switches, logical tunnel should be established by encapsulating MAC frame inside a unicast IP packet between OpenFlow switches because OpenFlow switches are not directly connected. In this paper, we have implemented a NetFPGA-based that performs MAC in IP tunneling between various OpenFlow switch sites implemented in domestic research network KOREN. The performance evaluation shows that the NetFPGA-based capsulator reveals better performance than the software-based tunneling and it can be utilized as a testbed for experimentation of Future Internet technologies.

Test-Driven Development Adoption influence to User Satisfaction on OpenSource Project development (오픈소스 프로젝트의 테스트 주도 개발 채택여부가 사용자만족도에 미치는 영향에 관한 연구)

  • Sohn, Hyo-jung;Lee, Min-gyu;Seong, Baek-min;Kim, Jong-bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.1075-1078
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    • 2015
  • Three kinds of typical practices to reflect the values of Agile Development Methodology were selected from a previous study. Those were Communicate using Web 2.0 collaboration tools, test-driven development (TDD, Test-Driven Development) method is adopted, and refactoring. In this study, we set up a hypothesis that the adoption of TDD project will make user satisfaction is higher. Select 100 sample projects from SourceForge(sourceforge.net), the most popular open source hosting site, the criteria is we can be determined whether operate in the project (developer least 7 people, bugs can occur more than 100, created the project since 2000). To determine whether the use of automated development tools xUnit of TDD through the CVS and SVN log analysis. Using data from the FLOSSmole and to evaluate the user experience of the project. User satisfaction of each project Rating, bug fix cycle, downloads and pageviews. Through this study, correlates of whether TDD adoption and user satisfaction, we will suggest a reflected the Agile practices new open source development methodology. As a result, it contributes to increase the maturity of the open source community.

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The Personalized Resource Sharing System in Ubiquitous Environments (유비쿼터스 환경에서 사용자 맞춤 자원 공유 시스템)

  • Park, Won-Ik;Lee, Yong-Dae;Choe, Hwan-Su;Gang, Seon-Hui;Jang, Seo-Yun;Park, Jong-Hyeon;Kim, Yeong-Guk;Gang, Ji-Hun
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.11a
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    • pp.272-275
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    • 2007
  • 유비쿼터스 환경은 보이지 않는 수많은 장치들과 소프트웨어들이 서로 연결되어 각각의 사용자들에게 편리한 서비스를 제공한다. 이러한 서비스를 제공 받기 위해서는 사용자와 서비스간의 매개체 역할을 하는 모바일 디바이스가 필요하다. 하지만 자원이 제한적인 모바일 디바이스의 특성상 다양한 서비스를 이용할 수는 없다. 따라서 본 논문에서는 사용자의 프로파일을 고려한 사용자 맞춤 차원 공유 시스템을 개발하여 주변의 다양한 자원을 실시간으로 공유 할 수 있도록 함으로써 모바일 디바이스의 제한적인 리소스 문제를 해결 하고자한다. 본 논문에서는 테스트 시나리오를 이용하여 제안하는 사용자 맞춤 자원 공유 시스템을 검증한다.

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A Study on the Optimum Software Release with without Testing Efforts (테스트노력을 고려하지 않은 소프트웨어의 최적발행)

  • Che, Gyu-Shik
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1109-1112
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    • 2005
  • The software reliability is defined, and not only the relations between testing time and reliability, but also the relation between duration following failure fixing and reliability are studied in this paper. The release time making the testing cost to be minimum is determined through evaluating the cost for each condition. Also, the release time is determined depending on the conditions of the first reliability, considering the specified reliability. The optimum release time is determined by simultaneously studying two optimum release time issues that determine both the cost related time and the specified reliability related time. And, each condition and limitation are studied. The trend of the optimum time is also examined.

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A Study on the Parameter Estimation for Testing Effort Function of Software (소프트웨어 테스트 노력 함수의 파라미터 산출에 관한 연구)

  • 최규식;김필중
    • Journal of Information Technology Applications and Management
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    • v.11 no.2
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    • pp.191-204
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    • 2004
  • Many software reliability growth model(SRGM) have been proposed for past several decades. Most of these propositions assumed the S/W debugging testing efforts be constant or even did not consider them. A few papers were presented as the software reliability evaluation considering the testing effort was important afterwards. The testing effort forms which have been presented by this kind of papers were exponential, Rayleigh, Weibull, or Logistic functions, and one of these 4 types was used as a testing effort function depending on the S/W developing circumstances. We consider the methology to evaluate the SRGN using least square estimator(LSE) and maximum likelihood estimator(MLE) for those 4 functions, and then examine parameters applying actual data adopted from real field test of developing S/W.

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