• Title/Summary/Keyword: 시뮬레이션 앱

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Prediction on Web-based simulation result through Machine learning (머신러닝을 통한 웹 기반 시뮬레이션 결과 예측)

  • Kim, JiSu;Kang, MinKyu;Kwon, Hoon;Lee, JeongCheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.789-792
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    • 2019
  • 최근 IT 기술의 발전으로 웹 기반 시뮬레이션이 많은 연구에 도움을 주고 있다. EDISON은 그러한 시뮬레이션 환경을 제공해주는 플랫폼으로 전산열유체, 나노물리, 계산화학, 등 다양한 전문분야의 앱(이하 솔버)을 제공해준다. 이러한 솔버는 사용자가 그 솔버에 맞는 간단한 파라미터들만 입력하면 다양한 결과를 알아서 계산해 주는 편의를 제공해 주지만 입력 데이터에 따라 작업 시간이 상당히 혹은 무한히 걸릴 수 있기 때문에 언제 끝날지 모르는 작업의 완료 여부를 수시로 확인해야만 하는 불편함이 있다. 때문에 그 시간을 예측할 수 있다면 수시로 확인하는 불편함을 줄일 수 있다. 또한 오랜 시간이 걸리는 작업의 결과를 미리 알 수 있으면 사용자들에게 큰 도움이 될 것이다. 이런 점에서 본 논문에서는 시뮬레이션의 작업 결과와 수행 시간의 예측 모델을 적용해 보았다. 본 논문에서는 계산화학분야의 uChem 솔버의 결과 예측을 진행하였는데 uChem 솔버는 1주기 및 2주기 원자들로 이루어진 화합물의 최적화된 상태의 에너지 값과 구조를 보여주는 프로그램이다. 예측을 진행한 결과 에너지는 99%이상의 상당히 높은 정확도를 얻을 수 있었고 수행 시간의 경우 약 90%의 정확도를 얻었다. 이를 통해서 사용자로 하여금 더욱 편리한 서비스를 제공할 수 있을 것이다.

Design and Implementation of Mobile First-Person Smoke Simulation Application (모바일 1인칭 연기 시뮬레이션 앱 설계 및 구현)

  • Kim, Jooryeong;Jo, Sanghyun;Kim, Sanghyeong;Lee, Yechan;Han, Gwanghyeok;Park, Eunju;Cho, Daejea;Lim, Hankyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.611-613
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    • 2017
  • 스마트폰이 일상생활에 보급되면서 모바일로 제작된 콘텐츠들의 연구 개발이 확산되고 있다. 학습, 여가, 운동 등 여러 분야에서 스마트폰으로 개발된 어플리케이션은 사용자로 하여금 스트레스를 줄여주고 편리함을 제공하고 있다. 본 논문은 스마트폰 Camera와 Video View를 이용하여 사용자와 영상 속안의 배우들과 호흡할 수 있는 모바일 1인칭 연기 시뮬레이션 어플리케이션을 설계하고 이를 구현하였다. 스마트폰의 영상에서 배우의 1인칭 모습이 출력되고 사용자가 선택한 명장면을 함께 진행한다. 본 연구를 통해 배우와 사용자 사이의 친밀감을 극대화시키고 잊고 있었던 명장면을 재조명할 수 있는 효과를 만들어 일상생활에서 느끼는 스트레스를 조금이나마 줄여줄 수 있기를 기대한다.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

A Study on Development of Application using Smart TV (스마트 TV를 이용한 어플리케이션 개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.984-987
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    • 2012
  • A Smart TV is the multi TV which have not only function ability of general TV but also web service and application as like smartphone based on internet. In this paper, we suggest the web system for cooking recipes as smart TV application. This system have a game function by simulation and we can enjoy this cooking recipes application as a game.

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An Efficient Gallery Categorizing Application In Mobile (모바일 환경에서의 효율적인 갤러리 분류 어플리케이션)

  • Kim, Sung-Ho;Jun, Jae-Hyun;Kim, Seong-Yeop;Kim, Yu-Jin;Noh, Yeon-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.181-182
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    • 2014
  • 본 논문에서는 현시대의 핵심이슈인 신속성과 유용성에 맞춘 갤러리 카테고라이징 어플리케이션(이하 앱)을 제안한다. 해당 앱은 기존에 모바일 기기에 내재된 갤러리 시스템의 여러 가지 단점들을 파악하여 사용자에게 방대한 양의 사진 파일들을 보다 효율적으로 관리할 수 있는 환경을 제공한다. 또한 외부의 서버를 개인 메모리 공간처럼 사용하는 일종의 클라우드 컴퓨팅 기술을 사용하여 모바일 사진 파일을 동기화한다. 이를 통해 비디오, 음악 등 모바일에서 다루는 고용량의 파일들과 수많은 응용프로그램으로부터 요구되는 메모리 공간으로 인한 모바일 기기의 용량 부족 현상을 완화하고, 모바일 기기의 한정적인 메모리 공간을 보완한다. 시뮬레이션을 통하여 제안하는 갤러리 카테고라이징 기법이 기존의 사용하는 갤러리 시스템에 비해 사진 탐색시간의 효율 면에서 우수함을 확인하였다.

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Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

Study on the Performance Evaluation and Analysis of Mobile Cache Memory

  • Lee, Sangmin;Kim, Jongwan;Kim, Ji Young;Oh, Dukshin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.99-107
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    • 2020
  • In this paper, we analyze the characteristics of mobile cache, which is used to improve the data access speed when executing applications on mobile devices, and verify the importance of mobile cache through a cache data access experiment. The mobile device market has grown at a fast pace over the past decade; however, battery limitations and size, price considerations restrict the usage of fast hardware. Thus, their performance are supplemented by using a memory buffer structure such as the cache memory. The analysis mainly focuses on cache size, hierarchical structure of cache, cache replacement policy, and the effect these features has on mobile performance. For the experimental data, we applied a data set from a microprocessor system study, originally used to test the cache performance. In the experimental results, the average data access speed on a mobile device showed a performance improvement of up to 10 times with the presence of cache memory than without. Accordingly, the cache memory was helpful for the performance improvement of a mobile device when the specifications were identical.

Design and Implementation of a Non-Face-to-Face Oriented Location-Based Service Software (비대면 지향의 위치-기반 서비스 소프트웨어 설계 및 구현)

  • Park, Hyuk Gyu;Won, Dong Hyun;Shin, Kwang Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.580-581
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    • 2021
  • There are various Location-Based Services(LBS) that apply GPS technology in mobile devices such as smart-phone and tablet. In this paper, we designed non-face-to-face oriented LBS software in the reality that non-face-to-face services are increasing due to COVID-19. The proposed model searches location information for trading goods or services and utilizes information identified in real time. The proposed scheduling and priority control algorithm provides efficient service allocations and simulation was performed based on web/app to verify this. While commercialized LBS platforms focus on used goods transactions, the designed method is different in that it provides non-face-to-face services and not-direct transactions between individuals. It provides a wide range of transactions and services to users such as small business owners and franchises.

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Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.