• Title/Summary/Keyword: 컴퓨터시스템교육

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A Study on the Intelligent Online Judging System Using User-Based Collaborative Filtering

  • Hyun Woo Kim;Hye Jin Yun;Kwihoon Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.273-285
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    • 2024
  • With the active utilization of Online Judge (OJ) systems in the field of education, various studies utilizing learner data have emerged. This research proposes a problem recommendation based on a user-based collaborative filtering approach with learner data to support learners in their problem selection. Assistance in learners' problem selection within the OJ system is crucial for enhancing the effectiveness of education as it impacts the learning path. To achieve this, this system identifies learners with similar problem-solving tendencies and utilizes their problem-solving history. The proposed technique has been implemented on an OJ site in the fields of algorithms and programming, operated by the Chungbuk Education Research and Information Institute. The technique's service utility and usability were assessed through expert reviews using the Delphi technique. Additionally, it was piloted with site users, and an analysis of the ratio of correctness revealed approximately a 16% higher submission rate for recommended problems compared to the overall submissions. A survey targeting users who used the recommended problems yielded a 78% response rate, with the majority indicating that the feature was helpful. However, low selection rates of recommended problems and low response rates within the subset of users who used recommended problems highlight the need for future research focusing on improving accessibility, enhancing user feedback collection, and diversifying learner data analysis.

Computer Generated Color Paper Mosaic Rendering (자동화된 색종이 모자이크 렌더링)

  • Seo, Sang-Hyun;Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.1
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    • pp.1-9
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    • 2002
  • Recently as it is growing concern about NPR(Non-Photorealistic Rendering), Several computer graphics researchers are studying to simulate conventional artistic expressions such as pen-and-ink illustrations, watercolor and impressionism technique. In the NPR it is important thing that someone can produce a representation looked like work drawn or manipulated people directly. In this paper we propose that the technique could make the mosaic work automatically, tore and tagged a paper by hands used to educational and artistical representation, we suggest various methods to express a shape and texture of paper tore by hands without using cutters or scissors.

A Study on the Fingerprint Recognition Algorithm Using Enhancement Method of Fingerprint Ridge Structure (지문 융선 구조의 향상기법을 사용한 지문인식 알고리즘에 관한 연구)

  • 정용훈;노정석;이상범
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.647-660
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    • 2003
  • The present of state is situation that is realized by necessity of maintenance of public security about great many information is real condition been increasing continually in knowledge info-age been situating in wide field of national defense, public peace, banking, politics, education etc. Also, loss or forgetfulness, and peculation by ID for individual information and number increase of password in Internet called that is sea of information is resulting various social problem. By alternative about these problem, including Biometrics, several authentication systems through sign(Signature), Smart Card, Watermarking technology are developed. Therefore, This paper shows that extract factor that efficiency can get into peculiar feature in physical features for good fingerprint recognition algorithm implementation with old study finding that take advantage of special quality of these fingerprint.

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Implementation of Flight simulator using 6DOF Motion Platform (6축 모션 플랫폼을 이용한 비행 시뮬레이터 구현)

  • Park, Myeong-Chul;Kang, Min-Kyung;Park, Hye-Min;Im, Hye-Jin;Park, Hyeon-Gyeong;Jo, Jun-Hyuk;Kwon, Young-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.11-12
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    • 2017
  • 본 논문에서는 항공기 비행 자세를 직관적으로 이해하고 동작의 원리를 시각화 할 수 있는 비행 자세 시뮬레이터를 구현하였다. 항적 정보의 변화에 따라 6축 모션 플랫폼을 동작시키고, 자이로 센서로 부터 전달 받은 비행 자세를 시뮬레이터에 전달하여 시스템을 구성한다. 항공기의 자세를 분석하기 위하여 자이로 센서와 가속도 센서를 같이 사용하는데 자이로 센서는 적분과정의 누적오차가 발생하고 가속도 센서는 짧은 순간의 진동에 따른 노이즈가 심하여 상보 필터를 이용한 보정작업을 하였다. 산출된 센서 정보를 이용하여 6축 모터에 전달할 각도를 계산하여 모션 플랫폼을 동작시키게 되며 시각화 결과는 OpenGL을 이용하여 구현하였다. 본 연구의 결과는 향후, 항공관련 학생들의 교육 기자재로 활용될 수 있을 것으로 사료된다.

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Analysis of Learning Hour in Cyber Classes of Major and Non-Major Subjects (사이버강의 수강생들의 교과목별 학습시간 분석)

  • Moon, Bong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.243-251
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    • 2008
  • The cyber classes of an e-Learning system have been considered as one of the important form of education. Especially. some of non-major(liberal arts and science) and major subjects are held in cyber classes. However, there is no or little study of effectiveness and function for the students' position. In this study, we analyzed log files in the e-learning system. and classified login and learning hour patterns of students. who were enrolled in the cyber classes. into hourly pattern in a day, daily pattern in a week, and weekly pattern in a semester. We proposed general ideas to improve effectiveness and function of current e-learning. Over 50% of logins were for less than 30 minutes learning and there is wasteful use of e-learning system resources.

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A Study on Implementation and Operation Management of Virtual Programming Lab based on Cloud Computing (클라우드 컴퓨팅 기반의 가상 프로그래밍 실습 환경 구현 및 운영 관리 방안 연구)

  • Park, Jungho;Choi, Eunyoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.578-580
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    • 2013
  • In order to provide the virtual desktop service for computer programing training, User group to use the service should be created for each subject. And the management program to manage development tools, disk images, user account information, log data is required. In this study, we implemented the web-based operation management system to manage the virtual desktop service for computer programming training. We can provide rapid provisioning for the virtual desktop service by using the implemented system.

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Analysis of Login and Learning Hour in Cyber Classes of Undergraduate Students (학부 사이버강의 수강생들의 로그인과 학습 시간 분석)

  • Moon, Bong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.5
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    • pp.171-177
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    • 2007
  • The cyber classes of an e-Learning system have been considered as one of the important form of education. However, there is no or little study of effectiveness and function for the students' position. In this study, I analyzed log files in the e-learning system, and classified login and teaming hour patterns of students, who were enrolled in the undergraduate courses of the university, into hourly pattern in a daily pattern in a week, weekly pattern in a semester. I proposed general ideas to improve effectiveness and function of current e-learning. Over 50% of logins were for less than 30minutes learning and there is wasteful use of e-learning system resources.

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Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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Design and Implementation of Eye-Gaze Estimation Algorithm based on Extraction of Eye Contour and Pupil Region (눈 윤곽선과 눈동자 영역 추출 기반 시선 추정 알고리즘의 설계 및 구현)

  • Yum, Hyosub;Hong, Min;Choi, Yoo-Joo
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.107-113
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    • 2014
  • In this study, we design and implement an eye-gaze estimation system based on the extraction of eye contour and pupil region. In order to effectively extract the contour of the eye and region of pupil, the face candidate regions were extracted first. For the detection of face, YCbCr value range for normal Asian face color was defined by the pre-study of the Asian face images. The biggest skin color region was defined as a face candidate region and the eye regions were extracted by applying the contour and color feature analysis method to the upper 50% region of the face candidate region. The detected eye region was divided into three segments and the pupil pixels in each pupil segment were counted. The eye-gaze was determined into one of three directions, that is, left, center, and right, by the number of pupil pixels in three segments. In the experiments using 5,616 images of 20 test subjects, the eye-gaze was estimated with about 91 percent accuracy.

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