• Title/Summary/Keyword: 컴퓨팅적사고

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CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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Software Battle for Algorithm Education - Focused on Sorting Algorithm (알고리즘 교육을 위한 소프트웨어 배틀 - 정렬 알고리즘을 중심으로)

  • Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.223-230
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    • 2018
  • Software education will be implemented in elementary, middle and high schools from the 2018 school year. One of the core contents of software education is algorithm education. As with other subjects, algorithmic education can also be seen as the success of students' initiative. And students' initiative learning can lead to increasing students' interest and commitment. In this paper, I propose the concept of software battle by applying sports games to algorithm education. The software battle defined that the programmed objects play to solve a given problem without human intervention in the virtual world. This can be applied to various topics. In this paper, I tried to apply it to sorting numbers which is a representative subject of algorithm education. The results of applying the algorithm education to the software battles showed a positive response, although the students felt the unfamiliar side. This indicates that the software battle can be used as one of the various education methods.

A Study on the Establishment of the IDS Using Machine Learning (머신 러닝을 활용한 IDS 구축 방안 연구)

  • Kang, Hyun-Sun
    • Journal of Software Assessment and Valuation
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    • v.15 no.2
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    • pp.121-128
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    • 2019
  • Computing systems have various vulnerabilities to cyber attacks. In particular, various cyber attacks that are intelligent in the information society have caused serious social problems and economic losses. Traditional security systems are based on misuse-based technology, which requires the continuous updating of new attack patterns and the real-time analysis of vast amounts of data generated by numerous security devices in order to accurately detect. However, traditional security systems are unable to respond through detection and analysis in real time, which can delay the recognition of intrusions and cause a lot of damage. Therefore, there is a need for a new security system that can quickly detect, analyze, and predict the ever-increasing cyber security threats based on machine learning and big data analysis models. In this paper, we present a IDS model that combines machine learning and big data technology.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.105-114
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    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.

A Study on a 4-Stage Phased Defense Method to Defend Cloud Computing Service Intrusion (Cloud Computing 서비스 침해방어를 위한 단계별 4-Stage 방어기법에 관한 연구)

  • Seo, Woo-Seok;Park, Dea-Woo;Jun, Moon-Seog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1041-1051
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    • 2012
  • Attack on Cloud Computing, an intensive service solution using network infrastructure recently released, generates service breakdown or intrusive incidents incapacitating developmental platforms, web-based software, or resource services. Therefore, it is needed to conduct research on security for the operational information of three kinds of services (3S': laaS, PaaS, SaaS) supported by the Cloud Computing system and also generated data from the illegal attack on service blocking. This paper aims to build a system providing optimal services as a 4-stage defensive method through the test on the attack and defense of Cloud Computing services. It is a defense policy that conducts 4-stage, orderly and phased access control as follows: controlling the initial access to the network, controlling virtualization services, classifying services for support, and selecting multiple routes. By dispersing the attacks and also monitoring and analyzing to control the access by stage, this study performs defense policy realization and analysis and tests defenses by the types of attack. The research findings will be provided as practical foundational data to realize Cloud Computing service-based defense policy.

Development and Comparison of Centralized and Decentralized ATIS Models with Simulation Method

  • Kim, Hoe-Kyoung
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.2
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    • pp.1-8
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    • 2011
  • Traffic congestion is a source of significant economic and social costs in urban areas. Intelligent Transportation Systems (ITS) are a promising means to help alleviate congestion by utilizing advanced sensing, computing, and communication technologies. This paper proposes and investigates a basic and advanced ITS framework Advanced Traveler Information System (ATIS) using wireless Vehicle to Roadside (Centralized ATIS model: CA model) and Vehicle to Vehicle (DeCentralized ATIS model: DCA model) communication and assuming an ideal communication environment in the typical $6{\times}6$ urban grid traffic network. Results of this study indicate that an ATIS using wireless communication can save travel time given varying combinations of system characteristics: traffic flow, communication radio range, and penetration ratio. Also, all tested metrics of the CA and DCA models indicate that the system performance of both models is almost identical regardless of varying traffic demand and penetration ratios. Therefore, DCA model can be a reasonable alternative to the fixed infrastructure based ATIS model (CA model).

An analysis of the 2016 government guidelines for teaching of Japan and the outline of the 2015 revised curriculum of Korea (2016년에 공표한 일본의 학습지도요령과 2015 개정 교육과정 총론의 구성 분석)

  • Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.20 no.4
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    • pp.1-14
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    • 2017
  • The purpose of this study was to compare the composition of the government guidelines for the educational curriculum of Japan announced in 2016 with the outline of the 2015 revised educational curriculum of Korea. To compare the composition of the national level curricula of the two countries, the composition systems and content details were analyzed along with the trends of emphasis placed on informatics education. The analysis indicated that as for the Japanese government's guidelines, it was suggested that the causes of revisions, and purposes and methods of fulfilling goals be added, and thus the appropriateness of the guidelines was emphasized. As for Korea's revised curriculum, a gap caused by segmental development of the outline and details of the curriculum were found in addition to errors in curricular composition and direction setting which were carried out without consideration to the transition time required or changes of subjects. To ensure sufficiency of the curricular contents and education reflecting the situations of each time phase, the necessity to improve the overall curricular framework was suggested. This study holds significance as it provides the introspective insight that the goals and directions of education cannot be set properly when the curricular framework is established without recognition of the contents.

A Case Study on Necessity of Computer Programming for Interdisciplinary Education (융합인재 양성을 위한 컴퓨터 프로그래밍 교육의 필요성에 대한 사례연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.339-348
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    • 2014
  • As future society will be strengthened by interdisciplinary study and education, we have to prepare general education curriculum which provide critical thinking, problem-solving, creativity, communication abilities. Those curriculum will help to nurture students who lead our future society. Now we prepare new curriculum to train students to understand the computer science and software needed to create their own, and we could cultivate students having ability to create interdisciplinary study by using programming skill. So we ran a computer programming class during a semester for the freshmen's capacity building on computing-thinking ability using the Python language. We analyzed the effectiveness and showed that student's curiosity and motivation to want to learn computer programming occurred, their various skills for interdisciplinary ability were improved.

A Study on Implementing a Priority Tasks for Invigoration of Cloud in Financial sector (금융권 클라우드 도입 활성화를 위한 우선순위 과제 도출 연구)

  • Park, Wonhyo;Chang, Hangbae
    • Journal of Platform Technology
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    • v.8 no.1
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    • pp.10-15
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    • 2020
  • Recently, various industrial sectors have introduced cloud service actively in their business because cloud computing technology enables storage·management and analysis·utilization of data easily in anytime, anywhere. Especially in financial sector, the business provocatively adopted the service and creates various innovative cases; furthermore, already in abroad, the sector has been accelerating digitization of analysis in cases of credit risk, financial fraud data, stock trading etc. On the contrary, in the domestic financial industry, not only the cloud service introduction and innovation cases are underperformed, but most of them are focused on the back-office service. Most Korean financial corporations are burdened with the adoption of cloud service due to various conservative regulatory requirements, such as regulations on data storage and management, regulations on privacy, and other tasks such as developing decision models and establishing responsibility standard for security incidents and service failures. In this study, it would be aimed to contribute to promote the introduction of the cloud in the domestic financial sector by drawing up preemptive challenges and inspecting priorities.

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A Study on the VPBL Model for SW Liberal Education (SW 교양 교육을 위한 VPBL 모델에 관한 연구)

  • Kim, Si-Jung
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.51-56
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    • 2021
  • This paper studies VPBL(Various PBL) models, applies them to classes, and analyzes results so that students of various majors can design and implement problems according to the characteristics of their majors in order to improve problem solving in education. VPBL performs the process of designing and implementing problems that reflect the characteristics of the major by applying constraints to the professor's programming language. The professor performs mini_class in the process of solving the designed problem and then shares it throughout. VPBL model apply results, The traditional teaching method was 3.51 points and the application of the VPBL model was 4.52 points, and "interaction, understanding of learning contents, and acquiring knowledge related to curriculum" were improved. In addition, VPBL has the advantage of expanding the learning range in the solving process as it is based on various problem solving, which has the effect of expanding the learning range compared to existing class models. Research on the expanded application of various SW liberal education in the future is required.