• Title/Summary/Keyword: 프로그래밍 방법

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Perceptions of Information Technology Competencies among Gifted and Non-gifted High School Students (영재와 평재 고등학생의 IT 역량에 대한 인식)

  • Shin, Min;Ahn, Doehee
    • Journal of Gifted/Talented Education
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    • v.25 no.2
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    • pp.339-358
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    • 2015
  • This study was to examine perceptions of information technology(IT) competencies among gifted and non-gifted students(i.e., information science high school students and technical high school students). Of the 370 high school students surveyed from 3 high schools(i.e., gifted academy, information science high school, and technical high school) in three metropolitan cities, Korea, 351 students completed and returned the questionnaires yielding a total response rate of 94.86%. High school students recognized the IT professional competence as being most important when recruiting IT employees. And they considered that practice-oriented education was the most importantly needed to improve their IT skills. In addition, the most important sub-factors of IT core competencies among gifted academy students and information science high school students were basic software skills. Also Technical high school students responded that the main network and security capabilities were the most importantly needed to do so. Finally, the most appropriate training courses for enhancing IT competencies were recognized differently among gifted and non-gifted students. Gifted academy students responded that the 'algorithm' was the mostly needed for enhancing IT competencies, whereas information science high school students responded that 'data structures' and 'computer architecture' were mostly needed to do. For technical high school students, they responded that a 'programming language' course was the most needed to do so. Results are discussed in relations to IT corporate and school settings.

An Improved Analytical Method for the Determination of Qualitative and Quantitative Characteristics of Di- and Trisaccharides in Honey using GC and GC/MS (GC 및 GC/MS에 의한 벌꿀 중의 이·삼당류 정성 및 정량 특성과 개선된 동시분석방법의 확립)

  • Kim, Jong-Bae;Jang, Eun-Suk;Kim, In-Suk;Lee, Hee-Jin;Lee, Hye-Jeong;Seo, Hyun-Sun;Park, Nam-Pyo
    • Korean Journal of Food Science and Technology
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    • v.47 no.1
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    • pp.27-36
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    • 2015
  • The improved analytical method with gas chromatography (GC) and GC-mass spectrometry was established to identify and quantify disaccharides and trisacchrides in honey. In this method, the analysis of trimethylsilyl (TMS), TMS-oxime and TMS-methoxime sugars takes into account the determination of a single peak of complete separation on the chromatogram. The number of possible peaks for the qualitative and quantitative determination of TMS, TMS-oxime, and TMS-methoxime sugars was 17, 22, and 25, respectively. This new analytical method allowed for the determination of diand trisaccharides in honey by TMS-oxime and TMS-methoxime derivatives. This study suggested that the improved method is more suitable and precise than the other analytical methods for the simultaneous determination of sugars in honey.

A study on development of educational contents about combining computational thinking with design thinking (창의·컴퓨팅사고 교육내용 기본 설계 연구)

  • Oh, Kyung-Sun;Suh, Eung-Kyo;Chung, Haejin
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.65-73
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    • 2018
  • The objective of this study is to suggest the contents of education for software for Undergraduates who are not majoring in IT to cultivate creative and convergent people to prepare for the 4th Industrial Revolution. In the background, this study investigated the relationship between design thinking and computing thinking factors and examined the direction of software education to develop creative problem solving abilities. Two specialist questionnaires and focus group interviews were used to derive two levels of content elements for design thinking based computing thinking. According to the results of the analysis, This research is based on the process of design thinking, focusing on diffuse thinking at the first level, and the whole contents are composed. The process of producing a prototype was used to derive the computational thinking contents necessary for problem solving. This study focuses on convergent thinking at the second level and draws out the contents of computing thought to embody the first level contents of various ideas and stories into computing. It is expected that this study will be used as basic data to develop the content and method of education as SW education for non - major subject in university.

Transformation of Discourse on Uses of Computer Technology in Korean Landscape Architecture - Focused on Journal of the Korean Institute of Landscape Architecture and Environmental & Landscape Architecture of Korea - (한국 조경에서 컴퓨터 테크놀로지의 활용에 관한 담론의 변천 - 『한국조경학회지』와 『환경과조경』을 중심으로 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.15-24
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    • 2020
  • This work examines discourse on uses of computer technology and its transformation during the last thirty years effecting Korea landscape architecture. First, in the 1990s landscape architects begun to use computers as a new technology for landscape architecture, programming computer software utilities suitable for landscape research, planning, and design. The landscape architects, acting as computer programmers, tried to explore various techniques for landscape analysis and design with a piece of software, and various experts within the field of landscape architecture collaborated with each other. However, landscape architects mainly used computer technology as a tool as a substitute for hands-on cases. Since around the 2000s, the discourse on mapping and diagrammatic techniques as a visualization technique for landscaping processes have begun. Also, realistic representations for perspective drawings using graphic software have been increasingly important. The landscape architects, acting as graphic designers, focused on the specific visualization techniques for landscape planning and design. However, computer technology has been mainly used to produce realistic visuals aids for final presentations instead of creative exploration to generate landforms. Additionally, recent landscape architects have been using landscape performance modeling and parametric modeling for landform and landscape furniture design. The landscape architects as spatial designers are actively using computer modeling as creative form-generating tools during the design process.

The Study of Reliability Based Optimization Design for Connection (불확실성을 고려한 접합부의 최적설계에 관한 연구)

  • Shin, Soo-Mi;Yun, Hyug-Gee;Kim, Hye-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.26-32
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    • 2016
  • Usually, there are many uncertainties regarding the error of an assumed load, material properties, member size, and structure analysis in a structure, and it may have a direct influence on the qualities of optimal design of structures. Probabilistic analysis has developed rapidly into a desirable process and structural reliability analysis is an increasingly important tool that assists engineers to consider uncertainties during the design, construction and life of a structure to calculate its probability of failure. This study deals with the applications of two optimization techniques to solve the reliability-based optimization problem of structures. The reliability-based optimization problem was formulated as a minimization of the structural volume subject to the constraints on the values of componential reliability index determined by the AFOSM approach. This presented method may be a useful tool for the reliability-based design optimization of structures.

Development and Application of Physics, Mathematics and Information Integrated Program Base on Heat Transfer & Numerical Analysis for Gifted Student (열전달 및 수치해석을 주제로 한 물리, 수학, 정보의 통합적 영재 프로그램 개발과 적용)

  • Nam, Hyun-Wook
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.87-105
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    • 2007
  • In this research, Integrated program base on heat transfer & numerical analysis was developed. Also, reaction of gifted student and possibility of application of this program was surveyed. This program consist in three parts. The first part is computer programing language, the second part is numerical modeling of physical phenomena, and the third part is numerical analysis. 4 students are selected who belong to mathematic class of CNUE(Cheoungju National Univ. of Edu.)'s Gifted Student Education Center. The Program consists in 15th lessens, and each lessen need 4hr. Application possibility and student's satisfaction of the program are studied through the interview and report of the student. Three of four students are accomplish the goal of the progarm. Computer programing and numerical analysis parts were relatively well understood, but numerical modeling part was difficult to students. The satisfaction of the program is dependent on the characteristics of the student. Most of the student thought that this program was one of the science education program. The student who have interested in only mathematics shows that low satisfaction but the one who have interested in science or information technology shows that high satisfaction.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Operation Scheduling in a Commercial Building with Chiller System and Energy Storage System for a Demand Response Market (냉각 시스템 및 에너지 저장 시스템을 갖춘 상업용 빌딩의 수요자원 거래시장 대응을 위한 운영 스케줄링)

  • Son, Joon-Ho;Rho, Dae-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.312-321
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    • 2018
  • The Korean DR market proposes suppression of peak demand under reliability crisis caused a natural disaster or unexpected power plant accidents as well as saving power plant construction costs and expanding amount of reserve as utility's perspective. End-user is notified a DR event signal DR execution before one hour, and executes DR based on requested amount of load reduction. This paper proposes a DR energy management algorithm that can be scheduled the optimal operations of chiller system and ESS in the next day considering the TOU tariff and DR scheme. In this DR algorithm is divided into two scheduling's; day-ahead operation scheduling with temperature forecasting error and operation rescheduling on DR operation. In day-ahead operation scheduling, the operations of DR resources are scheduled based on the finite number of ambient temperature scenarios, which have been generated based on the historical ambient temperature data. As well as, the uncertainties in DR event including requested amount of load reduction and specified DR duration are also considered as scenarios. Also, operation rescheduling on DR operation day is proposed to ensure thermal comfort and the benefit of a COB owner. The proposed method minimizes the expected energy cost by a mixed integer linear programming (MILP).

Improvements of an English Pronunciation Dictionary Generator Using DP-based Lexicon Pre-processing and Context-dependent Grapheme-to-phoneme MLP (DP 알고리즘에 의한 발음사전 전처리와 문맥종속 자소별 MLP를 이용한 영어 발음사전 생성기의 개선)

  • 김회린;문광식;이영직;정재호
    • The Journal of the Acoustical Society of Korea
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    • v.18 no.5
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    • pp.21-27
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    • 1999
  • In this paper, we propose an improved MLP-based English pronunciation dictionary generator to apply to the variable vocabulary word recognizer. The variable vocabulary word recognizer can process any words specified in Korean word lexicon dynamically determined according to the current recognition task. To extend the ability of the system to task for English words, it is necessary to build a pronunciation dictionary generator to be able to process words not included in a predefined lexicon, such as proper nouns. In order to build the English pronunciation dictionary generator, we use context-dependent grapheme-to-phoneme multi-layer perceptron(MLP) architecture for each grapheme. To train each MLP, it is necessary to obtain grapheme-to-phoneme training data from general pronunciation dictionary. To automate the process, we use dynamic programming(DP) algorithm with some distance metrics. For training and testing the grapheme-to-phoneme MLPs, we use general English pronunciation dictionary with about 110 thousand words. With 26 MLPs each having 30 to 50 hidden nodes and the exception grapheme lexicon, we obtained the word accuracy of 72.8% for the 110 thousand words superior to rule-based method showing the word accuracy of 24.0%.

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A Structural Testing Strategy for PLC Programs Specified by Function Block Diagram (함수 블록 다이어그램으로 명세된 PLC 프로그램에 대한 구조적 테스팅 기법)

  • Jee, Eun-Kyoung;Jeon, Seung-Jae;Cha, Sung-Deok
    • Journal of KIISE:Software and Applications
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    • v.35 no.3
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    • pp.149-161
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    • 2008
  • As Programmable Logic Controllers(PLCs) are frequently used to implement real-time safety critical software, testing of PLC software is getting more important. We propose a structural testing technique on Function Block Diagram(FBD) which is one of the PLC programming languages. In order to test FBD networks, we define templates for function blocks including timer function blocks and propose an algorithm based on the templates to transform a unit FBD into a flowgraph. We generate test cases by applying existing testing techniques to the generated flowgraph. While the existing FBD testing technique do not consider infernal structure of FBD to generate test cases and can be applied only to FBD from which the specific intermediate model can be generated, this approach has advantages of systematic test case generation considering infernal structure of FBD and applicability to any FBD without regard to its intermediate format. Especially, the proposed method enables FBD networks including timer function blocks to be tested thoroughly. To demonstrate the effectiveness of the proposed method, we use trip logic of bistable processor of digital nuclear power plant protection systems which is being developed in Korea.