• Title/Summary/Keyword: Abstraction Level

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A Technique of Deriving Concrete Object Model for C++ Programming (C++ 프로그래밍을 위한 구체적 객체 모델의 작성법)

  • Kim, Tae-Gyun;Im, Chae-Deok;Song, Yeong-Gi;In, So-Ran
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.731-746
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    • 1997
  • The usage of object models for the development of software has been frowung due to the prevalence of the ob-ject oriented paradigm.The object moedels produced as results of requirments analysis and design activities are vety veneficial to the implementation phase.It is even possible for source code to be genrated automatically if object models are concrete enough.Therefore system analyzers and desingners should make an dffort to refine theabstrace ogject model defined at.an early stage in order to achieve a more conrete object model.In general,re-fining an abstrace object model into a concrete model depends too much on the desigver's infromal experience.In this paper,we persent the refinement techniques required for concreting an abstract object model bassed on OMT(Object Modeling Technique)'s notation,We will discuss the definition of the abstraction level of an object model and the transformational rules of refinement.These transformational rules are currently applied to the design of a software tool,named Process Modeler,which is a major component of the software development process modeling system for ICS(Information Communication Service). Finally we can achieve a concrete object model which can easily be translated into C++ source code.

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A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

A Development of the Evaluation Metrics and Analysis of the Object-Oriented Visual Programming Education Using Alice Programming (Alice 프로그래밍을 통한 객체 지향 시각 프로그래밍 교육의 평가 지표 개발 및 유용성 분석)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.742-748
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    • 2014
  • The research of the object-oriented visual programming education is related to investigate the instructional method for computer programming, the process for program development for students, and the suitability analysis and design methodology for program development. In order to develop the educational methodology for the students who have the difficulties to study the computer programming and to enhance the abilities for the development of object-oriented programs, in this paper, we suggest the evaluation metrics to apply and assess for the object-oriented programming education. Also, we introduce the visual programming education methodology and curriculum using Alice programming. The evaluation metrics for the visual programming education suggested in this paper, is accepted when the visual programming languages/tools are used in the programming education to assess and analyze the suitabilities for the programming education for students, so to utilize the analyses for abilities of understanding, abstraction, and program implementation by level.

A Formal Modeling for Temporal and Active Properties of Managed Object Behavior (망관리 객체의 시간지원 능동 특성에 대한 전형적 모델링)

  • Choe, Eun-Bok;Lee, Hyeong-Ho;No, Bong-Nam
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.9
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    • pp.2479-2492
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    • 1999
  • Network management system(NMS) provides not only effective monitoring and controlling of network which consists of heterogeneous network elements but prompt response to users' need for high-level communication services. Recommendations of ITU-T and ISO stipulate the managerial abstraction of static and dynamic characteristics of network elements, management functions as well as management communication protocol. But the current description method does not provide the formal mechanism for the behavior characteristics of managed objects in clear manner but in natural language form, the complete specification of managed objects is not fully described. In this paper, we describe determinants for the behaviour of managed objects applicable to every managed object, and present a language for specifying behavioral aspects of managed objects based on their temporal and active properties.

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Combat Entity Based Modeling Methodology to Enable Joint Analysis of Performance/Engagement Effectiveness - Part 1 : Conceptual Model Design (성능/교전 효과도의 상호 분석이 가능한 전투 개체 기반의 모델링 방법론 - 제1부 : 개념 모델 설계)

  • Seo, Kyung-Min;Kim, Tag Gon;Song, Hae-Sang;Kim, Jung Hoon;Chung, Suk Moon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.17 no.2
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    • pp.223-234
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    • 2014
  • This paper proposes a flexible and highly reusable modeling methodology for a next-generation combat entity which enables joint analysis of performance/engagement effectiveness. According to the scope of the proposed work, the paper is divided into two parts; Part 1 focuses on a conceptual model design, whereas Part 2 proposes detailed model specification and implementation. In Part 1, we, first, classify the combat entity model as combat logic and battlefield function sub-models for joint analysis. Based on the sub-models, we propose two dimensional model partition method, which creates six groups of a single combat entity model by two dimensions: three-activity and two-abstraction. This grouping enables us to reconfigure the combat entity model by sharing the same interface within the group, and the same interface becomes the fundamental basis of the flexible model composition. Furthermore, the proposed method provides a model structure that effectively reflects the real world and maximizes the multi-level reusability of a combat entity model. As a case study, we construct a model design for anti-surface ship warfare. The case study proves enhancement of model reusability in the process of scenario expansion from pattern running to wire guided torpedo operations.

An Analytic Framework to Assess Organizational Resilience

  • Patriarca, Riccardo;Di Gravio, Giulio;Costantino, Francesco;Falegnami, Andrea;Bilotta, Federico
    • Safety and Health at Work
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    • v.9 no.3
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    • pp.265-276
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    • 2018
  • Background: Resilience engineering is a paradigm for safety management that focuses on coping with complexity to achieve success, even considering several conflicting goals. Modern sociotechnical systems have to be resilient to comply with the variability of everyday activities, the tight-coupled and under-specified nature of work, and the nonlinear interactions among agents. At organizational level, resilience can be described as a combination of four cornerstones: monitoring, responding, learning, and anticipating. Methods: Starting from these four categories, this article aims at defining a semiquantitative analytic framework to measure organizational resilience in complex sociotechnical systems, combining the resilience analysis grid and the analytic hierarchy process. Results: This article presents an approach for defining resilience abilities of an organization, creating a structured domain-dependent framework to define a resilience profile at different levels of abstraction, and identifying weaknesses and strengths of the system and potential actions to increase system's adaptive capacity. An illustrative example in an anesthesia department clarifies the outcomes of the approach. Conclusion: The outcome of the resilience analysis grid, i.e., a weighed set of probing questions, can be used in different domains, as a support tool in a wider Safety-II oriented managerial action to bring safety management into the core business of the organization.

A Study on the Expansion of Fundamental Categories Based on Thesaurus International Standards (시소러스 국제표준 기반 기본 범주의 확장에 관한 연구)

  • Chang, Inho
    • Journal of Korean Library and Information Science Society
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    • v.50 no.1
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    • pp.273-291
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    • 2019
  • This study aims to extend fundamental categories from Clause 11, "facet analysis" in International Standards for thesaurus(ISO 25964-1) by analyzing fundamental categories of Clause 11 and concept and their scope in a thesaurus of Clause 5. For to do this, the fundamental categories were established by adjusting partially and adding mental entities explicitly referencing the highest concepts(YAMATO which is the upper ontology of Mizoguchi, and ISO 2788) and existing fundamental categories(PMEST, FRBR group 3 entities, 13 categories in CRG). Also, established fundamental categories were reorganized and structured based on concreteness/abstraction of PMEST in Ranganathan and independence/dependence of YAMATO in Mizoguchi. And the upper categories were divided into independent and dependent entities. Under these entities 28 criteria are included in the independent ones and 2 criteria in the dependent ones. In the further study, the result of this study can be expected to reuse and refer as controlled vocabulary in the field like classification, taxonomies and thesauri where expected to utilize fundamental categories and as the high-level concept when constructing an ontology for information retrieval.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

Math-disliking Types and the Correlation Coefficients between Mathematical Achievements and Them-Focused on the 8th Graders (수학 기피유형의 분류 및 수학 성취 수준과의 상관성 연구)

  • Kim, Young-Kuk
    • Journal of Educational Research in Mathematics
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    • v.17 no.1
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    • pp.33-50
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    • 2007
  • Positive attitude toward mathematics is gaining bigger recognition as an important contributing factor to mathematical ability. As a strategy for strengthening affective domain and betterment of mathematics teaching and loaming, classifying students by their causes for liking or disliking mathematics can be an effective way In this study the author tried to devise methods to classify students by their types of math disliking and investigate correlations between mathematical achievements and these math-disliking types from a sample group of 8th graders. To identify the types of reasons why 8th graders dislike mathematics, a questionnaire with 30 items was made firstly. Then by applying the 'Factor analysis' of SPSS, the 30 items were divided into five partitions. Through abstraction of each partition, five math-disliking types, 'Competences', 'Basics', 'Confidences', 'Usefulness', and 'Teachers' were defined. They are expected to help teachers for describing each student's tendency of math-disliking. Further, correlation coefficients between mathematical achievements and each of the five math-disliking type were investigated against 4 groups which were made from sample group by the discrimination of gender and two levels (high and low) of mathematical achievements in cognitive area. As results, the following facts were found. (i) The trends of correlations between cognitive achievement and the five math disliking types were different across the 4 groups at statistically meaningful degrees. (ii) Most of the male students who had math-disliking types were proved to be in the low achievement level. But for the female students, only 50% of students who had math-disliking types were in the low achievement level. (iii) Compared to male students, higher portion of female students had math-disliking types despite their high achievement in cognitive area.

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Design and Development of Multiple Input Device and Multiscale Interaction for GOCI Observation Satellite Imagery on the Tiled Display (타일드 디스플레이에서의 천리안 해양관측 위성영상을 위한 다중 입력 장치 및 멀티 스케일 인터랙션 설계 및 구현)

  • Park, Chan-Sol;Lee, Kwan-Ju;Kim, Nak-Hoon;Lee, Sang-Ho;Seo, Ki-Young;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.541-550
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    • 2014
  • This paper describes a multi-scale user interaction based tiled display visualization system using multiple input devices for monitoring and analyzing Geostationary Ocean Color Imager (GOCI) observation satellite imagery. This system provides multi-touch screen, Kinect motion sensing, and moblie interface for multiple users to control the satellite imagery either in front of the tiled display screen or far away from a distance to view marine environmental or climate changes around Korean peninsular more effectively. Due to a large amount of memory required for loading high-resolution GOCI satellite images, we employed the multi-level image load technique where the image was divided into small tiled images in order to reduce the load on the system and to be operated smoothly by user manipulation. This system performs the abstraction of common input information from multi-user Kinect motion and gestures, multi-touch points and mobile interaction information to enable a variety of user interactions for any tiled display application. In addition, the unit of time corresponding to the selected date of the satellite images are sequentially displayed on the screen and multiple users can zoom-in/out, move the imagery and select buttons to trigger functions.