• Title/Summary/Keyword: Abstraction Level

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An Approach to Developing Domain Architecture Based on Variability Analysis in Software Product Line (소프트웨어 프로덕트 라인에서 가변성 분석을 통한 도메인 아키텍처 개발 방법)

  • Moon, Mi-Kyeong;Yeom, Keun-Hyuk
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.328-341
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    • 2007
  • When the decision to initiate a software product line has been taken, the first step is the domain analysis describing the variability in the requirements, the second important step is the definition of a domain architecture that captures the overall structure of a series of closely related products. A domain architecture can be a core asset in product line by describing the commonalities and variabilities of the products contained in the software product line. The variabilities, which are identified at each phase of the core assets development, are diverse in the level of abstraction. Therefore, it is important to clearly define, systematically identify, and explicitly represent variability at the architectural level. However, it is difficult to identify and represent the variability which should be considered at the architecture level, because these may be appeared in architecture elements and in architecture configuration. In this paper, we suggest a method of developing domain architecture as a core asset in product line where commonality and variability are explicitly considered. First of all, we will describe a domain architecture metamodel that can explicitly define commonality and variability concepts by extending the Object Management Group's ($OMG^{TM}$ Reusable Asset Specification eRAS) model. Using the domain architecture metamodel, architecture elements are defined and the variations that can be identified at the architecture level are classified into two types in according th abstract level. Additionally, we describe a domain architecture where commonality and variability are explicitly considered on basis of this metamodel.

Design and Implementation of a Virtual MCU Based on SystemC to Provide the Implementation Environment of MAC Layer Software (MAC 계층 소프트웨어의 구현 환경을 제공하기 위한 SystemC 기반의 가상 MCU 모듈의 설계 및 구현)

  • Jeong, Yoo-Jin;Park, Soo-Jin;Lee, Ho-Eung;Park, Hyun-Ju
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.7-17
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    • 2009
  • The development of wireless communication MAC layer is usually released as SoC which is a combination in hardware and software. In this system development environment, an environment for software development and verification is necessary because the hardware development takes a lot of time priori to completion. In integrated development of hardware and software, simulation environment of hardware and software provided by hardware modeling using HDL at RTL and ISS respectively. By increasing the development complexity of system, ESL design modeling systems at higher abstraction level than RTL has already prompted. The ESL design is divided untime model and time model. This paper present design and implementation of MCU for untime model simulation, not time model. Proposed MCU can optimize the system at early step of system development and move up the development completion time by verifying the system function easily and rapidly than part required exact time in untime model. In this paper, we present an MCU module based on SystemC and UC/OS-II Module providing real-time operate system.

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Groundwater Flow Model of Igsan Area (익산 지역의 지하수 유동 모델)

  • Hamm, Se Yeong;Kim, Youn Ki
    • Economic and Environmental Geology
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    • v.22 no.4
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    • pp.381-393
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    • 1989
  • Hydrogeological modelling was performed to evaluate groundwater flow system in Igsan Area. The study area extends over $790km^2$. The geology consists of Jurassic Daebo granite and gneissose granite and Precambrian metamorphic rocks. The capability of pumping yield is the highest in gneissose granite region among them due to comparatively thick weathered zone with thickness ranging from 10m to 25m. The Colorado State University Finite Difference Model was used for the model simulation. The model was divided into 28 rows and 31 columns with variable grid spacing. The model was calibrated under steady-state and unsteady-state conditions. In the steady-state simulation, the model results were compared with measured water table contours in September 1985 with determining hydraulic conductivities and net recharge rates during rainy season. Unsteady state simulation was done to know the aquifer response due to groundwater abstraction. The non- steady state calibration was conducted to determine the distribution and magnitudes of specific yields and discharge/recharge rates during dry season as matching water level altitudes in May 1986. The calibrated model was used to simulate water level vaiation caused by groundwater withdrawal and natural recharge from 1 October, 1985 until 30 September, 1995. The calibrated model can be used to groundwater development schemes on regional groundwater levels, but it cannot be used to simulate local groundwater level change at a specific site.

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A Top-Down Approach to the Hardware Design Education Focusing on the Logic Design Courses (하드웨어 설계 교육에서의 TOP-DOWN 접근방법 : 논리설계 과목을 중심으로)

  • Yi Kang;Jung Kyeong-Hoon;Han Youn-Sik
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.22-29
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    • 2003
  • The ultimate goal of a hardware design course is to equip the students with the system design ability. However, the majority of the current structures of the design courses are focused on the understanding of the operational principles of each device which is used later as a building block for the design of a system. The shortcomings of this approach are, first, that it is very hard to keep the students motivated to the end of the course where system design concepts are dealt, and, second, the students do not have enough experience of the system design which is usually required in the field. As an alternative to solve these problems, it is necessary to reverse the order of contents of the course. Namely we introduce the high level of the abstract concept of the system design in the very beginning of the course and later by lowering the level of abstraction to the operational principle of the internal devices. In this paper, we propose a new top-down methodology for the introductory hardware design course of logic design, where the design expression and verification in the system-level are introduced first and then detail knowledge on each device is introduced later. Also, we report a case result from a student's working group as part of an extracurricular education in order to verify the validity of our proposed approach

Community Computing Model and Development Tool for Community-based Ubiquitous System in Multi-agent Platform (다중 에이전트 환경에서의 커뮤니티 기반 유비쿼터스 시스템을 위한 모델과 개발 도구)

  • Jung, You-Na;Lee, Jung-Tae;Kim, Min-Koo
    • Journal of KIISE:Software and Applications
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    • v.33 no.12
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    • pp.1031-1051
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    • 2006
  • To develop a ubiquitous system, several researches have been tried to apply multi-agent models to design a system. Even though current multi-agent models provide many benefits with ubiquitous system developments, there are still some deficiencies in completely supporting the characteristics of ubiquitous systems such as dynamic formation and termination of mission-oriented organizations and interrelationship between organizations. In addition, existing agent-based models only concern aboutananalysis and design of a system, then place a burden of implementation on developers. Therefore, in this paper, we propose the high-level abstraction model of a multi-agent based ubiquitous system and the development process concerning implementation as well as design of systems. In addition, we implemented a development toolkit, called as CDTK(Community computing system Development Tool Kit), then developed a small community computing system using the CDTK.

A SOC Design Methodology using SystemC (SystemC를 이용한 SOC 설계 방법)

  • 홍진석;김주선;배점한
    • Proceedings of the IEEK Conference
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    • 2000.06b
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    • pp.153-156
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    • 2000
  • This paper presents a SOC design methodology using the newly-emerging SystemC. The suggested methodology firstly uses SystemC to define blocks from the previously-developed system level algorithm with internal behavior and interface being separated and validate such a described blocks' functionality when integrated. Next, the partitioning between software and hardware is considered. With software, the interface to hardware is described cycle-accurate and the other internal behavior in conventional ways. With hardware, I/O transactions are refined gradually in several abstraction levels and internal behavior described on a function basis. Once hardware and software have been completed functionally, system performance analysis is performed on the built model with assumed performance factors and influences such decisions regressively as on optimum algorithm selection, partitioning and etc. The analysis then gives constraint information when hardware description undergoes scheduling and fixed-point trans- formation with the help of automatic translation tools or manually. The methodology enables C/C++ program developers and VHDL/Verilog users to migrate quickly to a co-design & co-verification environment and is suitable for SoC development at a low cost.

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Development of Materials for Programming Education based on Computational Thinking for Club Activities of Elementary School (Computational Thinking 기반의 초등학교 동아리 활동용 프로그래밍 교육 교재의 개발)

  • Jeong, Inkee
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.243-252
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    • 2015
  • The software education to elementary students will be conducted from 2019. One of highlights of software education is a programming experience. It requires a higher level of programming education to students that are interested in programming. This problem can be solved by the club activities. But the materials for programming education for elementary students is not much. Therefore, we developed a programming material for club activities of the elementary school. We did not develop it as a programming manual. The students can understand a problem, can design through decomposition and abstraction processes, and can write a program when they are learning with this material. As a result, we expect that they can enhance their computational thinking abilities. We proved that our material is suitable for elementary students through a demonstration class. Therefore, we expect that our development methodologies for the material for programming education will contribute to develop a material for programming education.

Knowledge Hierarchy for Culture Contents Development (문화콘텐츠 개발을 위한 지식정보체계)

  • Kim, Sang-Heon;Kim, Na-Yun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.711-722
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    • 2011
  • This article described relations between knowledge contents for culture contents. Knowledge contents include academic article, research report, digital replica for old books and digital cultural heritages with a high level of abstraction and complexity. The process of digitalization sets up the clearinghouse for information and knowledge of humanities which can be a critical resource for cultural contents development. Knowledge contents are deliverable of knowledge-information hierarchies. The knowledgeinformation resource management plan doing by Korean Studies Advancement Center shows the most of the hierarchies. As a result, this paper shows that the process of knowledge-information development and the process of cultural contents development are in a series of continuous process.With the help of information technology.

A Comparative Performance Analysis of Spark-Based Distributed Deep-Learning Frameworks (스파크 기반 딥 러닝 분산 프레임워크 성능 비교 분석)

  • Jang, Jaehee;Park, Jaehong;Kim, Hanjoo;Yoon, Sungroh
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.299-303
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    • 2017
  • By piling up hidden layers in artificial neural networks, deep learning is delivering outstanding performances for high-level abstraction problems such as object/speech recognition and natural language processing. Alternatively, deep-learning users often struggle with the tremendous amounts of time and resources that are required to train deep neural networks. To alleviate this computational challenge, many approaches have been proposed in a diversity of areas. In this work, two of the existing Apache Spark-based acceleration frameworks for deep learning (SparkNet and DeepSpark) are compared and analyzed in terms of the training accuracy and the time demands. In the authors' experiments with the CIFAR-10 and CIFAR-100 benchmark datasets, SparkNet showed a more stable convergence behavior than DeepSpark; but in terms of the training accuracy, DeepSpark delivered a higher classification accuracy of approximately 15%. For some of the cases, DeepSpark also outperformed the sequential implementation running on a single machine in terms of both the accuracy and the running time.

Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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