• 제목/요약/키워드: Computer Experiment

검색결과 3,382건 처리시간 0.032초

A Comparative Study between LSI and LDA in Constructing Traceability between Functional and Non-Functional Requirements

  • Byun, Sung-Hoon;Lee, Seok-Won
    • 한국컴퓨터정보학회논문지
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    • 제24권7호
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    • pp.19-29
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    • 2019
  • Requirements traceability is regarded as one of the important quality attributes in software requirements engineering field. If requirements traceability is guaranteed then we can trace the requirements' life throughout all the phases, from the customers' needs in the early stage of the project to requirements specification, deployment, and maintenance phase. This includes not only tracking the development artifacts that accompany the requirements, but also tracking backwards from the development artifacts to the initial customer requirements associated with them. In this paper, especially, we dealt with the traceability between functional requirements and non-functional requirements. Among many Information Retrieval (IR) techniques, we decided to utilize Latent Semantic Indexing (LSI) and Latent Dirichlet Allocation (LDA) in our research. Ultimately, we conducted an experiment on constructing traceability by using two techniques and analyzed the experiment results. And then we provided a comparative study between two IR techniques in constructing traceability between functional requirements and non-functional requirements.

Usability Evaluation of Mobile Banking Applications in Digital Business as Emerging Economy

  • Hamid, Khalid;Iqbal, Muhammad Waseem;Muhammad, Hafiz Abdul Basit;Fuzail, Zubair;Ghafoor, Zahid Tabassum;Ahmad, Sana
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.250-260
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    • 2022
  • Mobile Banking Applications (MBAPs) is one of the recent fads in mobile trading applications (Apps). MBAPs permit users to execute exchanges of money and many more whenever it might suit them; however, the primary issue for mobile banking Apps is usability. Hardly any investigation analyzes usability issues dependent on user's age, gender, exchanging accomplices, or experience. The purpose of this study is to determine the degree of usability issues, and experience of mobile banking users. The survey employs a quantitative method and performs user experiment on 240 participants with six different tasks on the application's interface. The post experiment survey is done with concerning participants. On the other hand, banking experts and Information Technology (IT) expert's group is also involved after the experiment. Expert's opinions about existing mobile banking Apps and suggestions for improving usability of MBAPs are collected through physical means (like questionnaire and interview) and online means like Google form. After that comparison of the opinions of users and experts about MBAPs is performed. The experimentation measures the tasks usability of various mobile banking apps with respect to its effectiveness, efficiency, trustfulness, learnability, memorability and satisfaction. The usability testing was led at different Universities and the outcomes acquired show that there are privacy and trust issues with their mobile banking apps. There is also a gap between users and experts which should be minimized by applying customized usability models, modes concept like other application software and also by adding complete features of banking in MBAPs. It will benefit mobile banking apps users, developers and usability engineers by providing user-friendly which are up to the mark of user's requirements.

공학용 가상 실험실을 위한 Web용 기반 시스템의 구축 (An Implementation of Base System for Web-based Cyber Engineering Laboratories)

  • 한상훈;유성현;조형제
    • 공학교육연구
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    • 제3권1호
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    • pp.27-41
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    • 2000
  • 최근 인터넷을 기반으로 일반 사용자들에게 멀티미디어 정보를 이용하여 효과적인 교육수단을 제공하려는 연구가 활발히 진행되고 있다. 그 대표적인 예가 원격교육, 가상대학 등으로 이른 위주의 일반 교과 과목에 대한 교육은 많이 시도되고 있으나 공학 분야의 실험실습 교육을 위한 경우는 비교적 적은 편이다. 본 논문에서는 인터넷을 바탕으로 한 실험실습 교육의 일환으로 기계, 전자, 화학 등 공학분야의 가상 실험실습실을 지원하기 위해 구축한 기반시스템에 대해 소개한다. 여기에 도입된 가상 실험실의 모델로 클라이언트/서버 방식을 기초로 하여 서버에서 시뮬레이터가 수행되고 클라이언트를 통해 결과를 볼 수 있는 시뮬레이티브 방식이 먼저 논의되고, 이와는 달리 사용자가 초기에 한번 관리 서버를 경유한 이후로는 별도의 실습서버와 직접 통신하며 실험실습의 결과뿐 아니라 진행 상태도 영상으로 볼 수 있는 인터랙티브 방식이 소개된다.

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IMPLEMENTATION EXPERIMENT OF VTP BASED ADAPTIVE VIDEO BIT-RATE CONTROL OVER WIRELESS AD-HOC NETWORK

  • Ujikawa, Hirotaka;Katto, Jiro
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.668-672
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    • 2009
  • In wireless ad-hoc network, knowing the available bandwidth of the time varying channel is imperative for live video streaming applications. This is because the available bandwidth is varying all the time and strictly limited against the large data size of video streaming. Additionally, adapting the encoding rate to the suitable bit-rate for the network, where an overlarge encoding rate induces congestion loss and playback delay, decreases the loss and delay. While some effective rate controlling methods have been proposed and simulated well like VTP (Video Transport Protocol) [1], implementing to cooperate with the encoder and tuning the parameters are still challenging works. In this paper, we show our result of the implementation experiment of VTP based encoding rate controlling method and then introduce some techniques of our parameter tuning for a video streaming application over wireless environment.

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A Study on Grapheme and Grapheme Recognition Using Connected Components Grapheme for Machine-Printed Korean Character Recognition

  • Lee, Kyong-Ho
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.27-36
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    • 2016
  • Recognition of grapheme is a very important process in the recognition within 'Hangul(Korean written language)' letters using phoneme recognition. It is because the success or failure in the recognition of phoneme greatly affects the recognition of letters. For this reason, it is reported that separation of phonemes is the biggest difficulty in the phoneme recognition study. The current study separates and suggests the new phonemes that used the connective elements that are helpful for dividing phonemes, recommends the features for recognition of such suggested phonemes, databases this, and carried out a set of experiments of recognizing phonemes using the suggested features. The current study used 350 letters in the experiment of phoneme separation and recognition. In this particular kind of letters, there were 1,125 phonemes suggested. In the phoneme separation experiment, the phonemes were divided in the rate of 100%, and the phoneme recognition experiment showed the recognition rate of 98% in recognizing only 14 phonemes into different ones.

컴퓨터 네트워크 가상 실습을 위한 컴포넌트 기반의 시뮬레이터 설계 및 구현 (Design and Implementation of a Component-based Simulator for the Virtual Laboratory of Computer Networks)

  • 임명식;김기형
    • 한국시뮬레이션학회논문지
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    • 제12권1호
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    • pp.1-10
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    • 2003
  • Recently, various network protocols have been developed to keep step with the rapid growth of Internet users. For the education of students in the computer networks classes, there have been many attempts to allow students experiment routers setting, operations and management of networks by themselves, in addition to the classroom lectures based on textbooks. One of the attempts is to install expensive real router experiment sets in laboratories for students, and one another is using router and network simulators for virtual experiments. This paper presents the design and implementation of NetSim, a scalable, component-based simulator environment for the network experimentation. NetSim expands the existing component-based JavaSim simulation tool for the education purpose, and it allows the design and experiment of various networks and protocols. For the evaluation of NetSim, it is shown that the network design and RIP-based router setting process is possible in NetSim.

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Underwater Acoustic Mavlink Communication for Swarming AUVS

  • Muller, Yukiko;Oshiro, Shiho;Motohara, Takuma;Kinjo, Atsushi;Suzuki, Taisaku;Wada, Tomohisa
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.277-283
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    • 2021
  • The objective of this project is to conduct an underwater survey. The primary goal is to develop a device that can achieve the desired output under test conditions. For this reason, certain practical considerations must be taken into account, and the implementation is then developed to be carried out to obtain stable performance with the available hardware based on that experiment. The experiment was performed via BlueROV2 (Remotely Operated Vehicle) using RaspberryPi and softwares such as QGC (QGroundControl) and ArduPilot. This paper explains the work, the results with the collected data and how we implemented the work is presented in the end. The intention of this experiment is to connect two PCs using RaspberryPi with MAVLink communication using a Commercial-Off-The-Shelf device.

A motion classification and retrieval system in baseball sports video using Convolutional Neural Network model

  • Park, Jun-Young;Kim, Jae-Seung;Woo, Yong-Tae
    • 한국컴퓨터정보학회논문지
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    • 제26권8호
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    • pp.31-37
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    • 2021
  • 본 연구에서는 CNN(Convolution Neural Network) 모델을 이용하여 야구 경기 영상에서 투구나 스윙과 같은 특정 영상이 출현하는 장면을 자동으로 분류하여 효과적으로 검색하는 방법을 제안한다. 또한, 특정 동작의 분류 결과와 경기 기록을 연계한 영상 장면 검색시스템을 제안한다. 제안 시스템의 효율성을 검정하기 위하여 2018년부터 2019년까지 진행된 한국프로야구 경기 영상을 대상으로 특정 장면별로 분류하는 실험을 진행하였다. 야구 경기 영상에서 투구 장면을 분류하는 실험에서는 경기별로 약 90%의 정확도를 보였다. 그리고 경기 영상 내에 포함된 스코어보드를 추출하여 경기 기록과 연계하는 영상 장면 검색 실험에서는 경기별로 약 80% 정도의 정확도를 보였다. 본 연구 결과는 한국프로야구 경기에서 과거 경기 영상을 체계적으로 분석하여 경기력 향상을 위한 전략 수립을 위하여 효과적으로 사용할 수 있으리라 기대한다.

An Efficient Functional Analysis Method for Micro-array Data Using Gene Ontology

  • Hong, Dong-Wan;Lee, Jong-Keun;Park, Sung-Soo;Hong, Sang-Kyoon;Yoon, Jee-Hee
    • Journal of Information Processing Systems
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    • 제3권1호
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    • pp.38-42
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    • 2007
  • Microarray data includes tens of thousands of gene expressions simultaneously, so it can be effectively used in identifying the phenotypes of diseases. However, the retrieval of functional information from a large corpus of gene expression data is still a time-consuming task. In this paper, we propose an efficient method for identifying functional categories of differentially expressed genes from a micro-array experiment by using Gene Ontology (GO). Our method is as follows: (1) The expression data set is first filtered to include only genes with mean expression values that differ by at least 3-fold between the two groups. (2) The genes are then ranked based on the t-statistics. The 100 most highly ranked genes are selected as informative genes. (3) The t-value of each informative gene is imposed as a score on the associated GO terms. High-scoring GO terms are then listed with their associated genes and represent the functional category information of the micro-array experiment. A system called HMDA (Hallym Micro-array Data analysis) is implemented on publicly available micro-array data sets and validated. Our results were also compared with the original analysis.

Implementation and Experiments of Sparse Matrix Data Structure for Heat Conduction Equations

  • Kim, Jae-Gu;Lee, Ju-Hee;Park, Geun-Duk
    • 한국컴퓨터정보학회논문지
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    • 제20권12호
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    • pp.67-74
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    • 2015
  • The heat conduction equation, a type of a Poisson equation which can be applied in various areas of engineering is calculating its value with the iteration method in general. The equation which had difference discretization of the heat conduction equation is the simultaneous equation, and each line has the characteristic of expressing in sparse matrix of the equivalent number of none-zero elements with neighboring grids. In this paper, we propose a data structure for sparse matrix that can calculate the value faster with less memory use calculate the heat conduction equation. To verify whether the proposed data structure efficiently calculates the value compared to the other sparse matrix representations, we apply the representative iteration method, CG (Conjugate Gradient), and presents experiment results of time consumed to get values, calculation time of each step and relevant time consumption ratio, and memory usage amount. The results of this experiment could be used to estimate main elements of calculating the value of the general heat conduction equation, such as time consumed, the memory usage amount.