A software system is required to change during its life cycle due to various requirements such as adding functionalities, fixing bugs, and adjusting to new computing environments. Such program code modification should be considered as carefully as a new system development becase unexpected software errors could be introduced. In addition, when reusing open source programs, we can expect higher quality software if code changes of the open source program are predicted in advance. This paper proposes a Convolutional Neural Network (CNN)-based deep learning model to predict source code changes. In this paper, the prediction of code changes is considered as a kind of a binary classification problem in deep learning and labeled datasets are used for supervised learning. Java projects and code change logs are collected from GitHub for training and testing datasets. Software metrics are computed from the collected Java source code and they are used as input data for the proposed model to detect code changes. The performance of the proposed model has been measured by using evaluation metrics such as precision, recall, F1-score, and accuracy. The experimental results show the proposed CNN model has achieved 95% in terms of F1-Score and outperformed the multilayer percept-based DNN model whose F1-Score is 92%.
This study explored the meaning and essential structure of the life of 12 older wage earners who are 65 years old or older residing in Seoul. For the in-depth analysis of the qualitative interviews, Giorgi(2012)'s phenomenological research method was used. Results presented a total of 349 meaning units, 35 core meanings, 16 emerging themes, and 6 essential themes. These essential themes consisted of a life tolerating contempt and prejudice, the hungry belly in the later years, a yoke of the subordinate, an unclimbable vertical wall, reviving the hours of youth through working, and labor pride. These six essential themes led to the essential structure of'small happiness that is felt at times out of the weary working life in later years. The research participants felt worn out by the social discrimination and unfair working conditions against older wage earners, but they felt relieved that they were able to work in old age and had a sense of self-esteem through their work. Working was the important tools for older wage earners to experience happiness in later years because it not only relieved their financial burden but also brought a sense of self-esteem and labor pride. Based on the results, we suggested as following: 1) with respect to social discrimination and unfair working conditions against older workers, the whole society should discuss it as the protection of human rights and take legal actions; 2) various service jobs need to be created so that older workers can contribute to the society by utilizing their experiences; and 3) educational programs of computer or internet use must be expanded through which older wage earners can improve their job skills.
Journal of The Korean Association of Information Education
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v.25
no.5
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pp.847-857
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2021
Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.
Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.
This paper aimed to grasp what the percentage in the types of news stories on the online broadcast is, which was conducted by analyzing the news stories of 9 broadcasting websites on the Naver newsstand. For the analysis, a total of 270 days' samples were selected, including 30 days per broadcast on 9 broadcasting websites. For a method of analysis, One-way ANOVA was used to examine the difference among broadcasting websites. The analysis was made centering with priorities given to the type of news stories by the composition of language, the type of genre as a standard of stories, and so on. As a result of analysis, all the programs in the off-line broadcast have been produced and transmitted as a video-typed story, but a half of those in on-line broadcast have been made up of the stories composed of photo and text. The online newspaper has been producing a new type of news' story using video-typed story or computer graphic while the online broadcast has actively been utilizing stories composed of photos and text, which are types of newspaper's stories. From above-mentioned results, it can be understood that the boundary among media is getting more and more indistinct on the environment of online media, showing the phenomenon that the type of broadcast's stories is becoming old-fashioned.
KIPS Transactions on Computer and Communication Systems
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v.10
no.6
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pp.181-190
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2021
Sports activities conducted by multiple people are difficult to proceed in a situation where a widespread epidemic such as COVID-19 is spreading, and this causes a lack of physical activity in modern people. This problem can be overcome by using online exercise contents, but it is difficult to check detailed postures such as during face-to-face exercise. In this study, we present a model that detects posture and tracks movement using IT system for better non-face-to-face exercise content management. The proposed motion tracking model defines a body model with reference to motion analysis methods widely used in physical education and defines posture and movement accordingly. Using the proposed model, it is possible to recognize and analyze movements used in exercise, know the number of specific movements in the exercise program, and detect whether or not the exercise program is performed. In order to verify the validity of the proposed model, we implemented motion tracking and exercise program tracking programs using Azure Kinect DK, a markerless motion capture device. If the proposed motion tracking model is improved and the performance of the motion capture system is improved, more detailed motion analysis is possible and the number of types of motions can be increased.
Journal of the Korea Fashion and Costume Design Association
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v.24
no.2
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pp.97-115
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2022
The study aims to explore a new direction for research on buttons by understanding the functions and artistic features of buttons on Western clothing in the 18th and 19th centuries, and to use the findings to develop a textile design. In terms of the research method, the period was set in the 18th and 19th centuries, when decorative features and artistic values of buttons on Western clothing reached theirpeak, while theoretical analysis was made based on literature and previous research papers on Western clothing, websites of the Metropolitan Museum and French Museum of Decorative Arts and other website materials, as well as special exhibition materials of the National Museum of Modern and Contemporary Art. Textile designs were developed using computer programs, including Clip Studio Paint and Adobe Photoshop, by integrating the reinterpreted motif of buttons in the 18th and 19th centuries and the styles that prevailed at that time. The results are as follows. First, buttons on Western clothing had the following three functions: a practical function, a symbolic function representing the wearer's status, and a decorative function expressing individuality and beauty. Second, buttons in the 18th century were works of art made with various handicraft techniques and were an important medium that expressed the wearer's fashion sense. In addition, buttons in the 19th century were mass-produced as a result of industrialization and took a major step forward with the development of materials and dyeing. Buttons reflected themes of poetry, drama, biblical stories, music and art, lifestyle,, along with the political and social atmosphere that rapidly changed after the revolution and fashion trends. Third, the artistic features and shapes of buttons were reinterpreted to create a design motif, and the design was developed reflecting the characteristic elements of the rococo style of the 18th century and the art nouveau style of the 19th century that can conform to modern fashion, thereby rediscovering the artistic meaning and value implied in buttons. In the future, the research on creative buttons of 20th century artists is expected to be conducted from various perspectives.
Purpose: After the Crona Pandemic, all countries are interested in developing various programs to attract tourists. In order to activate the attraction of tourists, it is necessary to discover the information needed by tourists and provide the information based on the visitor's location. Method: This research proposes a system configuration method for creating tourist-oriented tourism contents information. To this end, it creates GIS and QR code-based content and provides necessary information from the tourist's current location. In addition, by using QR codes installed at various points, it provides travel time and other destination information from the current location, and AR image information based on QR codes. Result: The existing tourism content system provides information using a fixed location-based QR code. This research creates and provides customized tourism information based on the location of tourists by generating GIS-based QR codes. Conclusion: This research aims to contribute to the construction of a new tourism information contents and the activation of tourist-oriented tourism information provision.
KIPS Transactions on Computer and Communication Systems
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v.10
no.11
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pp.297-304
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2021
Commercial obfuscation tools (protectors) aim to create difficulties in analyzing the operation process of software by applying obfuscation techniques and Anti-reversing techniques that delay and interrupt the analysis of programs in software reverse engineering process. In particular, in case of virtualization detection and anti-debugging functions, the analysis tool exits the normal execution flow and terminates the program. In this paper, we analyze Anti-reversing techniques of executables with Debugger Detection and Viralization Tools Detection options through VMProtect 3.5.0, one of the commercial obfuscation tools (protector), and address bypass methods using Pin. In addition, we predicted the location of the applied obfuscation technique by finding out a specific program termination routine through API analysis since there is a problem that the program is terminated by the Anti-VM technology and the Anti-DBI technology and drew up the algorithm flowchart for bypassing the Anti-reversing techniques. Considering compatibility problems and changes in techniques from differences in versions of the software used in experiment, it was confirmed that the bypass was successful by writing the pin automation bypass code in the latest version of the software (VMProtect, Windows, Pin) and conducting the experiment. By improving the proposed analysis method, it is possible to analyze the Anti-reversing method of the obfuscation tool for which the method is not presented so far and find a bypass method.
In order to understand the solidification behavior and microstructural evolution of the Al-Cu-Si ternary eutectic alloy system, changes of the microstructure of the Al-Cu-Si ternary eutectic alloy with different cooling rates were investigated. When the mold preheating temperature is 500℃, primary Si and Al2Cu dendrites are observed, with (α-Al+Al2Cu) binary eutectic and needle-shaped Si subsequently observed. In addition, even when the mold preheating temperature is 300℃, primary Si and Al2Cu dendrites can be observed, and both (α-Al+Al2Cu+Si) areas observed and areas not observed earlier appear. When the mold preheating temperature is 150℃, bimodal structures of the binary eutectic (α-Al+Al2Cu) and ternary eutectic (α-Al+Al2Cu+Si) are observed. When the preheating temperature of the mold is changed to 500℃, 300℃, and 150℃, the greatest change is in the Si phase, and upon reaching the critical cooling rate, the ternary eutectic of (α-Al+Al2Cu+Si) forms. If the growth of the Si phase is suppressed upon the formation of (α-Al+Al2Cu+Si), the growth of both Al and Cu is also suppressed by a cooperative growth mechanism. As a result of analyzing the Al-27wt%Cu-5wt%Si ternary eutectic alloy with a different alloy design simulation programs, it was confirmed that different results arose depending on the program. A computer simulation of the alloy design is a useful tool to reduce the trial and error process in alloy design, but this effort must be accompanied by a task that increases reliability and allows a comparison to microstructural results derived through actual casting.
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