• Title/Summary/Keyword: Computing Achievement

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The Design and Implementation of the Data Link System based on the Off-the-shelf Ultra Mobile Personal Computer for Network Centric Warfare(NCW) (네트워크중심전(NCW)을 위한 UMPC 기반 데이터 링크 시스템 설계 및 구축)

  • Sim, Dong-Sub;Kim, Ki-Hyung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.2
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    • pp.175-181
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    • 2009
  • All of the military aircrafts in Korea Air Force are administered and operated together in the same system regardless of whether they are equipped with the data communication capability or not. The absence of the data communication capability in some of the aircrafts might increase whole kill chain hour at the point of the Network Centric Warfare achievement. Network synergy effects cannot also be desired if the section which is not connected to the network influences to the whole tactical network. Equipping aircrafts with the data communication capability could be done by upgrading the aircrafts, but resulting in high costs and long updating time. This paper is a research about the design and implementation of the UMPC based Data Link System to aircrafts that do not have the data communication capability. The proposed system grafts the UHF-based wireless modem technology and the aircraft flight mission support software onto the off-the-shelf UMPC and GPS system. The employed UHF radio equipment allows communicating tactic data with another aircrafts on the air, the ground control point, and even the Tactical Air Control Party(TACP) control vehicle that achieve missions with aircrafts. It thereby increases such capabilities as navigation aid, situation awareness, quick target identification and attack. We also applied Closed Air Support(CAS) scenarios, which is very close to the real environment, to the experiments of the proposed system. The experimental results show that the proposed system could support the data communication capability effectively and the flight mission at low costs of money and time.

A Study on Learner's Recognition of Computational Thinking Education Model Using EXCEL VBA (EXCEL VBA를 이용한 컴퓨팅 사고력 교육 모델에 대한 학습자의 인식 연구)

  • Park, Youn-Soo;Lee, Minjeong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.41-51
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    • 2020
  • The goal of this study is to test the hypothesis that the practicality of EXCEL VBA will be beneficial for SW education for SW non-majors. To this end, we planned the education for non-majors using the EXCEL VBA and conducted 15 weeks of education. According to a follow-up survey conducted after the 15-week education period, 72.21% of the survey respondents said EXCEL was practical. Also, learners who were aware of the necessity of SW education and the importance of SW competence recognized that the computational thinking education using EXCEL VBA had a positive effect on the improvement of computer-related knowledge and experience. Also, learners recognized that learning with EXCEL was easy, while learning with VBA was difficult. The learning process using VBA needs to be composed of project-oriented educational contents that can give a sense of achievement to learners rather than programming-oriented education. And continuous research on project-based learning is needed.

Enhancing e-Learning Interactivity vla Emotion Recognition Computing Technology (감성 인식 컴퓨팅 기술을 적용한 이러닝 상호작용 기술 연구)

  • Park, Jung-Hyun;Kim, InOk;Jung, SangMok;Song, Ki-Sang;Kim, JongBaek
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.89-98
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    • 2008
  • Providing appropriate interactions between learner and e- Learning system is an essential factor of a successful e-Learning system. Although many interaction functions are employed in multimedia Web-based Instruction content, learner experience a lack of similar feedbacks from educators in real- time due to the limitation of Human-Computer Interaction techniques. In this paper, an emotion recognition system via learner facial expressions has been developed and applied to a tutoring system. As human educators do, the system observes learners' emotions from facial expressions and provides any or all pertinent feedback. And various feedbacks can bring to motivations and get rid of isolation from e-Learning environments by oneself. The test results showed that this system may provide significant improvement in terms of interesting and educational achievement.

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Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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Design and Implementation of an Automatic Grading System for Programming Assignments (자동화된 프로그래밍 과제 평가 시스템의 설계 및 구현)

  • Kim, Mi-Hye
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.75-85
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    • 2007
  • One of important factors for improving the learning achievement of students in computer programming education is to provide plenty of opportunities of problem-solving experiences through variety forms of assignments, However, for the most cases, evaluation of programming assignments is performed manually by instructors and automated tools for the accurate evaluation are not equipped at the present time. Under this restricted environment instructors need much work and time to grade assignments so that instructors could not deliver sufficient programming assignments to students, In order to overcome this problem. au automated programming assignment evaluation system is needed that would enable instructors to evaluate assignments easily in an effective and consistent way and also to detect any plagiarism activities among students in program source codes readily, Accordingly, in this paper we design and implement a Web-based programming assignment grading system that allows instructors to evaluate program performance automatically as well as to evaluate program styles and piagiarism easily with appropriate feedback.

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Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.373-382
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    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

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An Escrow-Free Two-party Identity-based Key Agreement Protocol without Using Pairings for Distinct PKGs

  • Vallent, Thokozani Felix;Yoon, Eun-Jun;Kim, Hyunsung
    • IEIE Transactions on Smart Processing and Computing
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    • v.2 no.3
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    • pp.168-175
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    • 2013
  • Key escrow is a default property that is inherent in identity-based cryptography, where a curious private key generator (PKG) can derive a secret value shared by communicating entities in its domain. Therefore, a dishonest PKG can encrypt and decrypt ciphers or can carry out any attack on the communicating parties. Of course, the escrow property is not completely unwanted but is acceptable in other particular applications. On the other hand, in more civil applications, this key escrow property is undesirable and needs to be removed to provide maximum communication privacy. Therefore, this paper presents an escrow-free identity-based key agreement protocol that is also applicable even in a distinct PKG condition that does not use pairings. The proposed protocol has comparable computational and communicational performance to many other protocols with similar security attributes, of which their security is based on costly bilinear pairings. The protocol's notion was inspired by McCullagh et al. and Chen-Kudla, in regard to escrow-free and multi-PKG key agreement ideas. In particular, the scheme captures perfect forward secrecy and key compromise impersonation resilience, which were lacking in McCullagh et al.'s study, as well as all other desirable security attributes, such as known key secrecy, unknown key-share resilience and no-key control. The merit in the proposed protocol is the achievement of all required security requirements with a relatively lower computational overhead than many other protocols because it precludes pairings.

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A Study of Redesigning Electronic Records Management Policies (전자기록관리정책의 재설계에 관한 연구)

  • Lee, Seung-eok;Seol, Moon-won
    • The Korean Journal of Archival Studies
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    • no.52
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    • pp.5-37
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    • 2017
  • In consideration of the drastic transformation of records management environments, this study aims to suggest the directions for redesigning the electronic records management policies at a national level. First, it clarifies the four implicit objectives of electronic records management policies since the 2006 amendment of the Public Records Management Act, such as comprehensiveness for ensuring the appropriate management of any type of digital records, digital-friendly processes for records management, proper management for guaranteeing the evidential value of digital records, and long-term preservation of digital records. Second, it examines the challenging environmental factors in the areas since 2006. Third, it reviews the achievement of the policies as well as failures based on analyzing the policy documents and data from the National Archives of Korea. Fourth and finally, it suggests core areas and directions for redesigning the electronic records management policies, emphasizing the inclusiveness for data-type electronic records.

Design of Computational Thinking Instruction Based on ARCS Model in Liberal Arts Education (교양교육에서 ARCS 모형 기반의 컴퓨팅 사고력 수업 설계)

  • Jun, Soo-jin;Shin, Chwa-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.90-93
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    • 2019
  • Recently, as SW education has been emphasized in college, interest in Computing Thinking (CT) class at the liberal level has increased. In order to effectively educate students, various methods of teaching and learning are required to reduce the burden on CT education and motivation of students. The purpose of this study is to design teaching and learning using ARCS model to improve learners' learning motivation and learning achievement in CT course as liberal arts education. In this study, the learning elements of CT were selected based on previous research on the characteristics of education in the liberal arts education of the university and analysis of the CT content. In addition, Keller 's ARCS learning motive model was selected to match the instructional tactics according to the motivational factors of Attention, Relevance, Confidence, and Satisfaction. In order to effectively teach these CT contents, detailed strategies based on the ARCS model were designed and presented weekly.

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The Meta-Analysis on Effects of Python Education for Adolescents (청소년 대상 파이썬(Python) 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok;Yoon, So Hee
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.363-369
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    • 2020
  • This study intends to examine effects of python education for adolescents. 6 primary studies were chosen through careful search process and investigated through meta-analysis. Research findings were as follows. The total effect size was 0.684. Second, the effect sizes of dependent variables were academic achievement 0.871, cognitive domain 0.625, and affective domain 0.428 in order. Third, for cognitive domain, the effect sizes were self-efficacy 0.833, problem-solving 0.283, computing thinking 0.276, and coding competency 0.251 in order. Fourth, for affective domain, the effect sizes were learning interest 0.560 and programming interest 0.417 in order. Fifth, regarding school level, the effect sizes were middle school 0.851, high school 0.585, and college 0.435 in order. Finally, for subject areas, the effect sizes were mathematics 1.057, design 0.595, information 0.585, and software 0.28 in order.