• Title/Summary/Keyword: Developer and User

Search Result 170, Processing Time 0.035 seconds

Real Time SW Sizing Model for FP-Based Fintech Software Development Project (FP 기반의 핀테크 소프트웨어 개발 프로젝트 실시간 규모 산정 모델)

  • Koo, Kyung-Mo;Yoon, Byung-Un;Kim, Dong-Hyun
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.10
    • /
    • pp.36-44
    • /
    • 2021
  • Estimation on SW Sizing applied to fintech is very difficult, a task requiring long time, it is difficult for client companies and developer companies to accurately calculate the size of software development. The size is generally estimated based on the experience of project managers and the general functional scoring method. In this paper, propose a model that can be applied to fintech development projects by quantitatively calculating the required functions from the user's point of view, measuring the scale, and calculating the scale in real time. Through the proposed model, the amount of work can be estimated prior to development and the size can be measured, and the M/M and the estimated quotation amount can be calculated based on the program list by each layer. In future studies, by securing size computation data on existing the Fintech Project in mass, research on accurate size computation would be required.

Development of SAML Software for JAVA Web Applications in Korea (국내 자바 웹 응용을 위한 SAML 소프트웨어의 개발)

  • Jo, Jinyong;Chae, Yeonghun;Kong, JongUk
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.9
    • /
    • pp.1160-1172
    • /
    • 2019
  • Federated authentication is a user authentication and authorization infrastructure that spans multiple security domains. Many overseas Web applications have been adopting SAML-based federated authentication. However, in Korea, it is difficult to apply the authentication because of the high market share of a specific Web (application) server, which is hard to use open-source SAML software and the high adoption of Java-based standard framework which is not easy to integrate with SAML library. This paper proposes the SAML4J, which is developed in order to have Web applications easily and safely integrated with the Java-based framework. SAML4J has a developer-friendly advantage of using a session storage independent of the framework and processing Web SSO flows through simple API. We evaluate the functionality, performance, and security of the SAML4J to demonstrate the high feasibility of it.

Chaincode-based File Integrity Verification Model (체인코드 기반의 파일 무결성 검증 모델)

  • Kim, Hyo-Jong;Han, Kun-Hee;Shin, Seung-Soo
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.4
    • /
    • pp.51-60
    • /
    • 2021
  • Recent advances in network and hardware technologies have led to active research and multiple network technologies that fuse blockchain technologies with security. We propose a system model that analyzes technologies using existing blockchain and verifies the integrity of files using private blockchain in a limited environment. The proposed model can be written as a chain code of Hyperleisure Fabric, a private blockchain platform, and verified for integrity of files through Hyperleisure Explorer, a private blockchain integrated management platform. The system performance of the proposed model was analyzed from a developer perspective and from a user perspective. As a result of the analysis, there are compatibility problems according to the version of various modules to run the blockchain platform, and only limited elements such as chain code status and groups can be checked.

AIOPro: A Fully-Integrated Storage I/O Profiler for Android Smartphones (AIOPro: 안드로이드 스마트폰을 위한 통합된 스토리지 I/O 분석도구)

  • Hahn, Sangwook Shane;Yee, Inhyuk;Ryu, Donguk;Kim, Jihong
    • Journal of KIISE
    • /
    • v.44 no.3
    • /
    • pp.232-238
    • /
    • 2017
  • Application response time is critical to end-user response time in Android smartphones. Due to the plentiful resources of recent smartphones, storage I/O response time becomes a major key factor in application response time. However, existing storage I/O trace tools for Android and Linux give limited information only for a specific I/O layer which makes it difficult to combine I/O information from different I/O layers, because not helpful for application developer and researchers. In this paper, we propose a novel storage I/O trace tool for Android, called AIOPro (Android I/O profiler). It traces storage I/O from application - Android platform - system call - virtual file system - native file system - page cache - block layer - SCSI layer and device driver. It then combines the storage I/O information from I/O layers by linking them with file information and physical address. Our evaluations of real smartphone usage scenarios and benchmarks show that AIOPro can track storage I/O information from all I/O layers without any data loss under 0.1% system overheads.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.27-36
    • /
    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study on Education Methods to Develope Application Programs Based on Paper Prototyping (페이퍼 프로토타입 기반의 응용 프로그램 개발 교육방안 연구)

  • Choi, Jin-Yong;Sohn, Won-Sung
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.1
    • /
    • pp.69-77
    • /
    • 2010
  • As the knowledge and information society has emerged, paradigm of school education has moved to improvement of creativity and problem-solving skills of a learner. However, up to the present, ICT education in schools has shown distorted features, which are focusing on the use of application programs, out of its original purpose. This study also allows digital technology to be displayed in analog ways by applying the paper prototyping technique, which can be substituted for the programming phase that elementary school students feel difficulty to handle with. In addition, It enables practical and useful ideas to be designed, constructed and evaluated as a system, based on User Centered Design (UCD), which encourages users actively to participate in the development, rather than focus on developer. To verify the effects of education, we evaluated and analyzed concept models of a learner before and after the application development activity by applying the mental model theory. The framework suggested in this study can be applied to courseware of programming in elementary schools.

  • PDF

A study on the development of interface design evaluation method for web-based multimedia instructional system. - Focused on the user′s psychological language extraction.- (웹 기반 멀티미디어 교육사이트의 인터페이스 디자인 평가방법체계 구축에 관한 연구 -사용자의 심리적 불만족 언어 도출을 중심으로.)

  • 박순주;이종호
    • Archives of design research
    • /
    • v.13 no.3
    • /
    • pp.81-90
    • /
    • 2000
  • There are a great number of difficulties without Interface Guideline, even though the utility of the web in the educational field has been increased. In spite of having a guideline there still remains problems, when the researcher develops a practical web design, because of uniformity and universality. The purpose of this research will give a good model and a guideline, developing a way of web-site assessment through psychological language. First, the researcher has to induce psychological language and recognize the relevance of the principle of device system. Second, they should build an assessment model based on an established system of classification. As a result, they recognized that an assessment model based on the system of psychological language can help in working out authentic design problems. The designer faces many difficulties when using Interface Guideline for the sake of the existing software developer because of specific terminology. On the contrary, these days, the guideline of psychological language system provides the designer with easy comprehension of language and also able to perceive problems in advance. In addition, the researcher can realize that it can be used, as a good source and data.

  • PDF

Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.1
    • /
    • pp.76-87
    • /
    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

  • PDF

Middleware on Hanuri/C as a Multimedia Client-Server Application Development Tool (멀티미디어 클라이언트-서버 응용 개발 도구인 한우리/C의 미들웨어)

  • Im, Chae-Deok
    • The Transactions of the Korea Information Processing Society
    • /
    • v.2 no.5
    • /
    • pp.797-806
    • /
    • 1995
  • The Client-Server model is a computing technique that efficiently uses distributed resources via networks. But, generating an application using Client- Server model requires many different expertises to developers in comparison to that of using the centralized computing method. That is, and application developer must be familiar with network programming and GUI(Graphical User Interface) techniques in addition to conventional programming skills. Accordingly, the time and man power have been issued for building a Client-Server system. To alleviate these problem, the Client-Server applications development tools are needed To meet such a need, we developed a GUI based tool, called Hanuri/C, for generating Client-Server application programs. In comparison to existing Client-Server tools, Hanuri/C is reinforced Multimedia facilities, Hanuri/C is reinforced Multimedia facilities. Hanuri/C is considered as a front-end part of distributed system software. That is, Hanuri/C is a Client-Server tool similar to Forth Generation Language(4GL) supporting multimedia application on top of the Distributed Computing environment(DCE). In this paper, we present the design and implementation method of the middleware part of Hanuri/c.

  • PDF

A Study on the Weavigation Service for Smart Devices that Reflects the Real-Time Weather Conditions in Vulnerable Area (취약지역 실시간 기상상황을 반영한 스마트기기용 웨비게이션 서비스 연구)

  • Bae, Kwang Yong;Lee, Jae Eun;Kim, Young Beom
    • Journal of Climate Change Research
    • /
    • v.4 no.4
    • /
    • pp.385-395
    • /
    • 2013
  • In this paper, we target to develop weather platform and services to use in smart devices which is in real-time mobility environment. The existing TPEG-based navigation service requires a dedicated terminal, DMB communication method, and service scalability, so there are limits. In this paper, we analyze, processing and storage the real-time weather information suitable for navigation on the end user's smart devices by weather information service platform has been developed that can provide a standardized. In addition, we develop weavigation services and API for the developer to develop weather services easily. And we introduce system for serving information of dangerous district forecast based on natural disaster dangerous district data.