• Title/Summary/Keyword: Developers

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A Component Workflow Customization Technique (컴포넌트 워크플로우 커스터마이제이션 기법)

  • Kim, Chul-Jin;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
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    • v.27 no.5
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    • pp.499-509
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    • 2000
  • When the developers develop the software, the cost and time of the software development can be reduced by using blocks that are implemented previously. We call these implemented blocks components. They provide only the interfaces of component to developers, while the detailed infernal information is being hidden. The components can be used to develop large applications fast and easily. Developers use the black-boxed components that the internal details of components are invisible. But, Developers want the properties and workflows of components to be modified. To do this, the customization technique is needed. The existing customization techniques are limited in the customization of component properties. In this paper, it proposes the technique that can change the workflow of component as well as properties In the business point of view. In the existing workflow customization technique, which is called white box component, the internal details of component should be understood by developers and should be modified in code level. In this paper, we propose a customization technique which using the component interface in black box form only. This customization technique can be used more generally in a business field.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Extracting the Source Code Context to Predict Import Changes using GPES

  • Lee, Jaekwon;Kim, Kisub;Lee, Yong-Hyeon;Hong, Jang-Eui;Seo, Young-Hoon;Yang, Byung-Do;Jung, Woosung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1234-1249
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    • 2017
  • One of the difficulties developers encounter in maintaining tasks of a large-scale software system is the updating of suitable libraries on time. Developers tend to miss or make mistakes when searching for and choosing libraries during the development process, or there may not be a stable library for the developers to use. We present a novel approach for helping developers modify software easily and on time and avoid software failures. Using a tool previously built by us called GPES, we collected information of projects, such as abstract syntax trees, tokens, software metrics, relations, and evolutions, for our experiments. We analyzed the contexts of source codes in existing projects to predict changes automatically and to recommend suitable libraries for the projects. The collected data show that researchers can reduce the overall cost of data analysis by transforming the extracted data into the required input formats with a simple query-based implementation. Also, we manually evaluated how the extracted contexts are similar to the description and we found that a sufficient number of the words in the contexts is similar and it might help developers grasp the domain of the source codes easily.

A Co-Development Environment for Visual Programs (시각 프로그램을 위한 공동 개발 환경)

  • Cho Yong Yoon;Yoo Chae Woo
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.125-132
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    • 2005
  • Visual programs consist of user interfaces and process logics. Because most visual IDEs(Integrated Development Environment) are utilized by only one developer, many developers can't cooperate simultaneously in one large-scaled visual Program to promote the development efficiency. This paper suggests a co-development environment for visual programs through which developers can cooperate with each other in the type of distribution. Developers can maintain the coincidence and the confidence of cooperation through a communication window and a job controller to process the Priority of the events that developers make in co-development work. Especially in large-sealed visual Program, the suggested environment reduces the burden that developer takes about the heavy development work, and many developers can divide and take the complex and large program modules according to their ability. We hope that the suggested environment can improve the development productivity and effectivity because it can reduce the time and effort for developing user interfaces in visual programs.

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Development and Use of Universal Accessibility Guidelines for Contents Developers and Designers (콘텐츠 개발자와 설계자를 위한 보편적 접근성 가이드라인의 개발과 활용)

  • Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.1
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    • pp.33-38
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    • 2011
  • The purpose of this study is to develop and use the e-learning contents accessibility guidelines to improve contents accessibility for the non-technical developers and designers. The accessibility guidelines used for web or digital contents are usually technical, field dependent, or specific that are not friendly for many developers or designers. In this study, the e-Learning Contents Accessibility Guidelines was developed based on the principles of Universal Design for Learning. The guidelines could be used to map the necessary skills for the developers and the instructional designers. In this study, 5 users with different disabilities tested 6 e-learning contents, and surveyed e-learning experts to identify core elements for accessibility guidelines. Due to the limited accessibility of the contents, we need to offer manuals and training for developers and designers, need collaborative efforts between different stake holders, include accessibility in quality assurance guidelines, and further research to improve accessibility for many existing Flash contents.

An Analysis on LVC-G COTS Software Development Requirements Expectation Gap (LVC-G COTS SW 개발 기대격차 분석)

  • Choi, June-Sung;Kook, Kwang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.5C
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    • pp.365-375
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    • 2012
  • LVC-G COTS SW are widely used for the military training due to several advantages. Accordingly, LVC-G COTS SW domestic developments are in demand. In this study, there are the four hypotheses in the gap between users and developers and establish the hypotheses are all correct. The first hypothesis "LVC-G associated with the COTS SW between users and developers about the requirements for the performance gap is expected.", the second hypothesis, "LVC-G associated with between users and developers for COTS SW technology gap is expected for the elements. ", the third hypothesis" LVC-G associated with the COTS SW development costs between users and developers about the expectations gap is about. ", the fourth hypothesis" LVC for COTS SW-G and related skill levels between users and developers are excited about the gap ". Every hypothesis were confirmed to be valid by interview and survey.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

The determinants of increasing privacy concerns in the mobile apps

  • Baek, Young-Mi;Ohk, Kyung-Young
    • International Journal of Contents
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    • v.8 no.2
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    • pp.43-51
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    • 2012
  • This study identifies the determinants of increasing privacy concerns in the mobile apps. The privacy affecting factors will be divided into the 3 categories on the basis of both users' and developers' perspective. First, this study explores whether the users' seeking value affects concern of the mobile apps privacy. Second, gender gap on the mobile privacy sensitivity will be tested. Third, this study identifies the meaning of apps developers' providing toolkit in the users' sensitivity on the privacy. The result showed that innovation among the customer's characteristics was identified the most significant factor to affect the mobile app privacy sensitivity. Ethical norm related variables (ethical identity, subjective norm and utilitarian value) were also identified as the meaningful variables in the mobile app privacy. Toolkits provided by app developers are also appeared a significant variable to affect the customer's app privacy sensitivity negatively. Finally gender also appears the meaningful factor in the mobile app privacy sensitivity.

Context-aware Framework and Applications for Improving UI and UX of Smartphones (스마트폰의 UI/UX 향상을 위한 상황인식 프레임워크 개발 및 응용)

  • Shin, Choonsung;Park, Byoung-Ha;Jung, Kwang-Mo
    • Journal of Information Technology Services
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    • v.13 no.1
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    • pp.197-207
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    • 2014
  • With the recent advance in smartphones, users are allowed to use mobile applications anytime anywhere, and change their way to interact with smart environment and people. As a result, the need for developing context-aware applications on smartphones has a great attention from users and developers. This paper proposes a context-aware framework for supporting UI/UX of smartphones. The proposed framework collects a wide range of sensory data from smartphones and allows developers to analyze and model context models for their desired apps. In addition, it also supports real-time inference within the apps to make them to adapt to context. In order to show effectiveness of the proposed framework, we introduce two smartphone apps: context-aware home screen and automatic detection of smartphone problem use. Therefore, we expect that the proposed framework will help developers easily implement their apps with respect to context-awareness.

Cross-cultural Study on Knowledge Sharing in Open Collaboration: Collectivism vs. Individualism (문화에 따른 개방형 협업 지식공유 활동 비교 연구: 집단주의 문화와 개인주의 문화를 중심으로)

  • Baek, Hyunmi;Lee, Saerom
    • Knowledge Management Research
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    • v.19 no.2
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    • pp.133-150
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    • 2018
  • To cope with the rapid changes in the corporate environment, the creation of innovative output through various forms of collaboration have been discussed. For open collaborations, contributors who distribute to various countries and cultures are able to share knowledge via the internet without physical rewards or responsibilities. In this study, we focused on the open source software project, which is a representative open collaboration. We investigated the factors that affect the knowledge contribution of developers of various countries within the open collaboration platform. Specifically, we investigated the open collaborative nature of multi-culture developers by dividing cultures according to collectivism and individualism. We collected data on 26,604 developers using a python based web crawler for GitHub which is an open source software development platform, and conducted cross-cultural study. This paper contributes to the field of knowledge management by suggesting various impacts of antecedents such as hireability, and information exposure on knowledge sharing according to culture.