• 제목/요약/키워드: Interest in programming

검색결과 233건 처리시간 0.025초

Development of Clustering Algorithm for the Design of Telecommunication Network Considering Cost-Traffic Tradeoff (Cost-Traffic Tradeoff를 고려한 통신망 설계의 Clustering 알고리듬 개발)

  • 박영준;이홍철;김승권
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • 제22권3호
    • /
    • pp.23-36
    • /
    • 1997
  • In the design of telecommunication network, the network configuration using hubbing topology is useful for designing and managing the network efficiently : i. e. all of central offices (COs) are grouped into clusters. Each cluster has one hub consisting of large-scale transmission facilities like digital cross-connect systems and ATMs. In clustering process, the community of interest and geographical factor should be considered. However, there exists a tradeoff between two factors. One is to minimize total link costs for geographical factor and the other is to maximize the total intra-cluster traffics for community of interest. Hence, this can be solved by multiobjective linear programming techniques. In this paper, the problem under considerations is formulated as two p-median subproblems taking into considerations total costs and total intra-traffics, respectively. Then we propose the algorithm to solve the problem based on the concept of cost-traffic tradeoff. The algorithm enables to identify efficient cost-traffic tradeoff pairs. An illustration is also presented.

  • PDF

Optimal Weapon-Target Assignment of Multiple Dissimilar Closed-In Weapon Systems Using Mixed Integer Linear Programming (혼합정수선형계획법을 이용한 다수 이종 근접 방어 시스템의 최적 무장 할당)

  • Roh, Heekun;Oh, Young-Jae;Tahk, Min-Jea;Jung, Young-Ran
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • 제47권11호
    • /
    • pp.787-794
    • /
    • 2019
  • In this paper, a Mixed Integer Linear Programming(MILP) approach for solving optimal Weapon-Target Assignment(WTA) problem of multiple dissimilar Closed-In Weapon Systems (CIWS) is proposed. Generally, WTA problems are formulated in nonlinear mixed integer optimization form, which often requires impractical exhaustive search to optimize. However, transforming the problem into a structured MILP problem enables global optimization with an acceptable computational load. The problem of interest considers defense against several threats approaching the asset from various directions, with different time of arrival. Moreover, we consider multiple dissimilar CIWSs defending the asset. We derive a MILP form of the given nonlinear WTA problem. The formulated MILP problem is implemented with a commercial optimizer, and the optimization result is proposed.

Analysis on the Effectiveness of Algorithm Visualization System for Structured Programming Language Education (구조적 프로그램밍 언어 교육을 위한 알고리즘 시각화 시스템의 효용성 분석)

  • Oh, Yeon-Jae;Park, Kyoung-Wook;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • 제7권1호
    • /
    • pp.45-51
    • /
    • 2012
  • Programming is an area that many students have difficulty on because it requires various skills, such as problem analysis, logical thinking, and procedural problem-solving skills. In this paper, a system visualizing algorithm was used to set up algorithmic concepts easily and effectiveness of the system was analyzed through scholastic achievement test and survey after learning through this process. For evaluation, we divided students who take courses on programming language and algorithm in 3 universities into 2 groups with 6 teams in each group. The group that trained this system visualizing algorithm had scored 17.4 points higher in terms of scholastic achievement than the group that did not train such method. Moreover, according to the survey, the group had higher scores in terms of interest level, concentration level, comprehension, effectiveness, and convenience.

Education Plan of Artificial Intelligence Programming using Raspberry Pi for Computer Major Students of Industrial Specialized High Schools (공업계 특성화고등학교 컴퓨터 전공 학생들을 위한 라즈베리파이 활용 인공지능 프로그래밍 교육 방안)

  • Semin Kim
    • Journal of Practical Engineering Education
    • /
    • 제15권2호
    • /
    • pp.365-371
    • /
    • 2023
  • In this study, we proposed a plan to educate computer students at industrial specialized high schools about artificial intelligence programming using Raspberry Pi. To create an educational program, we received advice from experts working in schools and industries, analyzed existing research and requirements, designed weekly learning plans, developed teaching materials, and conducted classes. Due to the small number of research subjects, interviews were conducted with students, and the results of the teacher's diary were also presented to derive qualitative research results. The main interview results show that although it is true that interest in the field of artificial intelligence has increased through the class, many responded that the learning content is still difficult. The teacher's diary mainly included information about the latest trends in the industry that informatics and computer teachers should not miss out on. We hope that this study will provide an opportunity to meet the needs of the industry by increasing the proportion of artificial intelligence programming in industrial specialized high schools.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
    • /
    • 제14권1호
    • /
    • pp.1-10
    • /
    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

A qualitative case study of computer programming and unfolding creative processes: focusing on NetLogo-based computational thinking (컴퓨터 프로그래밍과 창의성 발현 활동에 관한 질적 사례 연구: NetLogo 기반의 계산적 사고 중심으로)

  • Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
    • /
    • 제18권3호
    • /
    • pp.1-14
    • /
    • 2015
  • The aim of this paper is to explore and understand the gifted student's characteristics such as NetLogo programming patterns, attitudes, his/her interest in problems solving. Based on transcripts and coding video frames, we explored the meaningful scenes to come up with thinking patterns, NetLogo programming patterns, attitudes, behaviors on tasks such as drawing regular starlike shapes. This case study contrasts with two other students revealing their unique characteristics both in computational thinking patterns and coding activities. The participant reveals his own ways of finding a clue and elaborating it further for coming up with concise NetLogo coding. This paper provides cross-case discussion and future research direction on how to improve gifted education in terms of problem solving in creative ways.

Design of an Analog Array Using Floating Gate MOSFETs (부유게이트를 이용한 아날로그 어레이 설계)

  • 채용웅;박재희
    • Journal of the Korean Institute of Telematics and Electronics C
    • /
    • 제35C권10호
    • /
    • pp.30-37
    • /
    • 1998
  • An analog array with a 1.2 $\mu\textrm{m}$ double poly floating gate transistor has been developed with a standard CMOS fabrication process. The programming of each cell by means of an efficient control circuit eliminates the unnecessary erasing operation which has been widely used in conventional analog memories. It is seen that the path of the signal for both the programming and the reading is almost exactly the same since just one comparator supports both operations. It helps to eliminate the effects of the amplifier input-offset voltage problem on the output voltage for the read operation. In the array, there is no pass transistor isolating a cell of interest from the adjacent cells in the array. Instead of the extra transistors, one extra bias voltage, Vmid, is employed. The experimental results from the memory shows that the resolution of the memory is equivalent to the information content of at least six digital cells. Programming/erasing of each cell is achieved with no detectable disturbance of adjacent cells. Finally, the unique shape of the injector structure in a EEPROM is adopted as a cell of analog array. It reduces the programming voltage below the transistor breakdown voltage without any special fabrication process.

  • PDF

Changes in attitudes and efficacy of AI learners according to the level of programming skill and project interest in AI project (AI 프로젝트 수업에서 프로그래밍 언어 활용 수준 및 프로젝트 흥미에 따른 AI에 대한 태도 및 효능감 변화)

  • Han, eongyun
    • Journal of The Korean Association of Information Education
    • /
    • 제24권4호
    • /
    • pp.391-400
    • /
    • 2020
  • While artificial intelligence (AI) is attracting attention as a core technology in the era of the 4th industrial revolution, needs for artificial intelligence education to cultivate AI literacy is emerging. In this regard, we developed and applied a project-based AI education program for elementary and middle school students, and analyzed its effects. Participants were assigned into teams with three members, and each team engaged in a project-based AI education program for two nights and three days. In the project, they selected an real-world problem they wanted and devised an AI-enabled artifact to solve it. The effectiveness of the program was investigated with the changes in attitude and efficacy of learners toward artificial intelligence. The results showed that the AI project learning positively changed both attitudes and efficacy toward artificial intelligence at a statistically significant level. This change was more pronounced as the level of perceived programming skills increased, and the level of interest in the project learning increased.

Development and Application of the STEAM Education Program Focused on the Sensor-Based Scratch Programming (센서 기반 스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
    • /
    • 제18권1호
    • /
    • pp.65-74
    • /
    • 2014
  • The STEAM education and the computer science education have become increasingly important with the advert of science technology that enhances the national competitiveness. The purpose of the research is to develop the STEAM education program focused on programming education. I introduced a programming activity utilizing a sensor that can trigger students' interest with relation to other school subject factors. I applied the education program to grade 4-5 students, then compared and analyzed effects of the education program by conducting pretest and posttest regarding the creativity, reasoning skills, and the affective domain in science learning. Overall, the analysis reveals that the STEAM education program developed in this study improved fluency, originality and creativity index of the students' creativity, reasoning skills and scientific attitudes.

Development and Evaluation of a STEAM Curriculum Utilizing Arduino (아두이노를 활용한 STEAM 커리큘럼 설계, 적용 및 효과 분석)

  • Shim, KyuHeon;Lee, Sangwook;Suh, Taeweon
    • The Journal of Korean Association of Computer Education
    • /
    • 제17권4호
    • /
    • pp.23-32
    • /
    • 2014
  • The nature of complex modern society inevitably creates intricate problems that can be solved by the computational and logical reasoning. The programming education in Informatics can effectively raise the ability of computational thinking. The paper proposes and evaluates a STEAM curriculum that can draw the interest and attention of students. The curriculum educates the multi-disciplinary knowledge from science, music and informatics, and it was designed to have group discussions with self-directed study. The experiments were performed with $4^{th}{\sim}6^{th}$ grade gifted students in Informatics from elementary schools. The Arduino was used as the experiment environment. The experiment results reveal that the interests in Informatics and programming have been escalated after the STEAM class; 75% of students expressed the surge of interest in computers and 93% of students responded positively to the Arduino-based class. The effectiveness of the experiment outcomes was validated with t-test.

  • PDF