• Title/Summary/Keyword: Online programming

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Collision Prediction based Genetic Network Programming-Reinforcement Learning for Mobile Robot Navigation in Unknown Dynamic Environments

  • Findi, Ahmed H.M.;Marhaban, Mohammad H.;Kamil, Raja;Hassan, Mohd Khair
    • Journal of Electrical Engineering and Technology
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    • v.12 no.2
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    • pp.890-903
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    • 2017
  • The problem of determining a smooth and collision-free path with maximum possible speed for a Mobile Robot (MR) which is chasing a moving target in a dynamic environment is addressed in this paper. Genetic Network Programming with Reinforcement Learning (GNP-RL) has several important features over other evolutionary algorithms such as it combines offline and online learning on the one hand, and it combines diversified and intensified search on the other hand, but it was used in solving the problem of MR navigation in static environment only. This paper presents GNP-RL based on predicting collision positions as a first attempt to apply it for MR navigation in dynamic environment. The combination between features of the proposed collision prediction and that of GNP-RL provides safe navigation (effective obstacle avoidance) in dynamic environment, smooth movement, and reducing the obstacle avoidance latency time. Simulation in dynamic environment is used to evaluate the performance of collision prediction based GNP-RL compared with that of two state-of-the art navigation approaches, namely, Q-Learning (QL) and Artificial Potential Field (APF). The simulation results show that the proposed GNP-RL outperforms both QL and APF in terms of smooth movement and safer navigation. In addition, it outperforms APF in terms of preserving maximum possible speed during obstacle avoidance.

A Study on the Development of a Problem Bank in an Automated Assessment Module for Data Visualization Based on Public Data

  • HakNeung Go;Sangsu Jeong;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.203-211
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    • 2024
  • Utilizing programming languages for data visualization can enhance the efficiency and effectiveness in handling data volume, processing time, and flexibility. However, practice is required to become proficient in programming. Therefore public data-based the problem bank was developed to practice data visualization in a programming automatic assessment system. Public data were collected based on topics suggested in the curriculum and were preprocessed to make it suitable for users to visualize. The problem bank was associated with the mathematics curriculum to learn various data visualization methods. The developed problems were reviewed to expert and pilot testing, which validated the level of the questions and the potential of integrating data visualization in math education. However, feedback indicated a lack of student interest in the topics, leading us to develop additional questions using student-center data. The developed problem bank is expected to be used when students who have learned Python in primary school information gifted or middle school or higher learn data visualization.

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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A Topic Modeling Analysis for Online News Article Comments on Nurses' Workplace Bullying (간호사의 직장 내 괴롭힘 관련 온라인 뉴스기사 댓글에 대한 토픽 모델링 분석)

  • Kang, Jiyeon;Kim, Soogyeong;Roh, Seungkook
    • Journal of Korean Academy of Nursing
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    • v.49 no.6
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    • pp.736-747
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    • 2019
  • Purpose: This study aimed to explore public opinion on workplace bullying in the nursing field, by analyzing the keywords and topics of online news comments. Methods: This was a text-mining study that collected, processed, and analyzed text data. A total of 89,951 comments on 650 online news articles, reported between January 1, 2013 and July 31, 2018, were collected via web crawling. The collected unstructured text data were preprocessed and keyword analysis and topic modeling were performed using R programming. Results: The 10 most important keywords were "work" (37121.7), "hospital" (25286.0), "patients" (24600.8), "woman" (24015.6), "physician" (20840.6), "trouble" (18539.4), "time" (17896.3), "money" (16379.9), "new nurses" (14056.8), and "salary" (13084.1). The 22,572 preprocessed key words were categorized into four topics: "poor working environment", "culture among women", "unfair oppression", and "society-level solutions". Conclusion: Public interest in workplace bullying among nurses has continued to increase. The public agreed that negative work environment and nursing shortage could cause workplace bullying. They also considered nurse bullying as a problem that should be resolved at a societal level. It is necessary to conduct further research through gender discrimination perspectives on nurse workplace bullying and the social value of nursing work.

Learning Source Code Context with Feature-Wise Linear Modulation to Support Online Judge System (온라인 저지 시스템 지원을 위한 Feature-Wise Linear Modulation 기반 소스코드 문맥 학습 모델 설계)

  • Hyun, Kyeong-Seok;Choi, Woosung;Chung, Jaehwa
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.473-478
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    • 2022
  • Evaluation learning based on code testing is becoming a popular solution in programming education via Online judge(OJ). In the recent past, many papers have been published on how to detect plagiarism through source code similarity analysis to support OJ. However, deep learning-based research to support automated tutoring is insufficient. In this paper, we propose Input & Output side FiLM models to predict whether the input code will pass or fail. By applying Feature-wise Linear Modulation(FiLM) technique to GRU, our model can learn combined information of Java byte codes and problem information that it tries to solve. On experimental design, a balanced sampling technique was applied to evenly distribute the data due to the occurrence of asymmetry in data collected by OJ. Among the proposed models, the Input Side FiLM model showed the highest performance of 73.63%. Based on result, it has been shown that students can check whether their codes will pass or fail before receiving the OJ evaluation which could provide basic feedback for improvements.

A study on the Correlation of between Online Learning Patterns and Learning Effects in the Non-face-to-face Learning Environment (비대면 강의환경에서의 온라인 학습패턴과 학습 효과의 상관관계 연구)

  • Lee, Youngseok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.557-562
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    • 2020
  • In the non-face-to-face learning environment forced into effect by the COVID-19 pandemic, online learning is being adopted as a major educational technique. Given the lack of research on how online learning patterns affect academic performance, this study focuses on the number and duration of online video learning sessions as a major factor based on midterm and final exams, and with a formative assessment for each type of learning. The correlation of the learning effects was analyzed. The analysis focused on computer programming subjects, which are among the most difficult liberal arts subjects for arts and science students at the university level. The analysis of cases of actual students showed no correlation among weekly formative assessments, the number of learning sessions, and the learning duration. On the other hand, the number of learning sessions (r=.39 p<0.05) and learning duration (r=.42 p<0.05) were correlated with the midterm and final exams. Elements, such as SMS text, bulletin board, and e-mail, were excluded from the analysis because not all students have access to them. Therefore, the results can be improved if future analysis of the students' learning patterns in a non-face-to-face lecture environment is performed considering more factors/elements and the learners' needs.

Bio-inspired Load Balancing Routing for Delay-Guaranteed Services in Ever-Changing Networks

  • Kim, Young-Min;Kim, Hak Suh;Jung, Boo-Geum;Park, Hea-Sook;Park, Hong-Shik
    • ETRI Journal
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    • v.35 no.3
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    • pp.414-424
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    • 2013
  • We consider a new load balancing routing for delay-guaranteed services in the network in which the traffic is dynamic and network topologies frequently change. For such an ever-changing network, we propose a new online load balancing routing called AntLBR, which exploits the ant colony optimization method. Generally, to achieve load balancing, researchers have tried to calculate the traffic split ratio by solving a complicated linear programming (LP) problem under the static network environment. In contrast, the proposed AntLBR does not make any attempt to solve this complicated LP problem. So as to achieve load balancing, AntLBR simply forwards incoming flows by referring to the amount of pheromone trails. Simulation results indicate that the AntLBR algorithm achieves a more load-balanced network under the changing network environment than techniques used in previous research while guaranteeing the requirements of delay-guaranteed services.

A Study on the Programming/Application of PID Control Modules of a PLC (PLC의 PID제어 모듈의 프로그래밍 및 적용에 관한 연구)

  • 조도현;이창희;이상훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.4
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    • pp.425-434
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    • 2001
  • In this paper, a series of processes to configure a feedback control system by using a PID controller in a programmable logic controller (PLC). The PLC (SIMATIC S7-400) with a PID module (FM455C) is connected by online to an IBM PC with the Windows environment, which serves as a PLC programmer. PID controllers including P/PD/PI controllers have been designed in order to show design procedures, and finally, a PID controller for the plant of cart system. Performances of the control system have been investigated by the MATLAB simulation, the simulation in the PLC programmer. Physical performances have been recorded and examined for the real cart system.

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Design of an Adaptive Robust Controller Based on Explorized Policy Iteration for the Stabilization of Multimachine Power Systems (다기 전력 시스템의 안정화를 위한 탐색화된 정책 반복법 기반 적응형 강인 제어기 설계)

  • Chun, Tae Yoon;Park, Jin Bae
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.11
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    • pp.1118-1124
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    • 2014
  • This paper proposes a novel controller design scheme for multimachine power systems based on the explorized policy iteration. Power systems have several uncertainties on system dynamics due to the various effects of interconnections between generators. To solve this problem, the proposed method solves the LQR (Linear Quadratic Regulation) problem of isolated subsystems without the knowledge of a system matrix and the interconnection parameters of multimachine power systems. By selecting the proper performance indices, it guarantees the stability and convergence of the LQ optimal control. To implement the proposed scheme, the least squares based online method is also investigated in terms of PE (Persistency of Excitation), interconnection parameters and exploration signals. Finally, the performance and effectiveness of the proposed algorithm are demonstrated by numerical simulations of three-machine power systems with governor controllers.