• Title/Summary/Keyword: Programming Knowledge

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A design of a prototype system for automatic robot programming (로보트 자동 프로그래밍을 위한 원형 시스템의 설계)

  • 조혜경;고명삼;이범희
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10a
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    • pp.501-506
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    • 1988
  • This paper describes an experimental system for automatic robot programming, The SNU-ARPS (Seoul National University Automatic Robot Programming System). The SNU-ARPS generates executable robot programs for pick and place operation and some simple mechanical assembly tasks by menudriven dialog. It is intended to enable the user to concentrate on the overall operation sequence instead of the knowledge regarding the details of robot languages. To convert task specifications into manipulator motions, the SNU-ARPS uses an internal representation of the world. This representation initially consists of geometric database from CAD system and is updated at each operation step to reflect the state changes of the world.

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Expert System for Project Selection using Goal Programming (목적계획법을 이용한 프로젝트의 선택을 위한 전문가 시스템 개발)

  • 강경규;김창은;이상호
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.19 no.38
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    • pp.131-138
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    • 1996
  • In real world, the organization has multiple objects. Inorder to solve the multiple objects, we present the goal programming for solving project selection problem we also developed expert system which is focused on function of analysis. User which doesn't have knowledge of goal programming can solve the project selection problem and get a result of analysis.

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Effect of a Flow Char Learning on Logical Thinking Ability and Performance Achievement in Middle School Computer Programming Class (중학교 프로그래밍 수업에서 순서도학습이 논리적 사고력과 성취도에 미치는 영향)

  • Jung, EunSook;Huh, Min;Jin, Younghak;Kim, YungSik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.11-19
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    • 2009
  • In the knowledge-information-oriented society, it is difficult for students to solve lots of problems or adapt themselves to society just by using simple knowledge. Students have to develop individual problem solving ability and creative, logical thinking ability. They can develope these abilities by learning computer programming. This thesis studies the influences of a flow-chart learning on the logical thinking ability in Scratch using programming learning. The findings identify that the making algorithm by using flow-chart is more effective in developing logical thinking ability then the making algorithm by using pseudo-code.

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Member Selection Procedure in the Steel Structural Design (강구조물설계에서 부재선정의 시스템화 방법론)

  • 이영호;김상철;김흥국;이병해
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 1995.10a
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    • pp.197-206
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    • 1995
  • In structural design procedure, The procedure of member selection manages complex data relationship and reflects structural expert's knowledge. It is a difficult problem to construct an effective system with the conventional l programming technique. Knowledge_based s!'stem is a software system capable of supporting the explicit representation of expert's knowledge in member selection process through member data and reasoning mechanisms. This study describes useful methodology for structuring knowledge and representing relation between member data and knowledge. And this study shows the application of this member for member selection in the steel structural design.

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Semi-automated knowledge map enabling referential navigation among knowledge (지식 간의 상호참조적 네비게이션이 가능한 프로세스 기반 반자동화 지식지도)

  • Yoo, Keedong
    • Knowledge Management Research
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    • v.13 no.1
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    • pp.1-12
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    • 2012
  • A knowledge map is a network-typed diagram visualizing all kinds of knowledge that influences each other to solve a problem. A knowledge map determines the structure of knowledge categorizing and archiving by defining the relationship of referential navigation among knowledge. Since tremendous and increasing number of knowledge needs to be included in a knowledge map, a knowledge map must be organized automatically by considering the contents and relationships of knowledge. This paper suggests the concept and prototype of a semi-automated knowledge map which automatically maps new piece of knowledge onto a manually provided draft map. The prototype knowledge map is based on the recursive programming to make a knowledge map automatically determine the location of the newly-entered knowledge by considering the referential relationship between knowledge. The proposed knowledge enables the knowledge network to expand autonomously by automatically including and storing knowledge. Also, it can improve the accuracy and applicability of knowledge for problem-solving, because the relationship of referential navigation among knowledge can be efficiently and effectively expressed.

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The Effects of Programming Lessons using 'Dolittle' on Logical Thinking ('Dolittle'을 활용한 프로그래밍 수업이 논리적 사고에 미치는 효과)

  • Kwon, Chang-Mi;Kwon, Bo-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1467-1474
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    • 2009
  • What matters in the society of knowledge and information is not that they just know certain facts, but that when faced with new situations, they should be able to develop novel ideas, apply them and do the problems or the tasks confronting them. This cannot be achieved through learning of mere knowledge. Computer programming lessons have shown positive effects on general thinking ability, metacognitive aspects, and logical thinking. The ACM has suggested that 8th grade students at the first level (second year students of middle school) be educated in programming languages such as LOGO to raise their ability to think logically. Previous studies have confirmed educational programming languages such as LOGO and BASIC, which are currently used, are helpful in improving the ability to think logically and to solve problems. However these languages lack connectivity with later learning. Little research has been done on 'Dolittle', an educational programming language, newly developed, using object-oriented notions. Few studies have been made of the effects of 'Dolittle' on the ability to think logically. The following results were obtained. The research didn't lead to a statistically significant improvement of the students' cognitive development level. However, proportional logic and combinational logic, among the six subcategories of logic, improved through the introduction of 'Dolittle' programming lessons. This leads to the conclusion that in the processing of solving the problems given, the students learned by themselves and improved their ability to think logically.

Exploration of the educational possibilities of one-stroke drawing problems of complex figure using programming (프로그래밍을 이용한 복잡한 도형의 한붓그리기 문제의 교육적 가능성 탐색 )

  • Cheong, Yong Wook
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.247-261
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    • 2024
  • This study propose the educational potential of an activity that solves the task of one-stroke drawing of complex figures using a drag-and-drop type educational programming language such as Scratch. The problem of determining whether a given shape is capable of one-stroke drawing is a separate problem from actually finding the path of one-stroke drawing and implementing it through programming. In particular, finding a path that allows one-stroke drawing of complex shapes with regularity and implementing it through programming requires problem-solving capabilities based on the convergence of various mathematical knowledge. Accordingly, in this study, problems related to one-stroke drawing concerning polygon-related shapes, tessellation-related shapes, and fractal shapes were presented, and the results of one-stroke drawing programming of the shapes were exemplified. In addition, the mathematical knowledge and computational thinking elements necessary for the solution of the illustrated problem were analyzed. This study is significant as a new example of the mathematics education that combines mathematics and information.

Industrial robot programming method utilizing the human learning capability (인간 학습을 이용한 산업용 로보트의 효율적 프로그래밍 방안)

  • 김성수;이종태
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.244-248
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    • 1996
  • Nowadays, most shop floors using industrial robots have many problems such as constructing robot workcell, generating robot arm moving trajectory, etc.. In the case of programming robot-arms for a specific task, shop operator commonly use the teach pendant to record the target position and determine the moving trajectory. However, such a teaching process may result in an inefficient trajectory in the sense of moving distance and joint angle fluctuation. Moreover, shop operators who have little knowledge about robot programming process need a lot of learning time and cost. The purpose of this paper is to propose a user friendly robot programming method to program robot-arms easily and efficiently for shop operator so that the programming time is reduced and a short and stable trajectory is obtained.

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A Study on the Development of an Automatic Robot Programming System (로보트 자동 프로그래밍 시스템 개발에 관한 연구)

  • 조혜경;이범희;고명삼
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.38 no.9
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    • pp.740-752
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    • 1989
  • Many works have been reported in various fields on the subject of controlling a robot with high-level robot languages. This paper presents one such effort and explains the development of an automatic robot programming system which utilizes the concept of the task level language. This system is expected to act as an intelligent supporting tool in robot programming and be put into practical use. Emphasis is placed on the role of the programming system as a tool that generates the executable robot program according to the user specified tasks. Several task level commands are used in the developed system, and the resulting inflexibility is complemented by the motion level commands of the motion level robot languages. Thus, the advantages of both task and motion level languages are utilized, and no knowledge of specific language grammer is needed even when using motion level commands. To increase the usability of the developed system, various methods are provided for supplementing the programming system using taught data.

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