• Title/Summary/Keyword: Programming Knowledge

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Geometric Programming Applied to Multipoint-to-Multipoint MIMO Relay Networks

  • Kim, Jaesin;Kim, Suil;Pak, Ui-Young
    • Journal of Communications and Networks
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    • v.17 no.3
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    • pp.241-246
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    • 2015
  • In this paper, we consider a relaying system which employs a single relay in a wireless network with distributed sources and destinations. Here, all source, destination, and relay nodes are equipped with multiple antennas. For amplify-and-forward relay systems, we confirm the achievable sum rate through a joint multiple source precoders and a single relay filter design. To this end, we propose a new linear processing scheme in terms of maximizing the sum rate performance by applying a blockwise relaying method combined with geometric programming techniques. By allowing the global channel knowledge at the source nodes, we show that this joint design problem is formulated as a standard geometric program, which can guarantees a global optimal value under the modified sum rate criterion. Simulation results show that the proposed blockwise relaying scheme with the joint power allocation method provides substantial sum rate gain compared to the conventional schemes.

Development and Improvement of Scene Transition Nets(STN) GUI Simulator for Discrete-continuous Hybrid Systems

  • Tateyama, Takeshi;Chin, Hiroshi;Kawata, Seiichi;Shimomura, Yoshiki
    • International Journal of CAD/CAM
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    • v.8 no.1
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    • pp.55-62
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    • 2009
  • Scene Transition Nets(STN) is a very useful modeling method for discrete-continuous hybrid systems. However, it is difficult to write STN in standard object-oriented programming languages because STN programming requires much skill of object-oriented programming and high knowledge of STN of designers. To overcome this problem, the authors have developed a useful GUI simulator software for modeling and simulations of STN. The experimental results of a transport system including an AGV showed the availability of our software.

Optimal Traffic Signal Control Using an Efficient Dynamic Programming (효율적인 동적계획법을 이용한 최적 교통 신호제어)

  • Park, Yun-Sun;Kim, Chang-Ouk
    • Journal of Korean Institute of Industrial Engineers
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    • v.26 no.4
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    • pp.315-324
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    • 2000
  • This paper presents an efficient dynamic programming(DP) method, so called EDPAS (Efficient Dynamic Programming Algorithm for Signal), for optimally controlling traffic signal in real-time mode at a single intersection. The objective of EDPAS is to minimize total vehicle delay. It applies reaching method to solve forward DP functional equation, which does not need any priori knowledge on the states of DP network. Two acceleration techniques within reaching method are the main feature of EDPAS. They are devised to eliminate inferior DP states by comparing between states and maintaining incumbent value, resulting in a great amount of computational efficiency. An example is shown to verify the advantage of EDPAS.

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Analysis of Evolutionary Optimization Methods for CNN Structures (CNN 구조의 진화 최적화 방식 분석)

  • Seo, Kisung
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.6
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    • pp.767-772
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    • 2018
  • Recently, some meta-heuristic algorithms, such as GA(Genetic Algorithm) and GP(Genetic Programming), have been used to optimize CNN(Convolutional Neural Network). The CNN, which is one of the deep learning models, has seen much success in a variety of computer vision tasks. However, designing CNN architectures still requires expert knowledge and a lot of trial and error. In this paper, the recent attempts to automatically construct CNN architectures are investigated and analyzed. First, two GA based methods are summarized. One is the optimization of CNN structures with the number and size of filters, connection between consecutive layers, and activation functions of each layer. The other is an new encoding method to represent complex convolutional layers in a fixed-length binary string, Second, CGP(Cartesian Genetic Programming) based method is surveyed for CNN structure optimization with highly functional modules, such as convolutional blocks and tensor concatenation, as the node functions in CGP. The comparison for three approaches is analysed and the outlook for the potential next steps is suggested.

Analysis of a crop growth model using Unified Modeling Language

  • Kim, Kwang Soo;Kim, Do-Gyeom;Kim, Sey Hyun;Hwang, Grim;Jeong, Haneul
    • Proceedings of The Korean Society of Agricultural and Forest Meteorology Conference
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    • 2011.11a
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    • pp.12-14
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    • 2011
  • Crop growth simulation models have been developed as research and management tools. When these models are needed to incorporate new knowledge on phenology and physiology of crops, programming languages have been used for development and documentation of these models. However, researchers may have limited skill in programming languages. Furthermore, software developer may find it challenging to improve the crop models because documentation of the models are rarely available. The Unified Modeling Language (UML) can provide a simple approach for development and documentation of model. A template for implementation of the model can be obtained using the UML, which would facilitate code re-use and model improvement.

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Review of Cognitive Difficulties of Students to Learn Computer Programming (컴퓨터 프로그래밍 학습자의 인지적 어려움에 대한 문헌고찰)

  • Kim, Dong Man;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.225-228
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    • 2020
  • 이 연구의 목적은 문헌고찰을 통해 초보 프로그래머가 겪는 어려움의 원인을 이해하고 보다 효과적인 교육 방향과 전략을 수립하는데 기여하는 데 있다. 그래서 인지 과학적 관점에서 프로그래밍에 필요한 지식의 유형에 따라 초보 프로그래머가 겪는 어려움에 대해 고찰하였다. 이 연구의 결론은 1)초보 프로그래머들은 구문 지식, 개념적 지식, 전략적 지식의 부재로 어려움을 겪고, 특히 개념적 지식의 부재가 가장 많은 원인으로 확인되었고, 2)교육용 프로그래밍 언어를 이용한 입문자 과정에서는 학습자의 개념적 지식 형성에 중점을 두고 지도해야 하고, 3)초보 프로그래머가 전략적 지식을 배양하기 위해서는 컴퓨터의 특성을 올바로 인지할 수 있게 도와주어야 하고, 4)프로그래밍에 필요한 개념적 지식의 실체를 구체적으로 밝혀야 할 이유를 확인하였다.

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Measuring and Applying the Self-efficacy in Computer Programming Education (컴퓨터 프로그래밍 언어 교육에서 자기 효능감 척도 개발 및 적용)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.111-120
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    • 2014
  • Information and knowledge society in the 21st century computer education is very important. Until now, much research on computer applications in education and training in computer literacy are a lot of self-efficacy scales have been developed. However, the development of students' creativity and reasoning to computer literacy education is more important than education is a computer programming language. And self-efficacy for teaching computer programming language developed measures insufficient. Therefore, in this study, self-efficacy for teaching computer programming language developed scale. This measure is a computer that can be programmed to target elementary school students were investigated. The results of computer programming education for elementary school children who are higher in the self-efficacy. The results of this study are that elementary school students when teaching computer programming that is very reasonable results.

An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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Effects of PSA programming learning on Problem solving ability and Logical thinking ability : In the case of High School Students (PSA 중심 프로그래밍 학습이 문제해결력과 논리적 사고력에 미치는 효과 : 고등학생을 대상으로)

  • Kim, Hyung-Chul;Ko, Young-Min;Kim, Hanil;Kim, Cheolmin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.1-13
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    • 2015
  • In recent domestic and international curriculum it is emphasized that students should acquire 'problem solving' competence as a member of knowledge information society and various programming educational methods of improving problem solving competence have been studied. But there is no difference between programming problems in related research and traditional programming courses. Most methods of solving problems are focused on acquiring specific languages rather than enhancing problem solving ability. In this research, we developed a suitable programming problems and curriculum for fostering problem solving competence and designed and developed teaching and learning contents based on PSA(Problem Solving Activities). Furthermore, we obtained meaningful results of improving learners' problem solving ability and logical thinking ability by operating curriculum with developed contents as learning materials. The results of this research are expected to be used as a reference model or basic teaching materials for developing and operating the programming teaching and learning contents or curriculum to enhance problem solving competence.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.