• Title/Summary/Keyword: Software developer education

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Teaching and Learning Design for AI Value Judgment (인공지능 가치판단에 대한 교수학습 설계)

  • Jeong, Minhee;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.233-237
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    • 2021
  • With the advent of the 4th industrial revolution, interest in artificial intelligence education is increasing in elementary schools. In order to nurture future talents with artificial intelligence capabilities, AI education should be actively conducted at school sites. Although basic software education is provided in the 2015 revised curriculum, there is a tendency to view the programming process that creates artificial intelligence only as a problem-solving process. However, when creating an artificial intelligence, the value of the developer who creates artificial intelligence is projected. Therefore, it is necessary to deal with the contents of artificial intelligence value judgment during SW education. This study has limitations due to the fact that Delphi research was conducted with a group of experts. In the future, it is judged that quantitative research should be conducted to supplement these limitations.

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Service Management System Framework for Web-based Remote Education (웹 기반 원격교육을 위한 서비스관리시스템 프레임워크)

  • 배제민
    • Journal of the Korea Computer Industry Society
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    • v.2 no.7
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    • pp.933-944
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    • 2001
  • In the process of software development, object-oriented framework enables directly improving the productivity of the developer through the reuse of code, analysis and design informations. object-oriented framework is a set of usable and expandable classes and their connectivity. It is a meta solution that contains the code to be reused in the framework and the expert design results on a specific area. This paper constructs the framework that extracts the common services of BBS, chatting, white board and ftp applications for internet-based remote education system. These services can be mostly reused within heterogeneous applications in the form of component.

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Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Web-based Software Tool for Generating Music Therapy System Through Emotion Expression - Visual Expression - (웹 환경에서 감성적 표현요소를 통한 음악 치료 시스템 개발 - 시각요소를 중심으로 -)

  • Kim, Tae-Sik;Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.177-184
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    • 2007
  • The purpose of this study is to develop tool that makes students and teachers generate the music therapy system of type as they want by using existing several web-based component technologies. This study develops tool that can generate psychological testing system and users can select image(visual expression) that represents best their psychological state and after some stage can listen the most adequate music in that situation and it can be used as a music therapy too. This tool makes be possible for developer to input and arrange question types and stages, images that can show images connected with them and to offer skill that let them hear adequate music after deciding psychological state. This system development will be able to approach the contents development which is various from education field effectively in order.

Deriving adoption strategies of deep learning open source framework through case studies (딥러닝 오픈소스 프레임워크의 사례연구를 통한 도입 전략 도출)

  • Choi, Eunjoo;Lee, Junyeong;Han, Ingoo
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.27-65
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    • 2020
  • Many companies on information and communication technology make public their own developed AI technology, for example, Google's TensorFlow, Facebook's PyTorch, Microsoft's CNTK. By releasing deep learning open source software to the public, the relationship with the developer community and the artificial intelligence (AI) ecosystem can be strengthened, and users can perform experiment, implementation and improvement of it. Accordingly, the field of machine learning is growing rapidly, and developers are using and reproducing various learning algorithms in each field. Although various analysis of open source software has been made, there is a lack of studies to help develop or use deep learning open source software in the industry. This study thus attempts to derive a strategy for adopting the framework through case studies of a deep learning open source framework. Based on the technology-organization-environment (TOE) framework and literature review related to the adoption of open source software, we employed the case study framework that includes technological factors as perceived relative advantage, perceived compatibility, perceived complexity, and perceived trialability, organizational factors as management support and knowledge & expertise, and environmental factors as availability of technology skills and services, and platform long term viability. We conducted a case study analysis of three companies' adoption cases (two cases of success and one case of failure) and revealed that seven out of eight TOE factors and several factors regarding company, team and resource are significant for the adoption of deep learning open source framework. By organizing the case study analysis results, we provided five important success factors for adopting deep learning framework: the knowledge and expertise of developers in the team, hardware (GPU) environment, data enterprise cooperation system, deep learning framework platform, deep learning framework work tool service. In order for an organization to successfully adopt a deep learning open source framework, at the stage of using the framework, first, the hardware (GPU) environment for AI R&D group must support the knowledge and expertise of the developers in the team. Second, it is necessary to support the use of deep learning frameworks by research developers through collecting and managing data inside and outside the company with a data enterprise cooperation system. Third, deep learning research expertise must be supplemented through cooperation with researchers from academic institutions such as universities and research institutes. Satisfying three procedures in the stage of using the deep learning framework, companies will increase the number of deep learning research developers, the ability to use the deep learning framework, and the support of GPU resource. In the proliferation stage of the deep learning framework, fourth, a company makes the deep learning framework platform that improves the research efficiency and effectiveness of the developers, for example, the optimization of the hardware (GPU) environment automatically. Fifth, the deep learning framework tool service team complements the developers' expertise through sharing the information of the external deep learning open source framework community to the in-house community and activating developer retraining and seminars. To implement the identified five success factors, a step-by-step enterprise procedure for adoption of the deep learning framework was proposed: defining the project problem, confirming whether the deep learning methodology is the right method, confirming whether the deep learning framework is the right tool, using the deep learning framework by the enterprise, spreading the framework of the enterprise. The first three steps (i.e. defining the project problem, confirming whether the deep learning methodology is the right method, and confirming whether the deep learning framework is the right tool) are pre-considerations to adopt a deep learning open source framework. After the three pre-considerations steps are clear, next two steps (i.e. using the deep learning framework by the enterprise and spreading the framework of the enterprise) can be processed. In the fourth step, the knowledge and expertise of developers in the team are important in addition to hardware (GPU) environment and data enterprise cooperation system. In final step, five important factors are realized for a successful adoption of the deep learning open source framework. This study provides strategic implications for companies adopting or using deep learning framework according to the needs of each industry and business.