• Title/Summary/Keyword: Structured Programming

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Frequency of Cigarette Smoking Among Psychiatric Inpatients Evaluated by the Fagerstrom Test for Nicotine Dependence

  • Tanriover, Ozlem;Karamustafalioglu, Nesrin;Tezvaran, Zehra;Kaplan, Asli;Tomruk, Nesrin
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.1
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    • pp.579-582
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    • 2013
  • Background: In this study our aim was to determine the rate of smoking in a sample of psychiatric in-patients with diagnoses of schizophrenia, bipolar disorder and major depression and to examine factors related to smoking status and the level of dependence in this population. Materials and Methods: A total of 160 people were included in this descriptive study. 80 were inpatients with schizophrenia, bipolar disorder and major depression and 80 people without any psychiatric diagnoses were included as a control group. The participants were interviewed face-to face using a semi-structured questionnaire and Fagerstrom Test for Nicotine Dependence was used to define smoking habits. Results: The mean age of the participants was $37.24{\pm}12.19$ years ranging from 18 to 81 years, 54.4% of the participants were (n=87) female, and 45.6% cases (n=73) were male. 70% (n=56) of the patients and 55% of the control group were smoking and the difference was statistically significant (p<0.01). Total score of Fagerstrom Test for Nicotine Dependence in the patient group was statistically significantly higher than in the control group (p<0.01). Conclusions: In our sample, the frequency of cigarette smoking and nicotine dependence among psychiatric inpatients was high, posing a high risk for smoking related diseases including cancers; therefore there should be counseling on tobacco control and smoking cessation programming targeting this population.

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 Study on the Optimization of C++ Program Using the Class Hierarchies Slicing (클래스 계층구조 슬라이싱을 이용한 C++프로그램 최적화에 관한 연구)

  • Kim, Un-Yong;Jeong, Gye-Dong;Choe, Yeong-Geun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1542-1555
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    • 1999
  • This paper proposes an algorithm for class hierarchies which can optimize member data and member function. This algorithm considers single/multiple inheritance, static/dynamic binding, overloading/overriding, pure virtual/virtual function, and constructor on the hierarchy of C++ class. We need to eliminate unused function that possesses many component element, because the program uses a limited of function in class hierarchies. Previous works on slicing mainly focused on selecting output data and including the related program statement. It was consists of structured programming language and also centralized on error detection, maintenance, and flexible testing. In this paper, we extend to the object-oriented language, makes a linked-table for objects to raise the efficiency of information management, and proposes necessary algorithm for optimizing system Through this process, we can obtain the simplification of program code and the progress of system performance by eliminating unused member data and member function.

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Integrate Processing Scheme of Flow Control Language (흐름 제어 언어의 통합 처리)

  • Kim, Tae-Wan;Chang, Chun-Hyon
    • The KIPS Transactions:PartD
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    • v.11D no.2
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    • pp.415-422
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    • 2004
  • Automation systems improve the productivity of works which relate to product design, facilities management, fault processing and quality evaluation. In these systems, the description language for monitoring and control process is called new control language. These are five flow control languages : IL, ST, FBD, SFC and LD. IL and ST are based on left form. FBD, SFC and LD are based on graphic form. Generally, a software which monitors and controls a system is allowed to use just one flow control language. It is impossible to use more than two languages for simulation in the same system environment. In this paper, we analyzed the characteristics of flow control languages and the process of programming in the legacy system. In addition, for the Integrated processing of languages, we propose Extended ST based on the high-level ST language. Based on this research, we implement a graphical language editor and EST-IL convertor. The graphical language editor makes sequence rules, and converts graphical language into EST. EST-IL convertor has a function to convert EST into IL which is similar to assembly language. As the result of this paper, we present a scheme which integrates all the flow control language processing based on IL.

Information Structuring of Diagram Repository for UML Diagrams (UML 다이어그램을 위한 다이어그램 레포지토리의 정보구조화)

  • Kim, Yun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1588-1595
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    • 2019
  • This paper presents the technique on structuring information of the diagram repository for UML diagrams. Because object interactions are the body of object-oriented programming, this paper handles especially the sequence diagrams and class diagrams among UML diagrams. Based on class diagrams, sequence diagrams represent the procedure of object interactions in run-time and then the corresponding codes are generated from the contents of those sequence diagrams. To do this work, this paper presents a method to construct the information repository for generating code from the contents of sequence diagrams. This paper classifies the five message types of sequence diagrams and then extracts the needed information including items and values on the corresponding message types for constructing message repositories. Because sequence diagram is composed of messages included, the final repository is constructed by collecting each of structured repositories on messages sequentially.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

The Effectiveness of Purdue GERI Program on Science Learning and Creativity Development of Korean Gifted Students (미국 퍼듀대학 하계 GERI (Gifted Education Resource Institute) 프로그램에 참가한 한국 영재 학생들의 과학 학습과 창의성 개발에 대한 효과 분석)

  • Chae, Dong-Hyun;Kwon, Kyong-Ah;Son, Yeon-A
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.296-306
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    • 2006
  • The purpose of this study is to examine the effectiveness of the summer enrichment programs on Korean gifted students' science learning and creativity development. This program is organized by Purdue University Gilled Education Resource Institute (GERI) in U.S.A. Researchers conducted semi-structured interview with 6 Korean students and observed 12 Korean students and GERI teachers for teacher-student interaction and teaching strategies during science-related classes. From the results, GERI program developed from Purdue 3 stage enrichment model that emphasizes creative teaching strategies, group discussions, and individual research were effective to foster creative thinking of Korean gilled students. Despite their language barriers, Korean gilled students found GERI program experience fun, creative, easy, relaxing, and thereby satisfying for their psychological and academic needs. They expected the level of stimulation in GERI program to be higher and the class to be organized more systematically; however, they reported that the broad range of topics and diverse content of GERI classes helped them develop creativity more than Korean classes. These findings will make contribution to the improvement of the quality of gifted education curriculum and programming in Korea.

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A New Clock Routing Algorithm for High Performance ICs (고성능 집적회로 설계를 위한 새로운 클락 배선)

  • 유광기;정정화
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.11
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    • pp.64-74
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    • 1999
  • A new clock skew optimization for clock routing using link-edge insertion is proposed in this paper. It satisfies the given skew bound and prevent the total wire length from increasing. As the clock skew is the major constraint for high speed synchronous ICs, it must be minimized in order to obtain high performance. But clock skew minimization can increase total wire length, therefore clock routing is performed within the given skew bound which can not induce the malfunction. Clock routing under the specified skew bound can decrease total wire length Not only total wire length and delay time minimization algorithm using merging point relocation method but also clock skew reduction algorithm using link-edge insertion technique between two nodes whose delay difference is large is proposed. The proposed algorithm construct a new clock routing topology which is generalized graph model while previous methods uses only tree-structured routing topology. A new cost function is designed in order to select two nodes which constitute link-edge. Using this cost function, delay difference or clock skew is reduced by connecting two nodes whose delay difference is large and distance difference is short. Furthermore, routing topology construction and wire sizing algorithm is developed to reduce clock delay. The proposed algorithm is implemented in C programming language. From the experimental results, we can get the delay reduction under the given skew bound.

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Analysis of Inquiry Tendency in 'Problem-Solving Method and Process' Sections in the 2009 Authorized Informatics Textbooks (2009년 검정교과서로 채택된 '정보' 교과서 '문제 해결 방법과 절차' 영역 구성의 탐구적 경향 분석)

  • Kim, Ja-Mee;Yoon, Il-Kyu;Kim, Yong-Cheon;Choi, Ji-Young;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.253-264
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    • 2011
  • The 2007 revised curriculum designated information-related subjects informatics and changed the direction of education by stressing problem-solving skills in consideration of the characteristics of the subject. The purpose of this study was to examine whether the problem-solving method and process sections of informatics textbooks had an inquiry tendency to foster the problem-solving skills of students. Four textbooks that were widely selected from among the authorized textbooks were analyzed by utilizing Romey method. As a result, just one textbook was found to have an inquiry tendency in terms of texts, but every textbook had a sufficient inquiry tendency in terms of activities. But in terms of structure, there were some problems that commercial softwares were utilized and some softwares employed a particular programming language. The findings of the study suggest that no question should be posed about intrinsic inequality in conjunction with textbook selection, and that textbooks should be structured not to make students adversely affected by learning environments.

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Design and Implementation of a Framework Modeler for Intranet Construction Tool (인트라넷 구축 도구를 위한 프레임워크 모델러의 설계 및 구현)

  • Lee, Chang-Mog;Yoo, Cheol-Jung;Chang, Ok-Bae;Lee, Sang-Duck
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.1
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    • pp.63-76
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    • 2001
  • As reusability becomes recognized more importantly, with the introduction of ObjectOriented Programming Languages, developers not only want to reduce development duration, but also to develop a proper system robustly and safely by renovating the Hot Spot in order to reuse the existing framework. When we perform these works, we need the development environment which is the Rapid Application Development tool, and the RAD tools provide us with the convenient development environment. The need of RAD tools is recognized by every Object-Oriented programmer, and many business enterprises are developing them. In this paper, we will present a design and implementation of module-based modeler as a method for developing technique to constmct user-driven Intranet environment for the generation of the program based on the framework. The framework modeler used Java language that is independent on platform, and applied the technique of OMT editor that provides the UML notation partially. Additionally, The modeler also includes the notations that are not supported in OMT editor. In addition to this characteristic, it is structured to develop system consistently with applying the Agent pattern, which is a design pattern suggested by ourselves, to send messages occurred between various Views. The existing MVC(Model-View-Controller) architecture does not have this function. Thus, this tool has a flexibility when user's requirements are changed, or functions are extended.

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