• Title/Summary/Keyword: Text programming

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Design and Implementation of Visual Environment for Parallel Object-Oriented Programming (병렬 객체지향 프로그래밍을 위한 시각 환경의 설계 및 구현)

  • Choe, Suk-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.485-496
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    • 1999
  • Comparing with sequential programming, parallel programming has additional complexity due to the consideration of parallelism, communication and synchronization of processes. A synergism between users and compliers should be established, each assisting the other to produce high quality parallel programs. On the above underlying philosophy, we developed a parallel Object-Oriented specification language, POOSL, as preliminary works. However, it is still likely to hard for users to write parallel program because users have to consider grammar of POOSL and to write text-based parallel program. It would be more desirable to provide users wit visual environment for effective parallel programming. Therefore, we propose a visual programming environment. VEPO(Visual environment for Parallel Object-Oriented Programming), based on POOSL in order that users can develop parallel programs more easily and conveniently. It aims at supporting a programming environment in which users can represent their programs more naturally and visually I parallel manner with object-oriented concept and essential steps during parallel program development such as program specification, compilation, execution and animation of execution are integrated. VEPO has useful features for parallel processing. Especially, complicated parallel codes for synchronization and communication of processes are automatically generated in the translation phase, so users can be relieved of writing error-prone parallel codes. The system is targeted to the transputer-based parallel system, MC-3. The graphic user interface of VEPO was implemented using Visual C++. Visual programs descirbed on VEPO are translated into Inmos C and executed on MC-3.

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A study on development of educational contents about computational thinking (소프트웨어 교육을 위한 컴퓨팅사고 교육내용 설계 기본 연구)

  • Oh, Kyungsun;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.11-20
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    • 2016
  • We enter the age of "a software revolution. The core competence for people living in these times as based on software competence to tackle the problem in computational thinking. Solve the problem of the basis of computational thinking to cultivate these competences to adopt a programming. As a result, this text to study is raising the computational thinking competencies for software training in recognition of the need to learn. A couple of times to develop content for the purposes of computational thinking competencies, Two based on the opinions of experts across extract the contents of a computational thinking. Further, these studies based on accident, we look forward to develop in the process of computational thinking competences.

A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

The Effect of Computational Thinking Ability Using Text-base vs Visual-base Programming Language On Robot Programming Learning (텍스트 기반과 비주얼 기반 로봇프로그래밍 교육이 정보과학적 사고 능력에 미치는 영향)

  • Seo, Sung-Won;Nam, Dong-Seok;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.457-462
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    • 2010
  • 본 연구는 학습자의 인지발달 단계에 적합한 프로그래밍 언어를 활용하여 모든 학문의 기초 인지 능력인 학습자의 정보과학적 사고 능력을 향상에 미치는 효과를 검증하는 실험연구이다. 과중한 인지적 부담, 문법 위주 등 기존 프로그래밍 학습의 문제점을 보완하고자 등장한 교육용 로봇을 이용하여 실생활 문제해결의 정보과학적 사고능력 향상을 위한 텍스트기반 프로그래밍 언어(TPL)와 비주얼기반의 프로그래밍 언어(VPL) 중 인문계 고등학생의 인지발달 단계에 적합한 프로그래밍 언어에 대한 효과성을 분석하였다. 교육용 로봇 및 로봇 프로그래밍 언어에 대한 선행 연구를 통해 NXT Robot Educator 교육내용을 분석하고 각 단계에 적절한 실생활 과제를 추출하여 로봇 교육용 프로그램을 개발하고 적용하였다. 이 연구는 프로그래밍을 경험이 없는 인문계 고등학교 학생 집단을 선정하여 TPL과 VPL을 활용한 로봇 프로그래밍 수업을 20차시 실시한 후 두 집단 간의 정보과학적 사고능력 향상의 차이를 검증하였다.

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Application Development for Text Mining: KoALA (텍스트 마이닝 통합 애플리케이션 개발: KoALA)

  • Byeong-Jin Jeon;Yoon-Jin Choi;Hee-Woong Kim
    • Information Systems Review
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    • v.21 no.2
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    • pp.117-137
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    • 2019
  • In the Big Data era, data science has become popular with the production of numerous data in various domains, and the power of data has become a competitive power. There is a growing interest in unstructured data, which accounts for more than 80% of the world's data. Along with the everyday use of social media, most of the unstructured data is in the form of text data and plays an important role in various areas such as marketing, finance, and distribution. However, text mining using social media is difficult to access and difficult to use compared to data mining using numerical data. Thus, this study aims to develop Korean Natural Language Application (KoALA) as an integrated application for easy and handy social media text mining without relying on programming language or high-level hardware or solution. KoALA is a specialized application for social media text mining. It is an integrated application that can analyze both Korean and English. KoALA handles the entire process from data collection to preprocessing, analysis and visualization. This paper describes the process of designing, implementing, and applying KoALA applications using the design science methodology. Lastly, we will discuss practical use of KoALA through a block-chain business case. Through this paper, we hope to popularize social media text mining and utilize it for practical and academic use in various domains.

The Meta-Analysis on Effects of Arduino-Based Education for Secondary School Students (중·고등학생 대상 아두이노 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.61-65
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    • 2021
  • This study aimed to analyze effects of Arduino-based education for secondary school students through meta-analysis. Prior studies including journal articles and theses were selected through rigorous review. The researcher calculated the overall effect size and effect sizes by categorical variables. Research findings are as follows. First, the total effect size of Arduino-based education was 0.537. Second, the effect sizes by type of dependent variables were the affective domain 0.849 and the cognitive domain 0.479. Third, the effect sizes by school level were the middle school 0.796 and the high school 0.474. Fourth, the effect sizes by subject areas were music 1.255, science 0.562, technology 0.443, and information 0.429. Fifth, the effect sizes by types of programming were the graphic-based programming 0.543 and the text-based programming 0.376.

Design and Implementation of a Data Visualization Assessment Module in Jupyter Notebook

  • HakNeung Go;Youngjun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.167-176
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    • 2023
  • In this paper, we designed and implemented a graph assessment module that can evaluate graphs in an programming assessment system based on text and numbers. The assessment method of the graph assessment module is self-evaluation that outputs two graphs generated by codes submitted by learners and by answers, automatic-evaluation that converts each graph image into an array, and gives feedback if it is wrong. The data used to generate the graph can be inputted directly or used from external data, and the method of generatng graph that can be evaluated is MATLAB style in matplotlib, and the graph shape that can be evaluated is presented in mathematics and curriculum. Through expert review, it was confirmed that the content elements of the assessment module, the possibility of learning, and the validity of the learner's needs were met. The graph assessment module developed in this study has expanded the evaluation area of the programming automatic asssessment system and is expected to help students learn data visualization.

Conjunctive Boolean Query Optimization based on Join Sequence Separability in Information Retrieval Systems (정보검색시스템에서 조인 시퀀스 분리성 기반 논리곱 불리언 질의 최적화)

  • 박병권;한욱신;황규영
    • Journal of KIISE:Databases
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    • v.31 no.4
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    • pp.395-408
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    • 2004
  • A conjunctive Boolean text query refers to a query that searches for tort documents containing all of the specified keywords, and is the most frequently used query form in information retrieval systems. Typically, the query specifies a long list of keywords for better precision, and in this case, the order of keyword processing has a significant impact on the query speed. Currently known approaches to this ordering are based on heuristics and, therefore, cannot guarantee an optimal ordering. We can use a systematic approach by leveraging a database query processing algorithm like the dynamic programming, but it is not suitable for a text query with a typically long list of keywords because of the algorithm's exponential run-time (Ο(n2$^{n-1}$)) for n keywords. Considering these problems, we propose a new approach based on a property called the join sequence separability. This property states that the optimal join sequence is separable into two subsequences of different join methods under a certain condition on the joined relations, and this property enables us to find a globally optimal join sequence in Ο(n2$^{n-1}$). In this paper we describe the property formally, present an optimization algorithm based on the property, prove that the algorithm finds an optimal join sequence, and validate our approach through simulation using an analytic cost model. Comparison with the heuristic text query optimization approaches shows a maximum of 100 times faster query processing, and comparison with the dynamic programming approach shows exponentially faster query optimization (e.g., 600 times for a 10-keyword query).

Robot-based Coding Education System with Step by Step Software Training

  • Lee, Jun;Seo, Yong-Ho
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.147-153
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    • 2019
  • Recently, the perception of software education, which had been considered as a field of education for programmers in this field, is changing in response to recent changes with the trend of 4th industrial revolution. Major counties competitively invest in software education and the target age group for software education is also on the decline. However, the traditional text-based programing languages such as JAVA and Python, have a high entry barrier. To address the shortcoming, a variety of methods have been recently proposed for the effective software education for kindergarten and elementary school student. In this paper, we propose a robot-based coding education system with steps for coding education for effective software education. The proposed method is divided into three stages, depending on the level of the student being trained in the software coding education to interact with robots. The proposed stages consists of unplugged coding using a remote control, coding using a graphic-based programming language and text- based coding. We conducted an experiment with performing separate missions while providing propoer tutorials for each stage to verify the effectiveness of the proposed software education system.

A Big Data Study on Viewers' Response and Success Factors in the D2C Era Focused on tvN's Web-real Variety 'SinSeoYuGi' and Naver TV Cast Programming

  • Oh, Sejong;Ahn, Sunghun;Byun, Jungmin
    • International Journal of Advanced Culture Technology
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    • v.4 no.2
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    • pp.7-18
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    • 2016
  • The first D2C-era web-real variety show in Korea was broadcast via tvN of CJ E&M. The web-real variety program 'SinSeoYuGi' accumulated 54 million views, along with 50 million views at the Chinese portal site QQ. This study carries out an analysis using text mining that extracts portal site blogs, twitter page views and associative terms. In addition, this study derives viewers' response by extracting key words with opinion mining techniques that divide positive words, neutral words and negative words through customer sentiment analysis. It is found that the success factors of the web-real variety were reduced in appearance fees and production cost, harmony between actual cast members and scenario characters, mobile TV programing, and pre-roll advertising. It is expected that web-real variety broadcasting will increase in value as web contents in the future, and be established as a new genre with the job of 'technical marketer' growing as well.