• Title/Summary/Keyword: methodology(方法論)

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A Methodology for View Integration Using ERD Thesaurus (ERD시소러스를 이용한 뷰 통합 방법론)

  • Lee, Won-Jo;Koh, Jae-Jin;Jang, Gil-Sang
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.553-562
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    • 2004
  • This paper constructs ERD thesaurus that is storing information about Entity Relationship Diagram(ERD), and proposes an ERD thesaurus-based methodology for view integration in an important conceptual design step in designing databases. To show the usefulness of proposed methodology, the prototype for view integration support system is implemented for the applied case. As a result, ERD thesaurus-based methodology is more effective than the existing methodologies for view Integration in the aspects of affinity analysis, semantic conflicts resolution, and view Integration processes. Therefore, our methodology is expected to be utilized in integrating the existing fragmented schema or designing a large database integration.

Developing a Methodology for Designing Metadata Application Profiles: Applied to Korea Art and Culture Education Service (메타데이터 응용프로파일 개발방법론 연구 - 문화예술 교육 분야의 적용 -)

  • Oh, Sam G.;Park, Ok-Nam;Won, Sun-Min
    • Journal of Korean Library and Information Science Society
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    • v.39 no.4
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    • pp.353-376
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    • 2008
  • The main purpose of this research is to develop a methodology for designing metadata application profiles(AP) and to design a comprehensive AP for Korea Art and Education Service(KACES), The process of developing a methodology is divided into three steps, analysis of standard metadata schema, analysis of user needs, and content analyses. Metadata principles and guidelines were utilized in designing a KACES AP along with the developed methodology in this study. This paper describes what role the methodology developed here plays in devising metadata elements. The paper also discusses the benefits of three methods for AP design. The study has values in that it provides implications for designing APs for other domains.

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Abduction as Methodology of Cultural Studies (문화연구의 방법론으로서 가추법이 갖는 유용성)

  • Lee, Hee-Eun
    • Korean journal of communication and information
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    • v.54
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    • pp.76-97
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    • 2011
  • What are the meanings of abduction as a methodology of Cultural Studies? By contextualizing Charles Sanders Peirce's logic of abduction in the discipline of Cultural Studies, I explore the epistemological discussion on the modern scientific research methodology of social sciences. Abduction is a kind of logical inference, which is often associated with guessing or intuition. Peirce's method of abduction and Cultural Studies' contextual formation in effect address an alternative methodology to positivism. Criticizing the modern Eurocentric structure of knowledge construction, I suggest that the virtue of abduction, as a logic of discovery, should be re-discovered in the context of Cultural Studies. Abduction holds important lessons for Cultural Studies as well as social sciences in general because of its focus on intuition, empathy, and intellectual collaboration. Through its elaboration of the logic of abduction, Cultural Studies is able to maintain not only its epistemological ground but also its methodological communicability.

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Simulation Methodology for Automation of Port Systems : Example of Container Terminal (항만 시스템의 자동화를 위한 시뮬레이션 방법론 : 컨테이너 터미널의 예)

  • Lee, Jang-Se
    • Journal of Advanced Marine Engineering and Technology
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    • v.34 no.1
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    • pp.154-162
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    • 2010
  • A simulation technique is very useful method to analyze the performance on various engineering area. To automate port systems, we have need of simulation to analyze an effect of assigning and operating devices. Thus we propose simulation methodology to be applied to an analysis, evaluation, planning for port automation. To do this, we have adopted the discrete event system specification based system entity structure / model base framework for modeling and simulation environment. We have performed modeling and simulation on entities of port systems such as container crane, yard tractor, transfer crane, etc. The proposed methodology has an advantage being able to effectively simulate on alternatives of composition and operation strategy for port systems. Some case studies will show the validity of proposed simulation methodology.

An Evaluation of Software Development Methodology Applicability at Medium and Small Business through AHP (AHP를 통해 소규모 소프트웨어 개발을 위한 소프트웨어 개발방법론 적합도 평가)

  • Kim, Kyueok;Yoo, Haeyoung
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.10
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    • pp.691-696
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    • 2013
  • To develop of a new software, software development methodology is offering the most efficient development methods and management methods. But, it require a lot of time, cost and software engineering specialist. For this reason, we are awaking to the need of it, but it has its problem that is only applied to large-scale software. In this paper, we suggest optimized software development methodology that you can apply to a lot well-used small software development methodology in present, and we prove it through AHP(Analytic Hierarchy Process). This helps small and business not to introduce specialist can efficiently develop and manage software.

Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.221-222
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    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

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A Case Study on the Use of Agile Methodology in Game Development Project of College (대학의 게임개발프로젝트에서 애자일 방법론 적용 방안에 관한 사례 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.305-306
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    • 2019
  • 대학의 게임개발 프로젝트는 학기라는 시간적 제약아래 게임 기획, 그래픽, 프로그래밍, QA 등 다양한 전공의 학생들이 팀을 이루고 진행한다. 게임 개발은 특성상 폭포수 개발과 같은 전통적인 개발방법론보다는 애자일 방법론이 보다 적합할 수 있다. 본 논문에서는 애자일 방법론 적용을 시도한 졸업작품팀의 개발자를 인터뷰하여 진행과정과 실패 요인에 대한 정보를 수집하여 분석하고, 애자일 방법론을 적용하기 위한 방안을 제시하였다.

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A Methodology to Simulate I/O-Intensive Applications (I/O 집약적인 응용의 시뮬레이션 방법론)

  • Eom, Hyeon-Sang
    • The KIPS Transactions:PartA
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    • v.13A no.5 s.102
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    • pp.445-454
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    • 2006
  • We introduce a family of simulators for I/O-intensive distributed or parallel applications, and a methodology that permits selecting the most efficient simulator meeting a given user-defined accuracy requirement. This methodology consists of a series of tests to choose an appropriate simulation based on the attributes of the application. In addition, each simulator provides two estimates of application execution time: the minimum expected time and the maximum. We present the results of applying our methodology to existing applications, and show that we can accurately simulate applications tens to hundreds of tunes faster than the application execution times.

A Study on Methodology of Online Game Development using Integrated Single Module with Client and Server (클라이언트와 서버가 통합된 단일 모듈을 사용한 온라인 게임 개발 방법론 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.107-116
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    • 2014
  • The traditional methodology of online game development is separating server development module and cilent development module. However developing and maintaining expenses have been increased a lot due to duplicated modules such as definitions of network protocols and managements of planning data. In this paper, we suggest an advanced methodology of online game development based on the integrated single module with client and server. Its effectiveness was shown by applying the proposed methodology in the development of the online game 'Chungmukong's Battle on the Sea'. In this case, the project size was reduced by 15.1% by using the integrated single module with client and server.

A Geodesign Methodology for Landscape Design (조경설계를 위한 Geodesign 방법론)

  • Ko, Jae Yong;Kim, Eun Hyung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.77-87
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    • 2015
  • A design methodology for sustainable on the earth requires a synthetic, and holistic perspective to understand natural processes and urban environments. The apperceptive, holistic landscape design methodology includes one united environment combining analysis, planning and design. In addition, the individual process needs to provide enough spatial information and demands evaluation and understanding on the impact of a design result. The perspective and vision of Ian Mcharg, as asserted in his book, Design with Nature (1969), that the earth is one superorganism is being realized with Geodesign technologies. This paper made the following research efforts which can overcome the limit of the present GIS technologies for the sustainable landscape design: Review of the previous researches, analysis of foreign Geodesign cases and applied theories, suggestion of a Geodesign methodology for landscape design, selection of Geodesign tools and technologies for the implementation of the methodology, and finally the demonstration of effectiveness and potentiality by the application of the methodology.