• Title/Summary/Keyword: physical computing

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Implementation and Performance Aanalysis of Efficient Big Data Processing System Through Dynamic Configuration of Edge Server Computing and Storage Modules (BigCrawler: 엣지 서버 컴퓨팅·스토리지 모듈의 동적 구성을 통한 효율적인 빅데이터 처리 시스템 구현 및 성능 분석)

  • Kim, Yongyeon;Jeon, Jaeho;Kang, Sungjoo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.16 no.6
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    • pp.259-266
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    • 2021
  • Edge Computing enables real-time big data processing by performing computing close to the physical location of the user or data source. However, in an edge computing environment, various situations that affect big data processing performance may occur depending on temporary service requirements or changes of physical resources in the field. In this paper, we proposed a BigCrawler system that dynamically configures the computing module and storage module according to the big data collection status and computing resource usage status in the edge computing environment. And the feature of big data processing workload according to the arrangement of computing module and storage module were analyzed.

Analysis of Teaching and Learning Process in Physical Computing Class for Elementary Gifted Students in Science (코딩블록을 활용한 초등 과학영재 대상 피지컬 컴퓨팅수업의 교수·학습 과정 분석)

  • Kim, Jiye;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.613-628
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    • 2018
  • The purpose of this study is to analyze the teaching and learning process of physical computing using coding block for elementary gifted students in science. In order to obtain implications for teaching physical computing, we set the learning objectives from the Computer and Information Literacy Evaluation Standards developed by the International Association for the Evaluation of Educational Achievement(IEA) and developed a teaching and learning program for physical computing through collaboration between science education and computer education experts according to learning objectives. The developed program was related to the use of the coding block MODI(TM) and 32 classes of physical computing instruction were conducted for 15 students of the 4th to 6th grade who belong to an education institute for the gifted in science affiliated to the University. In the physical computing class, the teaching and learning process was analyzed by collecting data such as classroom videos, class observation logs, teacher and student questionnaires, and interviews. Based on the results of the study, the implications of the teaching and learning process of physical computing using the coded blocks in the school education field were suggested. And we also explored the strategy of expanding the computational thinking through the activities of coding instruction to realize creative ideas.

The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

An Interactive Physical Computing Based LED CUBE with Infrared Ray Distance Sensor

  • Kim, Soomin;Park, Chun-Su
    • Journal of IKEEE
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    • v.23 no.3
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    • pp.751-755
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    • 2019
  • This paper introduces a LED CUBE tool interacting with a distance sensor to solve real life problems in the physical computing field. Students can experience interactive education and intuitively understand the cubic operations with 3-dimensional animations obtained from a $3{\times}3{\times}3$ LED CUBE and a distance sensor connecting to Arduino. If the proposed LED CUBE is applied in physical computing section of the Information curriculum of middle school, students are expected to improve their computational thinking ability to solve problems in real life and other areas creatively and efficiently.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

Development of the Selection Criterion of Physical Computing Teaching Aids for Middle School SW Education (중학교 SW교육을 위한 피지컬 컴퓨팅 교구의 선정 기준 개발)

  • An, Deukha;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.39-50
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    • 2019
  • In this study, we developed the selection criterion of physical computing teaching aids for middle school SW education. Literature analysis, Delphi survey, and AHP methods were applied to develop the selection criterion. First, seven characteristics for physical computing teaching aids have been set up by the literature analysis. The contents are suitability for curriculum, safety, durability, economy, general availability, attractiveness, and ease of management. Based on these characteristics, the Delphi method is used in developing 31 criteria in 7 areas for the selection of physical computing teaching aids. Next, the AHP method was applied to identify the relative importance between 7 areas and between 31 detailed criteria. And then the final criterion for the selection of physical computing teaching aids was developed by calculating scores for detailed criteria.

Development and Effectiveness of Problem Solving based Safety Education Program using Physical Computing

  • Jooyoun Song;YeonKyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.235-243
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    • 2023
  • In this paper, we developed a problem-solving based safety education program using physical computing for middle school students and applied it to verify the impact on self-efficacy and interest. The safety education program developed in this study includes four stages of the creative problem-solving model: problem identification, planning, implementation, and evaluation, and learning activities using Arduino, a physical computing tool. After implementing the education program with 77 third-year middle school students, both self-efficacy and interest of middle school students increased significantly. Based on the research results, the effectiveness of the safety education program that used physical computing and problem-solving steps was confirmed, and practical implications were presented to promote the activation of physical computing education in the school field.

Virtual Machine Placement Methods using Metaheuristic Algorithms in a Cloud Environment - A Comprehensive Review

  • Alsadie, Deafallah
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.147-158
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    • 2022
  • Cloud Computing offers flexible, on demand, ubiquitous resources for cloud users. Cloud users are provided computing resources in a virtualized environment. In order to meet the growing demands for computing resources, data centres contain a large number of physical machines accommodating multiple virtual machines. However, cloud data centres cannot utilize their computing resources to their total capacity. Several policies have been proposed for improving energy proficiency and computing resource utilization in cloud data centres. Virtual machine placement is an effective method involving efficient mapping of virtual machines to physical machines. However, the availability of many physical machines accommodating multiple virtual machines in a data centre has made the virtual machine placement problem a non deterministic polynomial time hard (NP hard) problem. Metaheuristic algorithms have been widely used to solve the NP hard problems of multiple and conflicting objectives, such as the virtual machine placement problem. In this context, we presented essential concepts regarding virtual machine placement and objective functions for optimizing different parameters. This paper provides a taxonomy of metaheuristic algorithms for the virtual machine placement method. It is followed by a review of prominent research of virtual machine placement methods using meta heuristic algorithms and comparing them. Finally, this paper provides a conclusion and future research directions in virtual machine placement of cloud computing.

A multilayered Pauli tracking architecture for lattice surgery-based logical qubits

  • Jin-Ho, On;Chei-Yol Kim;Soo-Cheol Oh;Sang-Min Lee;Gyu-Il Cha
    • ETRI Journal
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    • v.45 no.3
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    • pp.462-478
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    • 2023
  • In quantum computing, the use of Pauli frames through software traces of classical computers improves computation efficiency. In previous studies, error correction and Pauli operation tracking have been performed simultaneously using integrated Pauli frames in the physical layer. In such a complex processing structure, the number of simultaneous operations processed in the physical layer exponentially increases as the distance of the surface code encoding logical qubit increases. This study proposes a Pauli frame management architecture partitioned into two layers for a lattice surgery-based surface code and describes its structure and operation rules. To evaluate the effectiveness of our method, we generated a random circuit according to the gate ratios constituting the commonly known quantum circuits and compared the generated circuit with the existing Pauli frame and our method. Simulations show a decrease of about 5% over traditional methods. In the case of experiments that only increase the code distance of the logical qubit, it can be seen that the effect of reducing the physical operation through the logical Pauli frame becomes more important.

Cyber-Physical Computing: Leveraging Cloud computing for Ubiquitous Healthcare Applications (사이버 물리 컴퓨팅 : 유비쿼터스 건강 관리 응용에 대한 레버리징 클라우드컴퓨팅)

  • Abid, Hassan;Jin, Wang;Lee, Sung-Young;Lee, Young-Koo
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.41-43
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    • 2011
  • Cyber-Physical Systems are tight integration of computation, networking and physical objects to sense, monitor, and control the physical world. This paper presents a novel architecture that combines two next generation technologies i.e. cyber-physical systems and Cloud computing to develop a ubiquitous healthcare based infrastructure. Through this infrastructure, patients and elderly people get remote assistance, monitoring of their health conditions and medication while living in proximity of home. Consequently, this leads to major cost savings. However, there are various challenges that need to be overcome before building such systems. These challenges include making system real-time responsive, reliability, stability and privacy. Therefore, in this paper, we propose an architecture that deals with these challenges.