• 제목/요약/키워드: programming education

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Efficient Provisioning for Multicast Virtual Network under Single Regional Failure in Cloud-based Datacenters

  • Liao, Dan;Sun, Gang;Anand, Vishal;Yu, Hongfang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.7
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    • pp.2325-2349
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    • 2014
  • Network virtualization technology plays a key role in cloud computing, which serves as an effective approach for provisioning a flexible and highly adaptable shared substrate network to satisfy the demands of various applications or services. Recently, the problem of mapping a virtual network (VN) onto a substrate network has been addressed by various algorithms. However, these algorithms are typically efficient for unicast service-oriented virtual networks, and generally not applicable to multicast service-oriented virtual networks (MVNs). Furthermore, the survivable MVN mapping (SMVNM) problem that considers the survivability of MVN has not been studied and is also the focus of this work. In this research, we discuss SMVNM problem under regional failures in the substrate network and propose an efficient algorithm for solving this problem. We first propose a framework and formulate the SMVNM problem with the objective of minimizing mapping cost by using mixed integer linear programming. Then we design an efficient heuristic to solve this problem and introduce several optimizations to achieve the better mapping solutions. We validate and evaluate our framework and algorithms by conducting extensive simulations on different realistic networks under various scenarios, and by comparing with existing approaches. Our simulation experiments and results show that our approach outperforms existing solutions.

A Comparative Analysis about the Content and Terminology of Middle School Computer Textbooks in South-North Korea (중학교 컴퓨터 교과서의 내용 및 용어에 관한 남북한 비교 분석 연구)

  • Park, Jung-Ho;Ahn, Sung-Hun;Lee, Won-Gyu;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.9-17
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    • 2007
  • This study compared and analysed computer textbooks of the middle school from South Korea and North Korea for preparing the unification of the Korean Peninsula. According to the result of this study, the contents of South Korea textbook were equally selected from all scopes. By contrast, the contents of North Korea mostly consisted of the basic knowledge of computer, word-processing excluding the newest contents as Internet or Multimedia. But with the BASIC programming and algorithm for enhancement of the creative solving ability, prospective IT brains had been trained in North Korea. Moreover, due to differences of language policy and country that delivered IT technology, significant differences were found between South and North Korea in IT terminology. For preparing IT education after unification of the Korean Peninsula, both efforts of people who work in the fields of IT and school system in South and North Korea should be taken in order to relieve these differences.

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Development of Control Board for Coding Education and Convergence Contents based on 3D Printing (코딩 교육용 제어 보드와 3D 프린팅 융복합 콘텐츠 개발)

  • Youm, Sung-Kwan;Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.1-8
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    • 2018
  • It is a key role in leading and activating coding education as a process to solve problems creatively to produce and provide the educational contents on the basis of 3D printing. In this paper, we develop a variety of fusion contents to use 3D printing and 8bit MCU base control board which provides specific functions through Arduino. The developed control program conducts various packet monitoring more than ten times per a second, supporting intrinsically full duplex. In addition, communication protocol optimized in conveying a lot of information enables to control different contents. The contents produced with the control board and 3D printing are useful as a programming education tool to train the principle and the concept of coding.

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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Effects of E-Learning as a Supplementary Learning for Basic Fluid Power Practice (유공압기초실습의 보완학습으로서 E러닝의 효과)

  • Huh, Jun-Young;Jeong, Seong-Won
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.10-15
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    • 2010
  • The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it is not enough time to instruct students various contents related in this subject. In this research a supplementary learing using E-learning is proposed as a solution for this problem. The off-line classes of this subject went with E-learning side by side and analyzed the effects of E-learning as a supplementary learning through the students survey who attended the class. And further needed research is presented.

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Design of a 40 channel SQUID system (40채널 SQUID 시스템의 설계)

  • Lee, Y.H.;Kim, J.M.;Kwon, H.C.;Lim, C.M.;Lee, S.K.;Park, Y.K.;Park, J.C.;Lee, D.H.;Shin, J.K.;Ahn, C.B.;Park, M.S.;Hur, Y.;Hong, J.B.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.191-192
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    • 1998
  • We report on the design of a low-noise 40 channel SQUID system for biomagnetism. We used low-noise SQUID sensor with the pickup coil integrated on the same wafer as the SQUID. The SQUID electronics were simplified by increasing the voltage output of the SQUID. The SQUID insert was designed to have low thermal load, minimizing the liquid helium loss. The digital signal processing provides versatile analysis tools and the software is based on the object-oriented programming. For the effective localization of the source location, solutions of the inverse problems based on the lead-field and the simulated anneal ins were studied.

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Analysis of LEGO Mindstorm Activity Levels Based on the Van Hiele Levels of Development in Geometry (Van Hiele 기하 학습 수준 이론에 따른 LEGO 마인드스톰 활동 수준 분석)

  • Rim, Haemee;Choi, Inseo
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.257-275
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    • 2019
  • Technology-based convergence education is being emphasized for students in the era of the fourth industrial revolution. In math education, students need to increase their capabilities in the future by having them experience mathematical problems using robots and sensors, a key technology in the era of the fourth industrial revolution. To this end, it is necessary to present educational uses for educational robots in relation to math and curriculum from a 'mathematics education perspective' and analyze its educational use in relation to the mathematics and curriculum, considering the role of mathematics at the base of the process of exploring real-world phenomena and solving problems. Based on the analysis of Van Hiele levels of development in geometry and the LOGO activity level of Olson et al.(1987), this study analyzed and presented the level of LEGO Mindstorm activity, a representative educational Robot capable of collecting and analyzing data and programming in the form of block language, in the first to fourth level.

Optical Design and Optimization of a Micro Zoom System with Liquid Lenses

  • Zhang, Wei;Li, Dan;Guo, Xin
    • Journal of the Optical Society of Korea
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    • v.17 no.5
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    • pp.447-453
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    • 2013
  • A micro zoom system without moving elements by use of two liquid lenses is designed and optimized in this paper. The zoom equations of the system composed of two liquid lenses are deduced. The structure parameters including radius and thickness of a conical double-liquid electrowetting based lens are analyzed and calculated. Because the liquid thickness varies non-linearly with the radius of the interface, it's very difficult to optimize a real liquid lens using commercial optical design software directly. Through the Application Programming Interface (API) of the optical design software CODE V, a zoom system with two real electrowetting based liquid lenses is modeled and optimized. A two-liquid-lens zoom system without moving elements, with a zoom factor of 1.8 and a compact structure of 10 mm is designed for illustration. This can be useful for the camera design of mobile phones, tablets and so on. And this paper presents a convenient way of designing and optimizing a zoom system including liquid lenses by commercial optical design software.

A research on effect of WBl CNC programming studing on learning accomplishment and motive (WBI CNC 프로그래밍 학습이 학업성취도 및 학습동기에 미치는 영향에 관한 연구)

  • Chi, Kang-Jae;Bae, Seok-Chan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.750-753
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    • 2005
  • Internet service, a part of our life, requires the changes not only of environment in our life but also of people's sense of value. It also requires a quick change in the spear of education activities without exception. It brought a lot of changes into educational methods, our recognition on education, and various kinds of educational tools and environment. The introduction of WBI (Web Based Instruction) is one of the most important thing. This study have applied WBI to Industrial high school education to improve its quality and accomplish its effective teaching-learning. That is, we have applied CNC(Computerized Numerical Control) and Processing learning to machining center learning and have given students chances and various learning materials so that they could contact with new information. We aimed at testing and studying some effects on the improvements of learning accomplishment and motive in this study.

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A Feasibility Study on Integrating Computational Thinking into School Mathematics (수학 교과에서 계산적 사고(Computational Thinking)교육)

  • Chang, Kyung Yoon
    • School Mathematics
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    • v.19 no.3
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    • pp.553-570
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    • 2017
  • The purpose of this study was to gain insights into investigating the feasibility on integrating computational thinking(CT) into school mathematics. Definitions and the components of CT were varied among studies. In this study, CT in mathematics was focused on thinking related with mathematical problem solving under ICT supportive environment where computing tools are available to students to solve problems and verify their answers. The focus is not given on the computing environment itself but on CT in mathematics education. For integrating CT into mathematical problem solving, providing computing environment, understanding of tools and supportive curriculum revisions for integration are essential. Coding with language specially developed for mathematics education such as LOGO, and solving realistic mathematical problems using S/W such as Excel in mathematics classrooms, or integrating CT into math under STEAM contexts are suggested for integration CT into math education. Several conditions for the integration were discussed in this paper.