• Title/Summary/Keyword: software contents

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Machine Learning Frameworks for Automated Software Testing Tools : A Study

  • Kim, Jungho;Ryu, Joung Woo;Shin, Hyun-Jeong;Song, Jin-Hee
    • International Journal of Contents
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    • v.13 no.1
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    • pp.38-44
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    • 2017
  • Increased use of software and complexity of software functions, as well as shortened software quality evaluation periods, have increased the importance and necessity for automation of software testing. Automating software testing by using machine learning not only minimizes errors in manual testing, but also allows a speedier evaluation. Research on machine learning in automated software testing has so far focused on solving special problems with algorithms, leading to difficulties for the software developers and testers, in applying machine learning to software testing automation. This paper, proposes a new machine learning framework for software testing automation through related studies. To maximize the performance of software testing, we analyzed and categorized the machine learning algorithms applicable to each software test phase, including the diverse data that can be used in the algorithms. We believe that our framework allows software developers or testers to choose a machine learning algorithm suitable for their purpose.

C-language Learning Contents Supporting Web-based Compiling and Running (웹기반 컴파일과 실행을 지원하는 C언어 교육콘텐츠 개발)

  • Kim, Seong-Hyun;Kim, Young-Kuk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.796-800
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    • 2006
  • In this paper, we developed an e-loaming contents for C programming language using Linux and open source software, not using commercial integrated development tool like Microsoft's Visual Studio. In most programming language courses, students study or practice the programming language by editing source code compiling and running the executable code by commercial software like Visual Studio which installed on each PC. This way of learning has some difficulties in total cost of purchasing software and using other PCs which donot have proper software installed. To overcome this situation and enable loaming anywhere, with any device, at anytime, we propose a way of utilizing Linux and open source software in Web-based learning environment. In this environment students can input their source code on the form of broweser and get the result instantly from the server.

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Digital Contents for Learning Computer Science using Unplugged CS

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.37-43
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    • 2019
  • This study focused on the design and development of contents using Unplugged CS method to learn computer science knowledge. With the strengthening of software education, all universities students including elementary and junior high school students are demanding knowledge of computer science centered on the computational thinking. We have developed educational contents using unplugged computing method as a way to effectively learn the concept of computer science. First, we analyze the related research of Unplugged CS theory and investigate the educational method accordingly. And we divided the areas of computer science and selected learning concepts in each area. The contents of learning were divided into basic and intermediate classes considering the level of the learner. The subject of learning contents was selected evenly in the area of computer science and it consisted of 16 basic subjects and 16 intermediate subjects based on concepts that are important in each field. In order to confirm the validity of the Unplugged CS learning topic and the development contents for computer science, we conducted expert reviews and content validity tests. As a result of the validity test, the validity of the learning topic and area selection was found to be more than .92 for the CVI value and the validity of the 32 subject learning contents was over .935 in basic level and .925 in intermediate level for the CVI values. Based on the design contents, we developed digital contents for online learning and put them in the system. We expect that this study will contribute to the understanding of computer science for all, including elementary and junior-high school students as well as students at software - oriented universities, and contribute to the spread of software education.

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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Study of Software Development Model based on OpenSource (오픈소스 기반의 소프트웨어 개발 모델 연구)

  • Kim Jong-Bae;Song Jae-Young;Rhew Sung-Yul
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.229-234
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    • 2005
  • Companies are attempting application of open source software development approach method as new alternatives to solve roiling pints of the existing software developments such as quality of software, development speeds and cost. On the other hand, various analyses about open source software were performed, but concrete procedures or the results of suitable study about a way to utilize open source for a software development in actual industry are not yet. This study presented process model for identification, valuation selection of suitable open source, and modification application or commercializing.

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Design and Implementation of SMART (Software Management Assistant and Reference Tool) (SMART (Software Management Assist ant and Reference Tool) 시스템의 설계 및 구현)

  • Jin, Ki-Sung;Won, Jong-Ho;Kim, June;Kim, Myung-Joon
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.367-369
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    • 2002
  • 소프트웨어 프로젝트의 경쟁력 프로젝트의 생명 주기 전반에 걸친 체계적인 관리를 통하여 유지될 수 있으며, 이러한 체계적인 관리는 경쟁력 있는 프로젝트의 개발 및 유지를 위한 하나의 전략적 기술(strategic technology)이다 본 논문에서는 프로젝트 생명 주기 전반에 걸쳐 프로젝트를 체계적이고 효율적으로 관리하여 고품질의 결과물을 생성하고, 이를 통한 결과물의 기술 및 시장 경쟁력을 높이기 위하여 당 연구부에서 개발하여 사용하고 있는 프로젝트 관리 및 지원도구인 SMART (Software Management Assistant and Reference Tool) 시스템을 소개한다.

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A Construction of Embedded System based on Hardware/Software Co-Design (하드웨어/소프트웨어 통합설계에 기초한 임베디드시스템 구성)

  • Park Chun-Myoung
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.61-65
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    • 2004
  • This paper presents a method of constructing the embedded systems based on hardware/software co-design approach that was key methodology. The proposed method was important technology enable to implement advanced multimedia systems and digital contents creating that are rapidly growing of the new information technology.

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Contents Analysis of Basic Software Education of Non-majors Students for Problem Solving Ability Improvement - Focus on SW-oriented University in Korea - (문제해결력 향상을 위한 비전공자 소프트웨어 기초교육 내용 분석 - 국내 SW중심대학 중심으로 -)

  • Jang, Eunsill;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.81-90
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    • 2019
  • Since 2015, the government has been striving to strengthen the software capabilities required for future talent through software-oriented university in Korea. In the university selected as a software-oriented university, basic software education is given to all departments such as humanities, social science, engineering, natural science, arts and the sports within the university in order to foster convergent human resources with different knowledge and software literacy. In this paper, we analyze the contents of basic software education for twenty universities selected as software-oriented universities. As a result of analysis, most of the basic software education which is carried out to the students of the non-majors students was aimed at improvement of problem solving ability centered on computational thinking for future society and improvement of convergence ability based on computer science. It uses block-based educational programming language and text-based advanced programming language to adjust the difficulty of programming contents and contents reflecting characteristics of each major. Problem-based learning, project-based learning, and discussion method were used as the teaching and learning methods for problem solving. In the future, this paper will help to establish the systematic direction for basic software education of non-majors students.