• Title/Summary/Keyword: Computer puzzle

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Development of Infants Music Education Application Using Augmented Reality

  • Yeon, Seunguk;Seo, Sukyong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.69-76
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    • 2018
  • Augmented Reality (AR) technology has rapidly been applied to various application areas including e-learning and e-education. Focusing on the design and development of android tablet application, this study targeted to develop infant music education using AR technology. We used a tablet instead of personal computer because it is more easily accessible and more convenient. Our system allows infant users to play with teaching aids like blocks or puzzles to mimic musical play like game. The user sets the puzzle piece on the playground in front of the tablet and presses the play button. Then, the system extracts a region of interest among the images acquired by internal camera and separates the foreground image from the background image. The block recognition software analyzes, recognizes and shows the result using AR technology. In order to have reasonably working recognition ratio, we did experiments with more than 5,000 frames of actual playing scenarios. We found that the recognition rate can be secured up to 95%, when the threshold values are selected well using various condition parameters.

Cultural Goods Development with Hahoe Village Motif (하회마을을 모티브로 한 문화상품 디자인 개발)

  • Seo, Seok Min
    • Journal of the Korea Furniture Society
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    • v.27 no.2
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    • pp.96-103
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    • 2016
  • This article is to develop test product as adopting motifs from Andong Hahoe Village registered in the UNESCO World Heritage. This study associates physiographic features and images of Hahoe Village with test product. In the research result of this study, the value of product and possibility of success of test product was found as follows. Firstly, Making the puzzle-oriented Desk Service Hahoe Village views by using 22 different styles & functional artworks. Secondly, Producing the tangible forms such as a tree, thatched cottage, arbor, tile-roofed house and ferryboat by casting technique. Thirdly, Designing the shape of the terrain by utilizing computer programing softwares such as CAD drawings and ARTCAM. Finally, Developing the mass-produce goods reflecting region historical and cultural characteristics. I expect this study may increase of interest of our country's culture and play several roles of the bridgehead for product development. Also I reconsider sensitivity recovery of users and our cultural value increase.

Effect on Preprocessing in SAT with Sudoku Puzzle (수도쿠 퍼즐을 통해서 살펴본 SAT에서 전처리 효과)

  • Kwon, Gi-Hwon
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.127-135
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    • 2008
  • The concept of preprocessing is widely used in various computer science area such as compiler and software engineering for the purpose of macro processing and optimization. In addition, preprocessing is also used in SAT solvers in order to eliminate redundant literals and clauses to speed up its solving time before searching the state space. However, there is an unexpected run-time error such as stack-overflow during this step, in case the size of a given set of clauses is huge which impedes SAT solvers. In this case, the preprocessing should be applied at the encoding time to optimize its size. In this paper this idea is applied to several Sudoku problems. As a result, significant improvements are obtained with respect to the number of variables and clauses as well as the solving time compared to the previous works.

Sudoku Puzzle Difficulty Measurement using Genetic Algorithm (유전자 알고리즘을 이용한 수도쿠 퍼즐 난이도 측정)

  • Cho, Yeongjo;Kim, Byoungwook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.499-501
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    • 2019
  • 스도쿠는 다양한 연령대의 사람들에게 인기있는 논리 기반 조합 퍼즐 게임입니다. 이러한 인기로 인해 다양한 수준의 난이도로 스도쿠 퍼즐을 생성하고 해결하기 위해 컴퓨터 소프트웨어가 개발되고 있습니다. 본 논문은 유전자 알고리즘 (Genetic Algorithm)을 이용하여 스도쿠 퍼즐의 해결 및 스도쿠 퍼즐의 난이도를 평가하는 문제를 연구한다. 유전자 알고리즘이 수행되는 동안 적합도 함수가 수렴되는 시간이 길수록 퍼즐의 난이도가 높을 것이라는 가정한다. 본 논문에서는 유전자 알고리즘을 이용하여 스도쿠 퍼즐을 해결하는 알고리즘을 개발하고, 스도쿠 퍼즐 제작자들에 의해 난이도가 정해진 실제 스도쿠 퍼즐을 개발된 알고리즘으로 해결하는데 시간을 측정한다. 측정된 시간과 퍼즐 문제의 상관 관계를 분석하여 가정을 검증한다. 실험결과에서 알고리즘의 실행시간과 퍼즐의 난이도에는 유의미한 상관관계가 있음을 보였다.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

Realistic 3-dimensional using computer graphics Expression of Human illustrations (컴퓨터그래픽스를 이용한 사실적인 3D 인물 일러스트레이션의 표현)

  • Kim, Hoon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.79-88
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    • 2006
  • A human face figure is a visual symbol of identity. Each different face per person is a critical information differentiating each person from others and it directly relates to individual identity. When we look back human history, historical change of recognition for a face led to the change of expression and communication media and it in turn caused many changes in expressing a face. However, there has not been no time period when people pay attention to a face more than this time. Technically, the advent of computer graphics opened new turning point in expressing human face figure. Especially, a visual image which can be produced, saved, and transferred in digital has no limitation in time and space, and its importance in communication is getting higher and higher. Among those visual image information, a face image in digital is getting more applications. Therefore, 3d (3-dimensional) expression of a face using computer graphics can be easily produced without any professional techniques, just like assembling puzzle parts composed of the shape of each part ands texture map, etc. This study presents a method with which a general visual designer can effectively express 3d type face by studying each producing step of 3d face expression and by visualizing case study based on the above-mentioned study result.

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An Analytic solution for the Hadoop Configuration Combinatorial Puzzle based on General Factorial Design

  • Priya, R. Sathia;Prakash, A. John;Uthariaraj, V. Rhymend
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.11
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    • pp.3619-3637
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    • 2022
  • Big data analytics offers endless opportunities for operational enhancement by extracting valuable insights from complex voluminous data. Hadoop is a comprehensive technological suite which offers solutions for the large scale storage and computing needs of Big data. The performance of Hadoop is closely tied with its configuration settings which depends on the cluster capacity and the application profile. Since Hadoop has over 190 configuration parameters, tuning them to gain optimal application performance is a daunting challenge. Our approach is to extract a subset of impactful parameters from which the performance enhancing sub-optimal configuration is then narrowed down. This paper presents a statistical model to analyze the significance of the effect of Hadoop parameters on a variety of performance metrics. Our model decomposes the total observed performance variation and ascribes them to the main parameters, their interaction effects and noise factors. The method clearly segregates impactful parameters from the rest. The configuration setting determined by our methodology has reduced the Job completion time by 22%, resource utilization in terms of memory and CPU by 15% and 12% respectively, the number of killed Maps by 50% and Disk spillage by 23%. The proposed technique can be leveraged to ease the configuration tuning task of any Hadoop cluster despite the differences in the underlying infrastructure and the application running on it.

Development and Effectiveness of a Smoking Preventive Program for Elementary Students (초등학생을 위한 흡연예방 프로그램의 개발 및 효과에 관한 연구)

  • Lee, Eun-Hye;Kim, Il-Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.9 no.2
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    • pp.264-275
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    • 2003
  • The purpose of this study were to develop a smoking preventive education program for elementary students and evaluate it's effectiveness. This study was a quasi experimental study under the nonequivalent control group with pretest-posttest design. The subjects of this study were 62 who are attending elementary school(31 for each group), 2 different district elementary school. The subjects were matched by grade, similar in anti-smoking educational background of smoking, as well as their residence and income level of their families. The instruments used in this study was 18 criterion referenced test items modeled by Dick & Carey that were developed by researchers for evaluating the subjects' knowledge and attitude about smoking. A pretest was administered a week before treatment The program given to the experimental group is composed of the texts explaining the poisonous substances in tobacco, social and cultural harmfulness of smoking to the body and psychology, indirect smoking, smoking of pregnant women, motives of smoking, refusal skills of smoking; and for the subjects' understanding and the better results of study - pictures, role play, discussion, text through computer based multi-media, puzzle searching for hidden pictures, cross-word puzzle, and finally compensation. The data were collected for 50 days form mid- September to the end of October in the year of 2000, composed of formative evaluation, pre-test and summative evaluation via 2 sessions. Accordingly, the collected data were analysed by t-test, paired t-test, repeated measure ANOVA by the SAS program. This research summarize the findings as follows; 1. There was a significant difference in knowledge between the experimental group(after 1 wks t=10.4680, p=.0001; after 4 wks t= 9.310, p=.0001) and control group(after 1 wks t=0.0420, p= .9669; after 4 wks t= -0.378 p=.7079) in between the results of 1 and 4 week after education in summative evaluation (F=27.45, P=.0001). 2. There was non statistical significant difference in attitude between the experimental group (after 1 wks t=1.2292, p=0.2286 ; after 4 wks t=1.330, p=0.1935) and control group (after 1 wks t=0.1819, p=0.8569 ; after 4 wks t=0.2970, p=0.7685) in between the results of 1 and 4 week after education in summative evaluation(F=0.71, P=0.494). To sum up, the statistics of conclusive analysis evaluative for the children under school age of the 'knowledge acquisition' about smoking harmfulness. On the other hand, as there was already sound attitude about smoking, the evaluation of attitude was non significant difference between control group and experimental group, just there was partially significant difference.

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