• 제목/요약/키워드: Difficulty

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RFID 기반 이동로봇 위치 추정을 위한 의사 랜덤 태그 배치 (Pseudorandom Tag Arrangement for RFID Based Mobile Robot Localization)

  • 김성복;이상협
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2009년도 정보 및 제어 심포지움 논문집
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    • pp.103-105
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    • 2009
  • This paper presents a pseudorandom tag arrangement for improved RFID based mobile robot localization. First, four repetitive tag arrangements, including square, parallelogram, tilted square, and equilateral triangle, are examined. For each tag arrangement, the difficulty in tag installation and the problem of tag invisibility are discussed. Then, taking into account both tag invisibility and tag installation, a pseudorandom tag arrangement is proposed, which is inspired from a Sudoku puzzle. It is shown that the proposed tag arrangement exhibits spatial randomness quite successively without increased difficulty in installation.

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Cauda Equina Syndrome Caused by Bilateral Facet Cyst Accompanying Spinal Stenosis

  • Kim, Seok-Won;Lee, Seung-Myung
    • Journal of Korean Neurosurgical Society
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    • 제37권1호
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    • pp.76-78
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    • 2005
  • We report a rare case of cauda equina syndrome due to bilateral lumbar facet cyst. A 62-year-old woman has developed both legs sciatica 3 months prior to her visit, but recently motor weakness and voiding difficulty occurred. Lumbar magnetic resonance image showed bilateral lumbar facet cyst compressing and surrounding both L5 nerve root and accompanying spinal stenosis. Urgent decompressive laminectomy and cyst removal was performed. Although sciatica was relieved and motor weakness was recovered usefully. Voiding difficulty and dysesthesia were not improved.

신생아 호흡곤란을 유발한 비인강 기형종 1례 (A Case of Airway Obstruction Secondary to Neonatal Nasopharyngeal Dermoid Teratoma)

  • 김민식;선동일;이정학;조승호
    • 대한기관식도과학회지
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    • 제5권1호
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    • pp.90-95
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    • 1999
  • Dermoids are rare disease which arise during embryogenesis. They are the most common variety of teratomas occurring in the head and neck region and most arsies in the nasopharynx or oropharynx. They are invariably benign and derived from only two germinal layers, ectoderm and mesoderm. They usually present as repiratory distress and swallowing difficulty at or soon after birth. Treatment consists of surgical resection. We recently experienced a case of a neonatal nasopharyngeal dermoid which led to severe airway obstruction and feeding difficulty and necessitated the endotracheal intubation.

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물리탐사법을 이용한 콘크리트 구조물 조사에 관한 연구 (Investigation of Concrete Structure Using Geophysical Prospecting Method)

  • 서백수;김용인
    • 산업기술연구
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    • 제23권A호
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    • pp.63-68
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    • 2003
  • Non-destructive method by tomography for safety diagnosis of civil engineering and building structures is tried. There are traveltime tomography that uses traveltime and fullwave tomography that uses the initial shock and seismic amplitude. But these methods have difficulty and weak points in accuracy and selection of initial value. In this study, corrected inversion method which is able to solve the two difficulty and this method is applied to theoretical pier model to calculate tomography.

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매치3 퍼즐 게임의 레벨 난이도 설계에 관한 연구 (A Study on the Level Difficulty Design of Match 3 Puzzle Game)

  • 염동현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2019년도 제60차 하계학술대회논문집 27권2호
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    • pp.307-308
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    • 2019
  • 매치3 퍼즐 게임은 모바일 게임에서 많이 출시되고 있으며 많은 사람들이 즐기고 있는 장르이다. 또한 유사한 규칙과 형태를 가진 게임들이 지속적으로 출시 예정에 있다. 본 논문에서는 매치3 퍼즐 게임이 많은 레벨로 구성되어 있는 점에 비추어 매치3 퍼즐 게임의 레벨을 설계하는 방법에 대해서 후속 연구의 방향성을 제시한다.

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매치3 퍼즐 게임의 레벨 난이도 측정 방법에 관한 연구 (A Study on the Level Difficulty Measurement Method of Match 3 Puzzle Game)

  • 염동현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2019년도 제60차 하계학술대회논문집 27권2호
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    • pp.309-310
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    • 2019
  • 매치3 퍼즐 게임은 모바일 게임에서 많이 출시되고 있으며 많은 사람들이 즐기고 있는 장르이다. 또한 유사한 규칙과 형태를 가진 게임들이 지속적으로 출시 예정에 있다. 본 논문에서는 매치3 퍼즐 게임이 많은 레벨로 구성되어 있는 점에 비추어 매치3 퍼즐 게임의 레벨 난이도를 측정할 수 있는 방법에 대해서 후속 연구의 방향성을 제시한다.

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Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • 대한치과의사협회지
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    • 제58권11호
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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레시피 연결망에서 요리 난이도 및 유사성 분석 (Analyzing the Difficulty and Similarity of Cooking in the Recipe Network)

  • 김수도;이윤정;윤성민;조환규
    • 한국콘텐츠학회논문지
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    • 제16권8호
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    • pp.160-168
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    • 2016
  • 인터넷을 통해 공개되고 있는 요리 레시피에 대한 분류 및 평가는 작성자의 문화적 배경, 요리능력, 요리 경험, 선호도 등 주관적 기준에 따라 제시되고 있다. 이 연구에서는 요리 난이도를 측정하기 위한 척도로서 정보 엔트로피 개념을 통해 객관화한다. 또한 요리의 공통 엔트로피를 계산하여 레시피 사이의 유사성을 측정하고, 레시피를 개체로 하는 유사도 기반의 사회연결망을 생성한다. 요리난이도를 측정한 결과, 동태해물찜(한식), 베지테리안 라자냐(이탈리아) 등은 요리난이도 측면에서 가장 어려운 요리로, 초고추장(한식)과 두부스테이크(이탈리아)는 가장 쉬운 요리로 나타났고, 레시피 연결망의 거리공간을 통해 한식과 아시아 요리는 유사성이 높은 것을 확인할 수 있었다. 또한 활용적 측면에서 특정 요리와 유사한 요리는 무엇인지, 요리를 대체할 수 있는 유사한 요리 그룹은 어떤 것이 있는지, 요리용이성 관점에서 식단을 준비할 때 가장 합리적인 계획은 무엇인지를 보여주었다.

Student Responses to Smart Device-Based Test on Competency Evaluation in Dental Education

  • Kim, Jooah;Kim, Soo-Yoon
    • Journal of Korean Dental Science
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    • 제12권2호
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    • pp.58-65
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    • 2019
  • Purpose: This study was aimed to investigate the possibility of utilizing smart device-based test (SBT) for competency evaluation in dental education and to analyze the student responses on overall competency evaluation using SBT method, in comparison to ubiquitous-based test (UBT). Materials and Methods: Questionnaire surveys have been conducted at Yonsei University College of Dentistry from 2015 to 2018 to obtain students' feedback on the application of SBT to competency evaluation. In addition, in order to supplement the competency evaluation procedure, considerations were explored by comparing the expected and actual difficulty of each item when preparing items for competency evaluation with SBT. Result: According to the survey results, student responses between the initial two years (2015 and 2016) differed from those in next two years (2017 and 2018). Students in 2017 and 2018 had more positive responses on competency evaluation with SBT. To determine the test validity, criterion-referenced evaluation was adopted to compare the data in 2017 and 2018 and slight differences in test difficulty in 2018 between the expected and actual difficulty of items were found. Conclusion: The results indicated that SBT was more appropriate for competency evaluation than UBT, based on four-year period of competency evaluation. The SBT was not affected by either the file size or the number of test-takers. Interestingly, students were not sensitive to test version of competency evaluation (paper-based test and SBT). This study suggests that the quality of the test items should be measured by continuous monitoring of the expected and actual difficulty of items for determining test validity. More detailed results and discussions of the findings are given for the development of test procedure and further potential research directions in dental education.

컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법 (Measurement Method of User's Gameplay Skill Level in a Computer Game)

  • 장희동
    • 한국게임학회 논문지
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    • 제12권5호
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    • pp.23-34
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    • 2012
  • 컴퓨터게임은 재미를 위해 유저에게 지속적인 몰입상태를 유지시켜야 한다. 몰입이론[5]에 따르면 플로우 몰입상태는 유저의 게임숙련도와 게임 난이도가 균형을 유지해야 발생할 수 있다고 한다. 컴퓨터게임은 게임난이도를 자동조절할 수 있지만 유저의 게임숙련도는 게임의 상황과 개인의 성향 및 경험에 따라 다르기 때문에 게임도중에 즉시 파악하기 매우 어렵다. 본 논문에서는 컴퓨터게임 자체적으로 유저의 게임플레이 숙련도를 게임 도중에 즉시 측정할 수 있는 방법을 제안하였다. 제안하는 방법을 사용하기 위해서는 측정대상 컴퓨터게임이 설계 및 구현단계에서 제안하는 방법이 적용되어야만 한다. 제안하는 방법과 게임 난이도의 자동조절 방법을 사용하면 컴퓨터게임은 지속적으로 유저의 플로우 몰입상태가 발생할 수 있도록 게임난이도와 유저의 게임숙련도의 균형을 유지할 수 있다.