• Title/Summary/Keyword: PUZZLE

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Activity of a Gifted Student Who Found Linear Algebraic Solution of Blackout Puzzle

  • Lee, Sang-Gu;Park, Jong-Bin;Yang, Jeong-Mo
    • Research in Mathematical Education
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    • v.8 no.3
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    • pp.215-226
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    • 2004
  • The purpose of this paper is to introduce an activity of student who found purely linear algebraic solution of the Blackout puzzle. It shows how we can help and work with gifted students. It deals with algorithm, mathematical modeling, optimal solution and software.

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Solving Sudoku as Constraint Satisfaction Problem (Sudoku 퍼즐의 구속조건만족문제 해법)

  • Lee, Seung-Won;Choi, Ho-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.55-58
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    • 2006
  • This paper presents solving the Sudoku puzzle as a constraint satisfaction problem (CSP). After introducing the rules and characteristics of the puzzle, we formulate the puzzle as a CSP and develop various methods of solving the problem. Blind search, minimum remaining value (MRV) heuristic, and some advanced methods are investigated, and their algorithms are implemented in this undergraduate project. The performance comparisons of these methods are discussed in the paper.

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A Recognition of the Printed Alphabet, the Number and the Symbols by Using Japanese Puzzle (Japanese Puzzle을 이용한 인쇄체 영문자, 숫자, 기호의 인식)

  • Sohn, Young-Sun;Kim, Bo-Sung
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.11a
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    • pp.119-122
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    • 2007
  • 지금까지의 연구에서 Japanese Puzzle을 이용한 인쇄체 영문자 인식을 구현하여 좋은 결과를 얻었고, 본 논문 에서는 인쇄체 영문자(바탕, 돋움) 인식을 확장시켜 영문장을 인식하기 위해 키보드에서 입력 가능한 숫자 및 기호를 포함하여 인식하는 시스템을 구현하였다. 이미지를 입력 받아 이진화 처리, 히스토그램 투영을 이용한 문자 분리는 영문자 인식에서와 동일한 처리를 한다. 기호 중에서 세로 길이보다 가로 길이가 긴 기호인 -,-,= 만 가로를 정규화 하였고, 나머지는 세로를 정규화 하였다. 정규화 된 문자에 Japanese Puzzle을 역으로 적용하여 구하여진 수치 정보로부터 영문자, 숫자, 기호를 분류 및 인식하여 좋은 결과를 얻었다.

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A Study on DRM System for Multimedia Contents Protection base on Advanced Authentication Protocol (멀티미디어 콘텐츠 보호를 위한 향상된 인증 프로토콜 보안 시스템에 관한 연구)

  • Lee Kwang-Hyung;Jung Young-Hoon;Lee Young-Gu;Kim Hyun-Chul;Jun Moon-Seog
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.933-936
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    • 2006
  • 본 논문에서는 디지털 콘텐츠의 암호화를 Puzzle기법을 사용하여 Puzzle을 재배치하고 재배치한 조합도를 공개키로 암호화 하여 유선을 통하여 전송하고, 조합도 암호화키 OTP를 생성하여 무선으로 사용자에게 전송하는 알고리즘을 제안하고, 재배치된 Puzzle기법과 Puzzle조합도 및 OTP를 E-mail과 Mobile phone을 이용하여 높은 수준의 사용자 Deviec와 사용자 인증을 제안하였다. 제안 시스템을 설계하고 구현한 후 성능 평가를 위해 다양한 콘텐츠 파일을 이용하여 실험을 수행하여 제안한 시스템이 기존 시스템에 비해 높은 보안성을 검증하였다.

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Implementation of Learning Puzzle Game by using Combination of Korean Alphabet (한글 자음과 모음결합을 이용한 학습용 퍼즐게임 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.257-261
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    • 2006
  • In this paper, learning oriented puzzle game which based on combination of consonant and vowel of Korean alphabet is implemented. Firstly, consonants and vowels of Korean alphabet are classified separately, and then reconstructed a word in real time. Word combinator is utilized by API based edit window and, in order to effective retrieve, initial combined syllable consonant based method is involved. Implemented Korean puzzle game can be used for improving the words learning capability for children.

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Multimedia Contents Protection based on Advanced Authentication Protocol (멀티미디어 콘텐츠 보호를 위한 인증 프로토콜)

  • Jung, Yong-Hoon;Lee, Kwang-Hyung;Kim, Jung-Jae;Jun, Moon-Seog
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.700-704
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    • 2009
  • 본 논문에서는 첫째, 기존의 단순 One-path XOR 방법보다 안전한 Matrix Puzzle 기법을 이용한 Key 전송방법을 제안한다. 둘째, 생성된 Puzzle은 서버에 저장하지 않으므로 기존의 시스템보다 보안성이 높은 방법을 제안한다. 셋째, 클라이언트에서 복호화 할 때 OTP(One Time Password)와 함께 Puzzle을 복호화 하는 클라이언트 복호화 시스템을 제안한다. 넷째, Matrix Puzzle기법과 OTP를 조합으로 보다 안전한 키 전송을 제안한다.

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A Mathematical Puzzle Program on Internet (인터넷상에서 수학 퍼즐 프로그램의 연구)

  • Lee Jeong Jae
    • Journal of Elementary Mathematics Education in Korea
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    • v.7 no.1
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    • pp.95-101
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    • 2003
  • Information-oriented society will be developed more rapidly with internet. In this trend, many foreign countries support research on mathematics education using information technology that is also needed in this country. This article shows a mathematical puzzle database related to mathematics education using Java script to be activated on internet service.

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The flip-flap puzzle flap: Another recycling option

  • Gandolfi, Silvia;Carloni, Raphael;Gilleron, Matthieu;Bonmarchand, Albane;Auquit-Auckbur, Isabelle
    • Archives of Plastic Surgery
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    • v.46 no.2
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    • pp.176-180
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    • 2019
  • Post-traumatic soft tissue defects sometimes require sequential flap coverage to achieve complete healing. In the era of propeller flaps, which were developed to reduce donor site morbidity, Feng et al. introduced the concept of the free-style puzzle flap, in which a previously harvested flap becomes its own donor site by recycling the perforator. However, when a perforator cannot be found with a Doppler device, we suggest performing a new type of flap, the flip-flap puzzle flap, which combines two concepts: the free-style puzzle flap and the flip-flap flap described by Voche et al. in the 1990s. We present the cases of three patients who achieved complete healing through this procedure.

Simulation of Entropy Decrease in Puzzle Game Play (퍼즐 게임 플레이에 나타난 엔트로피 감소의 시뮬레이션)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.19-30
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    • 2013
  • This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In , through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In , player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.

Analysis of Students' Mathematical Thinking Characteristics Appeared in the Process of Searching for All type of Triangle that Can be Made with Sphinx Puzzle (스핑크스퍼즐로 모든 삼각형 해법 찾기 과제에서 나타나는 학생들의 수학적 사고 특성 분석)

  • Bang, Sin Young;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.1
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    • pp.165-184
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    • 2013
  • In order to utilize Sphinx Puzzle in shape education or deductive reasoning, a lesson employing Dienes' six-stage theory of learning mathematics was structured to be applied to students of 6th grade of elementary school. 4 students of 6th grade of elementary school, the researcher's current workplace, were selected as subjects. The academic achievement level of 4 subjects range across top to medium, who are generally enthusiastic and hardworking in learning activities. During the 3 lessons, the researcher played role as the guide and observer, recorded observation, collected activity sheet written by subjects, presentation materials, essays on the experience, interview data, and analyzed them to the detail. A task of finding every possible triangle out of pieces of Sphinx Puzzle was given, and until 6 steps of formalization was set, students' attitude to find a better way of mathematical deduction, especially that of operational thinking and deductive thinking, was carefully observed and analyzed.

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