• Title/Summary/Keyword: PUZZLE

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A Study on the Effect of playing Number Puzzle to Develop Mathematical Creativity and Creative Attitude in Mathematics for 6th Grader (숫자퍼즐 활동이 초등학교 6학년 학생들의 수학적 창의성과 수학에서의 창의적 태도에 미치는 영향)

  • Baek, Tae Jin;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.21 no.2
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    • pp.93-109
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    • 2018
  • The purpose of this study is to develop the number puzzle program and the mathematical creativity test and to analyze the effects of the mathematical creativity and the creative attitude in mathematics. To accomplish this aim, the six-grade students elementary school of thirty-six participated and this students participated Magic square, Sudoku, KenKen Puzzle activities in to the morning activity time for 30 minutes every morning and the pre-test of before activity and the post-test of after activity were collected. The number puzzle activity helps improve the mathematical creativity and the creative attitude in mathematics of the elementary school students and improve the mathematical creativity of for female students rather than for male students.

Vision-Based hand shape recognition for a pictorial puzzle (손 형상 인식 정보를 이용한 그림 맞추기 응용 프로그램 제어)

  • Kim, Jang-Woon;Hong, Sec-Joo;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.801-805
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    • 2006
  • In this paper, we describe a system of controlling the pictorial puzzle program using information of hand shape. We extract hand region using skin color information and then principal component analysis uses centroidal profile information which comes blob of 2D appearance for hand shape recognition. This method suit hand shape recognition in real time because it extracts hand region accurately, has little computation quantity, and is less sensitive to lighting change using skin color information in complicated background. Finally, we controlled a pictorial puzzle with using recognized hand shape information. This method has good result when we make an experiment on application of pictorial puzzle. Besides, it can use so many HCI field.

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A Study on the Fire Hazards of Puzzle Mats in Group Day Care Home (놀이방 퍼즐매트의 화재위험성에 관한 연구)

  • Park, Hyung-Ju
    • Journal of the Korean Society of Safety
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    • v.23 no.5
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    • pp.73-78
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    • 2008
  • The fire hazards and combustion heat of puzzle mats in group day care home were analysed using variable external irradiation level. The fire hazards such as ignition time, ignition temperature, mass loss rate, and flame temperature profile were measured. Incident heat fluxes of $15kW/m^2$, $20kW/m^2$, $25kW/m^2$, $35kW/m^2$, $50kW/m^2$ and $75kW/m^2$ were selected for these experiments. All samples were tested in the horizontal orientation and were wrapped in a single layer of aluminium foil. Each sample was nominally 20mm thick and 100mm square. Five samples of puzzle mat were tested in the study : Type A, B, C, D and E. Type A, B and C are all general grades whereas Type D and E are both Flame retardant grades. As results, Type E of FR-grade showed the best characteristics in safety of the early fire from ignition time, critical heat flux, and ignition and flame temperature data of this study. All specimen of G-grade(Type A, B and C), however, showed the weak in safety of fire.

A Study on the Burning Rate of Puzzle Mats (퍼즐매트의 연소속도에 관한 연구)

  • Park, Hyung-Ju
    • Journal of the Korean Society of Safety
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    • v.23 no.6
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    • pp.84-90
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    • 2008
  • The mass loss rate and heat release rate of puzzle mats were analysed using variable external irradiation level. Five samples of puzzle mat were tested in this study : Type A, B, C, D and E. Type A, B and C are all general grades whereas Type D and E are both Flame retardant grades. Incident heat fluxs of $25kW/m^2$, $35kW/m^2$, $50kW/m^2$ and $70kW/m^2$ were selected for these experiments. All samples were tested in the horizontal orientation and were wrapped in a single layer of aluminum foil. Each sample was nominally 20mm thick and 100mm square. The combustion heat and mass loss rate were carried out from Oxygen bomb calorimeter and mass loss calorimeter according to ISO 5660-1 respectively. Heat release rates were calculated using the equation ${\dot{Q}}=A_f{\dot{m}}"_X{\Delta}H_c=0.75A_f{\dot{m}}"{\Delta}H_c$. where $A_f$ is the horizontal burning area of the sample, $\dot{m}"$ is mass loss rate per unit area, ${\Delta}H_c$ is complete heat of combustion and 0.75 is combustion efficiency.

A Recognition of Traffic Safety Signs Using Japanese Puzzle (Japanese Puzzle을 이용한 교통안전 표지판 인식)

  • Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.416-421
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    • 2008
  • This paper realizes a system that recognizes traffic safety signs by applying the principle used for game in reverse. The game used for this paper is one that expresses the shape of temporary objects intended by the maker when the maker sees the numerical image provided on (x, y) coordinates and then expresses it on the mesh. After separating the traffic safety sign image from the input image, the system is realized by outputting the content of the sign into letters by recognizing the forms and colors constituting the sign using the puzzle game above. Our system has fast process time and better rate of recognition than the existing system with black-and-white image processing and recognition without any penciling progress.

Feldstein-Horioka Puzzle in Thailand and China: Evidence from the ARDL Bounds Testing

  • RUANKHAM, Warawut;PONGPRUTTIKUL, Phoommhiphat
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.9
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    • pp.1-9
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    • 2021
  • This study aimed to investigate the existence of the Feldstein-Horioka (1980) puzzle in international macroeconomics by applying the conditional Autoregressive Distributed Lag (ARDL) model to examine the long-run relationship between national savings and investments in Thailand and China. The input of this study relied on annual national savings and investments as a fraction of GDP during 1980-2019 which was collected from China National Bureau of Statistics (NBS) and Thailand National Economic and Social Development Council (NESDC). Hypothetically, Augmented Dickey-Fuller (ADF) and Phillips-Perron (PP) unit root tests were applied to test the stationary properties and to investigate the integration level of selected time series. The empirical results, confirmed by cumulative sum (CUSUM) and cumulative sum square (CUSUMSQ), maintained no serial correlation and structural break problems. The finding of this study suggested that the Feldstein-Horioka puzzle in Thailand did not exist significantly. Thailand's national savings and investments nexus was independent, following the classic economic idea that financial liberalization, or perfect capital mobility, allowed national savings and investments to flow freely to countries with better interest rates. Whereas, a strong significant correlation was found in the case of China during the fixed exchange rate regime switching in 1994 and post WTO participation after 2001-2019.

Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.364-365
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    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

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A Development and Application of Puzzle-Based Computer Science Learning Contents for Pre-service Teachers (초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용)

  • Oh, Jungcheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.391-400
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    • 2014
  • In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

Development and Application of a Program Using Sphinx Puzzle for the Mathematically Gifted Elementary Students (초등수학영재를 위한 스핑크스 퍼즐 프로그램 개발과 적용사례)

  • Hwang, Ji Nam
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.37-57
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    • 2017
  • In terms of making more various geometrical figures than existing Tangram, Sphinx Puzzle has been used as a material for the gifted education. The main research subject of this paper is to verify how many convex polygons can be made by all pieces of a Sphinx Puzzle. There are several previous researches which dealt with this research subject, but they did not account for the clear reasons on the elementary level. In this thesis, I suggest using unit area and minimum area which can be proved on the elementary levels to account for this research subject. Also, I composed the program for the mathematically gifted elementary students, regarding the subject. I figured out whether they can make the mathematical justifications. I applied this program for three 6th grade students who are in the gifted class of the G district office of education. As a consequence, I found that it is possible for some mathematically gifted elementary students to justify that the number of convex polygons that can be made by a Sphinx Puzzle is at best 27 on elementary level.

A Study on the 3D-Puzzle Security Policy in Integrated Security System Network (통합보안 시스템 망 내 3차원-Puzzle 보안정책에 관한 연구)

  • Seo, Woo-Seok;Jun, Moon-Seog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.4
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    • pp.425-434
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    • 2010
  • This study shows a limit to attacks that the prevention system, which is used as the mutual third aggressive packet path between open heterogeneous networks and applies prevention techniques according to the trace like IP tracking and attack methods, can prevent. Therefore, the study aims to learn information of constant attack routing protocol and of the path in network, the target of attack and build a database by encapsulating networks information routing protocol operates in order to prevent source attack paths. In addition, the study is conducted to divide network routing protocols developed from the process of dividing the various attack characters and prevent various attacks. This study is meaningful in that it analyzes attack path network and attacks of each routing protocol and secure exact mechanism for prevention by means of 3D-Puzzle, Path, and Cube of the integrated security system which is an implementation method of integrated information protection for access network defense.