• Title/Summary/Keyword: Puzzles

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Puzzles of Propositional Attitudes:Zalta's Eclectic Solution (명제 태도의 퍼즐들:Zalta 의 타협안)

  • WoosukPark
    • Korean Journal of Cognitive Science
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    • v.6 no.1
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    • pp.31-46
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    • 1995
  • According to the Fregean theory of meaning based on the distinction between sense and reference,the cognitive significance of coreferential names may be distinct or The so-called direct reference theorists. however,claim that unamhbiguous,coreferential names.which have the same denotation from context to context, must have the same cognitive significance.Thereby,Fregean senses,counted as intermediate entities that determine the denotation of a term,are altogether rejected.Once Fregean senses are rejected.however,it is hard to explain why the substitytivity of coreferential names fails in the contexts of propositional attitudes.Thus,the puzzles of propositional attitudes have been the stumbling block for direct reference theorists. Recently, Zalta claimed that by small amendation it is possible to reconcile the conflicting views of Fregeans and the direct reference theorists without losing their important insights.Indeed, he claimed that his suggestion admirably solves the propositional puzzles.In this article,we shall critically examine his eclectic solution only to highlight some of the more basic issues.

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Development of Auto-generation Algorithm for Korean Crossword Puzzle (한글 크로스워드 퍼즐 자동 생성을 위한 알고리즘 개발)

  • Lee Seung-Hee;Kwon Hyuk-Chul;Cho Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.52-61
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    • 2006
  • A crossword puzzle is one of the popular word games around the world in which you work out the answers and write them in the white squares of a pattern of small black and white squares. As the technology of computers develops, some people worked about making and solving crossword puzzle games, which led them to a commercial use. However, almost all of these commercial programs are ones where you do ready-made puzzles with a fixed size because it is very difficult to make puzzles in a certain size, picking up some among a great number of words to fit for them. Furthermore, these programs are only for a very few languages, such as English, French, not for Korean. Accordingly, ore took a look at what should be considered to make an automatic puzzle-generating program for Korean, and in this paper we implemented Korizzle, a system making the puzzles automatically. We introduce the algorithm used for Korizzle and evaluate the its performance.

The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.191-201
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    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

The Indefinite Description Analysis of Belief Ascription Sentences: A Trouble with the Analysis\ulcorner

  • Sunwoo, Hwan
    • Lingua Humanitatis
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    • v.2 no.2
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    • pp.301-319
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    • 2002
  • In a recent paper, I have proposed an analysis concerning propositions and 'that'-clauses as a solution to Kripke's puzzle and other similar puzzles, which I now call 'the Indefinite Description Analysis of Belief Ascription Sentences.' I have listed some of the major advantages of this analysis besides its merit as a solution to the puzzles: it is amenable to the direct-reference theory of proper names; it does not nevertheless need to introduce Russellian (singular) propositions or any other new entities. David Lewis has constructed an interesting argument to refute this analysis. His argument seems to show that my analysis has an unwelcome consequence: if someone believes any proposition, then he or she should, ipso facto, believe any necessary (mathematical or logical) proposition (such as the proposition that 1 succeeds 0). In this paper, I argue that Lewis's argument does not pose a real threat to my analysis. All his argument shows is that we should not accept the assumption called 'the equivalence thesis': if two sentences are equivalent, then they express the same proposition. I argue that this thesis is already in trouble for independent reasons. Especially, I argue that if we accept the equivalence thesis then, even without my analysis, we can derive a sentence like 'Fred believes that 1 succeeds 0 and snow is white' from a sentence like 'Fred believes that snow is white.' The consequence mentioned above is not worse than this consequence.

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A Development of Distinguishing Examination of Liberal Arts and Natural Sciences through using Puzzles (퍼즐을 활용한 문과.이과의 판별 검사지 개발)

  • Byun, Young-Gu;Choi, Jae-Hyuk
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.25-35
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    • 2012
  • This research has a purpose to help academic high school students to choose their own career by developing an examination that distinguishes between liberal arts and natural sciences. Besides an aptitude test, I identified the necessity of a tool for distinguishing liberal arts and natural sciences, using an examination tool that uses puzzles to distinguish liberal arts and natural sciences and conducted the first examination. On the basis of the result of the first examination I made the second examination test, and the algorithm. After conducting the second examination to a variety of target subjects, like academic high school students, university students, and graduate students through the second examination paper and algorithm for distinguishing liberal arts and natural sciences, competent results have been deducted.

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Algorithm for Candidate Clue Decision based on Magic Rule in Kakuro Puzzle (가꾸로 퍼즐에 관한 마법 규칙 기반 실마리 후보 결정 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.103-108
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    • 2024
  • Kakuro puzzles are NP-complete problems where no way to solve puzzles in polynomial time is known. Until now, a brute-force search method or a linear programming method has been applied to substitute all possible cases. This paper finds a magic rule, a rule for box sizes and unfilled numbers according to sum clues. Based on the magic rule, numbers that cannot enter empty cells were deleted from the box for row and column sum clues. Next, numbers that cannot enter the box were deleted based on the sum clue value. Finally, cells with only a single number were confirmed as clues. As a result of applying the proposed algorithm to seven benchmarking experimental data, it was shown that solutions could be obtained for all problems.

Volatility Puzzle, Equity Premium Puzzle, And Mean Reversion; Are They Interrelated Phenomena?

  • Choi, Sung-Sup
    • The Korean Journal of Financial Studies
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    • v.2 no.1
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    • pp.145-158
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    • 1995
  • According to recent empirical studies, there is a systematic pattern in temporal behaviors of asset returns, and that systematic pattern is related to the business cycle. I propose a model which captures this evidence. This is done by considering a state dependent preference structure where state dependency is related to the business cycle. In this setting, the three main puzzles(i.e., the volatility puzzle, the equity premium puzzle, mean reversion) are understood as interrelated behaviors.

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A Vision-Based Jig-Saw Puzzle Matching Method (영상처리 시스템을 이용한 그림조각 맞추기에 관한 연구)

  • 이동주;서일홍;오상록
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.27 no.1
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    • pp.96-104
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    • 1990
  • In this paper, a novel method of jig-saw puzzle matching is proposed using a modifided boundary matching algorithm without a priori knowledge for the matched puzzle. Specifically, a boundary tracking algorithm is utilised to segment each puzzle from low-resolution image data. Segmented puzzle is described via corner point, angle and distance between two adjacent coner point, and convexity and/or concavity of corner point. Proposed algorithm is implemented and tested in IBM PC and PC version vision system, and applied successfully to real jig-saw puzzles.

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Future Elementary School Teacher's Carrying Out Mathematics Classes Using Play-Action Programs (예비초등교사를 대상으로 한 '놀이수학' 수업의 실행)

  • Kim, Sung-Joon
    • Journal of the Korean School Mathematics Society
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    • v.9 no.4
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    • pp.575-595
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    • 2006
  • In this paper, we investigated the effects of mathematics classes using play-action programs in the course of mathematics education of future elementary school teachers. This study was conducted with 43 junior university students who selected 'Play Mathematics' in 2006. All the participants in this course was divided 11 groups. Play-action mathematics programs was consisted of 12 themes. For example, there was tangram, somacube, hexamino, tessellation, geoboard etc. In the beginning of lessons, we investigated theses themes itself through plays, puzzles, games, and computer programs. And next time, we investigated the relationships between these themes and elementary mathematic textbooks(i.e. mathematical contents). In 14th and 15th lessons, all the groups took a project presentation lessons that included all things about play mathematics in all group categories. And they developed two themes of play mathematics in accordance with grades, contents, levels as course tasks. Through this study, three educational effects induced. First, future elementary school teachers have a deep understanding about play-action mathematics. They are interested in these play themes, and take part in these play mathematics programs of their own accord. And they realize that these play themes are related to elementary mathematics. Second, future elementary school teachers' attitude and mind about mathematical are improved after this course. Third, future elementary school teachers comprehend various instruction methods relating to play mathematics. Therefore, we suggest that future elementary school teachers need to have many opportunity to experience and develop a mathematics classes using play mathematics.

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