• Title/Summary/Keyword: iPUZZLE

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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 Study on DRM System using Puzzle Authentication Protocol (퍼즐 인증 프로토콜을 이용한 DRM 시스템에 관한 연구)

  • Jung, Young-Hoon;Lee, Kwang-Hyoung;Yeon, Min-So;Jun, Moon-Seog
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.199-202
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    • 2007
  • In this paper, I suggest that as follow. First, it is the algorithm to transmit the encryption key which use ${\ast}$ N Puzzle method more safe than the existing One-path XOR method. Second, it does provide the high quality of security than the existing system because it does not save the generated puzzle to the setter side. Third, it does support the client decryption system which can decrypt the puzzle with OPT in decryption with client side. Fourth, it does adopt more of the safe tansmission method with the compound of ${\ast}$ N Puzzle method and OPT.

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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.

Puzzle Heuristics: Efficient Lifelong Multi-Agent Pathfinding Algorithm for Large-scale Challenging Environments (퍼즐 휴리스틱스: 대규모 환경을 위한 효율적인 다중 에이전트 경로 탐색 알고리즘)

  • Wonjong Lee;Joonyeol Sim;Changjoo Nam
    • The Journal of Korea Robotics Society
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    • v.19 no.3
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    • pp.281-286
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    • 2024
  • This paper describes the solution method of Team AIRLAB used to participate in the League of Robot Runners Competition which tackles the problem of Lifelong Multi-agent Pathfinding (MAPF). In lifelong MAPF, multiple agents are tasked to navigate to their respective goal locations where new goals are consecutively revealed once they reach initial goals. The agents need to avoid collisions and deadlock situations while they navigate to perform tasks. Our method consists of (i) Puzzle Heuristics, (ii) MAPF-LNS2, and (iii) RHCR. The Puzzle Heuristics is our own algorithm that generates a compact heuristic table contributing to reduce memory consumption and computation time. MAPF-LNS2 and RHCR are state-of-the-art algorithms for MAPF. By combining these three algorithms, our method can improve the efficiency of paths for all agents significantly.

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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The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Small creatures can lift more than their own bodyweight and a human cannot-an explanation through structural mechanics

  • Balamonica, K;Jothi Saravanan, T.;Bharathi Priya, C.;Gopalakrishnan, N.
    • Biomaterials and Biomechanics in Bioengineering
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    • v.4 no.1
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    • pp.9-20
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    • 2019
  • Living beings are formed of advanced biological and mechanical systems which exist for millions of years. It is known that various animals and insects right from small ants to huge whales have different weight carrying capacities, which is generally expressed as a ratio of their own bodyweights i.e., Strength to Bodyweight Ratio (SBR). The puzzle is that when a rhinoceros beetle (scientific name: Dynastinae) can carry 850 times its own bodyweight, why a man cannot accomplish the same feat. There are intrinsic biological and mechanical reasons related to their capacities, as per biomechanics. Yet, there are underlining principles of engineering and structural mechanics which tend to solve this puzzle. The paper attempts to give a plausible answer for this puzzle through structural mechanics and experimental modeling techniques. It is based on the fact that smaller an animal or creature, it has larger value of weight lifting by self-weight ratio. The simple example of steel prism model discussed in this paper, show that smaller the physical model size, larger is its SBR value. To normalize this, the basic length of the model need to be considered and when multiplied with SBR, a constant is arrived. Hence, the aim of the research presented is to derive this constant on a pan-living being spectrum through size/scaling effect.

A Case Study on Application of the Menu Engineering Technique in Government Offices Contract Foodservice (관공서급식소의 메뉴엔지니어링기법을 적용한 메뉴분석 사례연구)

  • Rho, Sung-Yoon
    • Journal of Nutrition and Health
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    • v.42 no.1
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    • pp.78-96
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    • 2009
  • The purpose of this study was to analyze and evaluate the menu served in government offices foodservice by using Kasavana & Smith's Menu-Engineering. Sales and food costs were collected from the daily sales reports for a year from Jan 2 to Dec 31 in 2007. Calculation for menu analysis and customer's data were done by computer using the MS 2003 Excel spreadsheet program and SPSS 12.0 package program. Menu mix% (MM%) and unit contribution margin were used as variables by Kasavana & Smith. Four possible classifications by Menu-Engineering technique were turned out as 'STAR', 'PLOWHORSE', 'PUZZLE', 'DOG'. The main menus served during a year were 128 dishes and about 141 peoples visited this restaurant daily. The mean age of the men was $44.1\;{\pm}\;6.3$, women were $32.7\;{\pm}\;6.4$ and showed that was statistically higher than that of women (p < .0001). The rates of STAR menus were 'Western style (75.0%)', 'guk/tang-ryu (48.1%)', 'jjigae/ jeongol-ryu (23.1%)', 'bap-ryu (17.2%)' in sequence. There were no STAR menus in gui/jorim/jjim-ryu. PLOWHORSE menus were 'gui-ryu (75.0%)', 'guk/tang-ryu (29.6%)', 'bap-ryu (27.6%)' in sequence. There were no PUZZLE or DOG menus in 'jjigae/jeongol-ryu'. PUZZLE menus were 'jorim/jjim-ryu and Myeonryu (each 33.3%)', 'bap-ryu (31.0%)' in sequence. PUZZLE menus were a lots of 'Chinese food (75.0%)' and 'myeonryu (55.6%)'. This study provides the basic data based on regularly menu analysis method applied the scientific menu analysis techniques in government offices food services, I'd like to suggest that the menu management must be done based on the necessity and result of menu analysis according to the seasonal and middle, long-term plans.

Kripke's Theory of Truth and the Liar Paradox

  • Kim, Doe-Sik
    • Korean Journal of Logic
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    • v.7 no.1
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    • pp.67-83
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    • 2004
  • The purpose of this paper is to defend Kripke's theory of truth from Simmons' objection. First after introducing various sorts of the liar paradox, briefly I explain Tarski's attempt to solve the puzzle. Then, I outline Kripke's solution by using the concept of 'fixed point'. Simmons offers an interesting objection against Kripke's solution. He uses a diagonal argument in his attack to Kripke's idea. I claim that Simmons seem to use 'exclusion negation' in refuting Kripke. I think, however, there is an alternative interpretation, which is 'choice negation'. With using choice negation, I maintain that Kripke's theory of ruth can be defended from Simmons' objection.

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Extragalactic Globular Cluster Systems and Galaxy Formation

  • Yoon, Suk-Jin
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.27-27
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    • 2014
  • The past three decades have witnessed a renaissance in the field of extragalactic globular clusters (GCs). GC systems have now been investigated in galaxies ranging from dwarfs to giants and spanning all the morphological types. Detailed studies of GCs provide strong constraints on galaxy formation that can be obtained in the near-field. In this talk I will review some of the pivotal studies performed with the HST and large ground-based telescopes and state-of-the-art simulations. Also, I will attempt to introduce my new solution to a long-standing puzzle in this field----the origin of GC bimodality in color. I will show that the theory gives a simple, cohesive explanation for the key observations of extragalactic GCs. The implication of the results will be discussed in the context of formation of GC systems and their parent galaxies.

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