• Title/Summary/Keyword: "The Lottery"

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Sensorless Control of High-Speed BLDC (고속 BLDC 전동기의 센서리스 제어)

  • Cho, Heung-Hyeon;Kim, Won-Bae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.3
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    • pp.503-512
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    • 2020
  • The products using blowers include hand dryers, automatic car washers, dryers, and vacuum cleaners. The features of these products require a structure and control algorithm so that a strong wind is blown out at the moment. Electric motors according to the existing excitation method include a direct winding type, a decentralized type, a lottery type, and a permanent magnet type. Conventional electric motors have a disadvantage when the starting current is large during high-speed rotation and the number of rotations is irregular. In order to improve this, research on high-speed BLDC motor control has designed 800W-class high-speed BLDC motor control and circuit through driving circuit design, sensorless control algorithm, simulation, experiment, etc., and more than 95% high efficiency evaluation method of driving performance of controller, prototype experiments and verification were studied.

Use of New Fibers for the Development of Security Paper (특수섬유를 이용한 보안용지의 개발)

  • Jung, Sun-Young;Gil, Sang-Hyuk;Kim, Young-Wook;Seo, Yung-Bum
    • Journal of Korea Technical Association of The Pulp and Paper Industry
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    • v.44 no.1
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    • pp.16-23
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    • 2012
  • Use of security papers for monetary papers, gift certificates, and lottery tickets increases every year. As the use of security papers increase, there are more possibility of counterfeits. In this study, we used unique fibers from the sea to increase the difficulties against counterfeiting. The red algae fibers give opacity as much as calcium carbonates, and have unique shape in length ($500{\sim}900\;{\mu}m$) and width ($1{\sim}4\;{\mu}m$) to be discerned from other natural fibers such as wood and cotton fibers. We mixed red algae fibers to wood fibers in a series of fixed ratios to make single and multiply papers for making security papers. Paper with dyed red algae fibers were also used. Paper made without fillers gave enough opacity for printing when red algae fibers were used more than 20% of the fiber furnish. Those properties may allow red algae fibers to be a potential candidate for fiber raw materials of security paper.

Pragmatic Assessment of Optimizers in Deep Learning

  • Ajeet K. Jain;PVRD Prasad Rao ;K. Venkatesh Sharma
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.115-128
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    • 2023
  • Deep learning has been incorporating various optimization techniques motivated by new pragmatic optimizing algorithm advancements and their usage has a central role in Machine learning. In recent past, new avatars of various optimizers are being put into practice and their suitability and applicability has been reported on various domains. The resurgence of novelty starts from Stochastic Gradient Descent to convex and non-convex and derivative-free approaches. In the contemporary of these horizons of optimizers, choosing a best-fit or appropriate optimizer is an important consideration in deep learning theme as these working-horse engines determines the final performance predicted by the model. Moreover with increasing number of deep layers tantamount higher complexity with hyper-parameter tuning and consequently need to delve for a befitting optimizer. We empirically examine most popular and widely used optimizers on various data sets and networks-like MNIST and GAN plus others. The pragmatic comparison focuses on their similarities, differences and possibilities of their suitability for a given application. Additionally, the recent optimizer variants are highlighted with their subtlety. The article emphasizes on their critical role and pinpoints buttress options while choosing among them.

Analysis of Loot Box System in Overwatch (오버워치 루트 박스 시스템 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.95-104
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    • 2018
  • This study analyzes the system of Loot Box in Overwatch, FPS genre game produced by an American company Blizzard. Currently, one of the most controversial issues in the recent industry is "Probability-Type Item" that game users purchase high-end game items as a form of lottery. As this study examines a foreign case of Loot Box that is similar to Probability-Type Item, it would show how it is constructed and does legal approaches. Throughout this, it not only analyzes pros and cons of the Loot Box system, but also provides thought-provoking messages for the issue of the Probability-Type Item.

The Roles of Money's Pride and Surprise Tag on the Use of Money

  • Liu, Cong;Choi, Nak Hwan
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.1-31
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    • 2015
  • The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.

Pain perception in 4-6-year-old children following intraoral dental injection with 26 and 31-gauge needles: a randomized controlled trial

  • Sneharaj N;Akhilesh Sharma;Madhusudhan Kempaiah Siddaiah;Priya Subramaniam
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.24 no.2
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    • pp.101-108
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    • 2024
  • Background: Administering anesthesia in dentistry can be distressing for patients, especially those with dental fear and anxiety. Needle pain during local anesthesia is a common concern in intraoral procedures. This study aimed to compare pain perception in 4-6-year-old children following intraoral dental injections with 26- and 31-gauge needles. Methods: Fifty healthy children were divided according to age into Group I (N = 25; 4-5 years) and Group II (N = 25; 5-6 years). Each group was further subdivided according to the needle gauge as follows: Group IA (26 gauge), Group IB (31 gauge), Group IIA (26 gauge), and Group IIB (31 gauge). Using a lottery method, the gauge of the needle to be used at the first visit for local anesthesia administration was selected. Children's reactions to pain were evaluated using a Modified Behavioral Pain Scale. Immediately after administration of local anesthesia, pain perception was evaluated using the Faces pain rating scale. In the subsequent visit, another needle gauge was used to administer local anesthesia, and the previously described evaluations were performed. At the third appointment, the child was shown both syringes and asked to choose one of the syringes they preferred, and the choice was noted. Results: When local anesthesia was administered using a 31-gauge needle, pain perception was similar between the two groups. In group II, the children demonstrated significantly higher arm and leg movements (P = 0.001). However, the difference was significant in group I alone (P < 0.001). Conclusion: Irrespective of age, anesthesia with a 31-gauge needle resulted in significantly lower pain perception than anesthesia with a 26-gauge needle.

Comparison of VMD and 1,2-indanedione(SOON-100) for the Development of Latent Fingerprints on Thermal Paper (VMD와 1,2-indanedione(SOON-100)의 감열지 잠재지문 현출 효과 비교)

  • Jo, Hyunjin;Lee, Seon-Min;Yu, Je-Seol
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.333-341
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    • 2020
  • Since thermal paper is widely used in daily life such as convenience store receipts, lottery tickets and ATM receipts, it is important to develop fingerprints on thermal papers because it can be easily found in crime scenes. This study compared the ability of fingerprint development between vacuum metal deposition(VMD) and 1,2-indanedione(SOON-100) in order to evaluate the effectiveness of VMD, which some literatures have stated to be effective in thermal papers. As a result, in the case of SOON-100, clear ridges of fingerprints that enable individual identification were observed after an hour of deposition, although the fresh fingerprints were faint. In the case of VMD, the fingerprints gradually spread and the quality of the ridges deteriorated rapidly after 6 hours of deposition. This results is consistent with the principle of VMD. Considering the principles of VMD and the characteristics of the surface of thermal paper, VMD is not suitable for the development of potential fingerprints on the thermal paper.

The Study about Library Fund program for the expansion of Library Finance (도서관 재정확충을 위한 기본조성에 관한 연구)

  • Choi Yong-Kwan
    • Journal of Korean Library and Information Science Society
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    • v.30 no.1
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    • pp.193-217
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    • 1999
  • This study is intended to find out the possible ways for the expansion of Library Finance. With this necessity, it is indicated three sources, such as governmental. fund from other endowments, public donation, which is stated as the subsidy sources in the 'Library Law', and issuing lotteries as well. Firstly, it is suggested collecting governmental funds, included in budget sheet every year, to the amount of a ten billion won. Secondly, it is indicated the ways to collect funds to the amount of a five billion won respectively from other endowments, such as Korea Raising Association Fund under the jurisdiction of the Minister of Culture and Tourism, Information Promotion Fund, on the basis of statistical data, materials of inspection of the administration, and materials released by the government. Third device is to collect funds over a five billion won every year through public donation and lottery. This study is indicated that three devices to raise the library fund for the expansion of Library Finance to the amount of a hundred and twenty billion won in total as mentioned above.

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Customer Attraction Effects of Restaurant Promotion for Kids (외식업체의 어린이 대상 판매촉진 유형별 고객유인효과 분석)

  • Yoon, Su-On;Shin, Seo-Young;Yang, Il-Sun
    • Journal of the Korean Home Economics Association
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    • v.46 no.10
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    • pp.107-117
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    • 2008
  • The purpose of this study was to analyze customer attraction effects of restaurant promotion for kids. The questionnaires were distributed to 300 parents who have children under 12 years old and a total of 269 questionnaires were collected and used in analysis(usage rate 90.0%). The data was analyzed using SPSS 12.0 for descriptive analysis and paired t-test. The major results were as follows; First, customers mainly got information on coupon from mail. In case of premium and membership, the information was obtained when customers were visiting restaurants. Second, among the types of promotion for kids, coupon was mostly preferred by customers. 'Discount coupon' for the coupon, 'free gift' for the premium and 'pay-back' program for the membership were more preferable than other types of kids promotion. Third, A 'discount coupon' was more effective than 'free coupon'(p<.0l) in term of customer inducement. In case of premium, 'free gift' was more effective than 'lottery'(p<.05) and in case of membership, the customer attraction effect was not significantly different according to the types of membership. In case of coupon and membership, it was more effective in family restaurant than fastfood restaurant(p<.05), but the effect of premium was not significantly different in family vs fastfood restaurant. The results of the study revealed that 'coupon' was the most preferred type of promotion for kids and specifically customers preferred 'discount coupon', 'free gift' and 'pay-back program'.

Hedonic consumption and consumer's choice under the windfall gains (쾌락적 소비와 일시소득에서의 소비자의 선택)

  • Seol, MooGone;Kim, YoungKyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.83-100
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    • 2022
  • In marketing, the thematic conceptual study related to hedonic consumption with product symbolism contributed to symbolic consumerism and its hedonic experience. Researching how consumers deal with expectations for unexpected income or windfall gains helps understand what makes them enjoy experiences. This paper discusses the trade-off relationship between hedonic and utilitarian consumption. it aims to determine when and why people choose hedonic (pleasant) or utilitarian (material) products under windfall gains. We suggested five hypotheses, and through a series of experiments, respondents preferred hedonic to utilitarian goods when lottery amounts increased and the probabilities did not discriminate between two products. the preference order was not discriminated in the hedonic, utilitarian goods. the shape of preference revealed an opposite direction (U vs. invert-U)when the winfall amounts increased. and when the discounting rates varied, the consumers' preference order was expected to change. Subjects selected hedonic goods the most, utilitarian goods second, and cash rewards were the last choice. Therefore, stimulating consumers' hedonism and promoting hedonic experiences might be effective marketing tactics and strategies.