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History of mathematical modeling on the Black-Out Game (흑백게임의 역사와 수학적 모델링)

  • Kim, Duk-Sun;Ryu, Chang-Woo;Song, Yeong-Moo;Lee, Sang-Gu
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.53-74
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    • 2009
  • Black-out Game(Lightout, Merlin Game, ${\sigma}$+Game) is an interesting game on the chessboard, when you click a button with black or white color, it changes color of itself and other buttons who shares edges. With this rule, we win the game when we have a chessboard with all same color after we click some of the buttons of it. Pretty much of research has been made on founding the winnable strategy for this type of game. In this paper, we first introduce a history of mathematical modeling on this game. Then we develop an algorithm to offer a winnable blackout game of any size. Our tools also show our new algorithm works. Finally, we show how we can use this game in mathematics education.

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Characteristics of Jeogori Found in the Gwan-eum Bodhisattva Statue in Bogwang Temple of Goryeo Dynasty (보광사 고려시대 관음보살좌상(觀音菩薩坐像) 복장(腹藏) 저고리의 특성)

  • Park, Yoon-Mee
    • Journal of the Korean Society of Costume
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    • v.59 no.10
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    • pp.1-9
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    • 2009
  • One piece of Jeogori and several books of the Goryeo dynasty were found inside of the wooden Buddhist Goddess of Mercy Statue of the Bogwang temple and they were designated as national treasure of Korea, No. 1571. The jeogori was the Jeogsam as the kind of underwear and conjectured as for women by considering its size. The collar of the jeogori was 3cm-wide square-shaped collar without gussit and the sleeve was close to straight line. Also the jeogori was designed without breast ties and could be adjusted by knot button. The fabrics for the jeogori showed similar pattern as complex silk gauze in 1302. It has not been reported yet that the complex silk gauze was used for the Jeogsam from Goryeo Dynasty to Joseon Dynasty. Comparing the Jeogori of the Bogwang temple to those of Goryeo Dynasty, it can be appropriately estimated as the remains of the Goryeo Dynasty since its shape and materials are very similar to those found in the Jeogori's of the Goryeo Dynasty and it was found between the books of the Goryeo Dynasty inside of the knee part of the wooden Buddhist Goddess of Mercy Statue of the Bogwang temple. Although only one piece of Jeogori was found, it's importance in cultural value or in the study of the fabric history cannot be underestimated considering the fact that the Jeogories of the Goryeo Dynasty are scarce, and that the used fabric was not commonly used complex silk gauze, and especially that this Jeogori is the only existing Jeogsam made of complex silk gauze.

Design of Image Recognition Module for Face and Iris Area based on Pixel with Eye Blinking (눈 깜박임 화소 값 기반의 안면과 홍채영역 영상인식용 모듈설계)

  • Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.21-26
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    • 2017
  • In this paper, an USB-OTG (Uiversal Serial Bus On-the-go) interface module was designed with the iris information for personal identification. The image recognition algorithm which was searching face and iris areas, was proposed with pixel differences from eye blinking after several facial images were captured and then detected without any activities like as pressing the button of smart phone. The region of pupil and iris could be fast involved with the proper iris area segmentation from the pixel value calculation of frame difference among the images which were detected with two adjacent open-eye and close-eye pictures. This proposed iris recognition could be fast processed with the proper grid size of the eye region, and designed with the frame difference between the adjacent images from the USB-OTG interface with this camera module with the restrict of searching area in face and iris location. As a result, the detection time of iris location can be reduced, and this module can be expected with eliminating the standby time of eye-open.

A Study Concerning Analysis of Arousal State of locomotive Engineering During Operating Train (열차 운행 중인 기관사의 각성상태 분석에 관한 연구)

  • Yang, Heui-Kyung;Lee, Jeong-Whan;Lee, Young-Jae;Lee, Jae-Ho;Lim, Min-Gyu;Baek, Jong-Hyen;Song, Yong-Soo
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.61 no.6
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    • pp.891-898
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    • 2012
  • The study for the passenger's comfortableness of vehicles and the arousal of car drivers has been done widely. On the other hand, there are few studies for the locomotive engineers. Human error means that the mistakes made by human, recently it receives attention in the field of safety engineering and human engineering. Comparing the operating condition of train with car, because of the simplification of the visual stimulus, the arousal level on the train goes down easily. The arousal level down makes judgement down, the accident risk from human error is getting bigger. In this study, we measured bio-signals(ECG, EDA, PPG, respiration and EEG) from 6 locomotive engineers to evaluate their arousal state while they operated the train. Also we recorded the 3 axes acceleration signal showing the vibration state of train. Also, the existence of tunnels were simultaneously measured. At the station section where the train speed goes down, the size of vector's sum decreases because of reduced vibration. Beta component in EEG tends to increase at the entering point of each station and tunnel. It is due to the arousal reaction and tension growth. The mean SCR(skin conductance response) was more increased in neutral section. As the button control movement (body movement) increases in the neutral section, it is appeared that SCR increase. RR interval tends to gradually increase during train operation for 1 hour 40 minutes. However, It tends to sharply decrease at the stop station because strong concentration needed to stop train on the exact point. The engineer's arousal reaction can be checked through analysing the bio-signal change during train operation. Therefore, if this analysing result is adopted to the sleepiness prevention caution system, it will be useful for the safety train operation.

A Comparison of Spot Weldability with Electrode Force Changes in Surface Roughness Textured Steel (가압력 변화에 따른 표면조도처리 강판의 저항 점 용접성 비교)

  • Park, Sang-Soon;Park, Yeong-Do;Kim, Ki-Hong;Choi, Yung-Min;Rhym, Young-Mok;Kang, Nam-Hyun
    • Journal of Welding and Joining
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    • v.26 no.2
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    • pp.75-84
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    • 2008
  • With the development of surface roughness textured steel for automotive body-in-white assemble, one of key issues is to understand the role of the surface roughness in textured steel sheets. To investigate effect of surface roughness on weldability in prepared steels, electrode force was varied. Steel sheets (T-H) with high surface roughness ($Ra\;=\;1.94\;{\mu}m$) reduced electrode life. It was attributed to the higher contact resistance at the electrode-sheet interface in the presence of the high surface roughness. The increased electrode diameter decreased current density, therefore reducing weld electrode life due to small weld button size. When an increased electrode force was used, a significant increase in the electrode life was observed in welding of high surface roughness steel sheet. This study suggested that contact resistance at the electrode-sheet interface was the dominant factor, as compared to the sheet-sheet interface for determining electrode life in welding of surface roughness textured steel.

A Study on the Construction of Court Dresses in the Daehan Empire - focused on the coat pattern - (대한제국기 문관 대례복 제작에 관한 연구 - 상의 패턴을 중심으로 -)

  • Lee, Kyung-Mee
    • Journal of the Korean Society of Costume
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    • v.63 no.6
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    • pp.56-68
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    • 2013
  • A purpose of this study is to do fundamental research of construction of coat patterns in the Daehan Empire in order to make replicas of the costumes. This study is composed of literature research, investigation of artifacts, and experiment of pattern making. The results of this study are as follows. First, even if the 15th Court Dress Rules regulated color, fabric, number of flower, width of braid, and size of button, there was no regulation regarding the shape of the coat. The analysis of the photos in those periods shows that the style of the tailcoat was different from that of today in the length of the front, the shape of breast and collar. Second, six artifacts in the collection showed that the shoulder line and the sideline were located on the further rear side than the current tailcoat. This can be confirmed in the western and Japanese pattern book, and especially the pattern drafting method in the books published in Japan in 1900s is different from current one in setting base lines of front bodice and back bodice. As a result, based on several experiments, this study proposes how to make coat patterns. The shoulder line, the sideline, and the princess line should be located in the back of the dress similar to the shape of swallowtail coats of 1900s. The front bodice should be constructed without the composition line in order to add embroidery on it. The collar, which shape looks like long half moon, should form V-shape neckline in the front breast when adjusting dress. The sleeves should be constructed top and down, and it should curve more than the modern design.

The Actual Wearing Condition for the Uniform of Pediatric Inpatient (소아환자복의 착의실태에 관한 연구)

  • Kim, Mi Sung;Lee, Jeong Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.11
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    • pp.1197-1207
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    • 2012
  • This study provides information for the design of pediatric inpatient uniforms with functionality and aesthetic beauty through a questionnaire-survey of the conditions of providing, wearing, preferences and improvement requirements for pediatric inpatient uniforms. As a result of the survey, intravenous injections were mostly given on the back of the hand, and the method of changing uniforms after intravenous injections was (in most cases) to pass the injection bottle through a sleeve or pant leg while the needle is inserted. The respondents answered that the sleeve length and pant length did not match. As a result of the preference of the pediatric inpatient design survey, respondents indicated they preferred pajama type, yellow color and medium size animal patterns. A similar ratio of set-in and raglan with no collar but with 3/4 length sleeve of round neck, front end, sleeve top opening, button closing and two pockets were preferred for shirts; however, a 3/4 length with rubber string on the waist, no opening and inner opening were preferred at the same ratio for pants. As for the method to adjust the length to assign functionality to pediatric inpatient uniforms, the most preferred sleeve was a roll-up sleeve with a strap and the most preferred pants were length adjusted pants that used a strap for both shirts and pants with a both sides strap. In addition, the majority of the respondents answered that a hand wrapper that protects the injection location during intravenous injections needs be developed. As for the development type, a half glove type and glove type were preferred in sequential order.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.28-32
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    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

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Development of a Prototype System for Active Emergency Call Services (능동적 응급 호출 서비스 시스템 프로토타입 개발)

  • Han, Won-Hee;Song, Eun-Ha;Han, Sung-Kook;Jeong, Young-Sik
    • Journal of Korea Multimedia Society
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    • v.11 no.7
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    • pp.1016-1024
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    • 2008
  • In this paper, we designed and implemented the ACE(ACtive Emergency call service system) system for emergency call service actively. ACE system has two physical components; E-Device(Emergency Mobile Device) and E-Server(Emergency Server). The role of E-Device is the mobile device in order to call emergency by using mild handi-capped, the elderly and children who are able to communicate theirs intention to another. E-Server is the server for management E-devices with realtime monitering. E-Device will be developed to the portable size for easily mild handi-capped, the elderly and children. When they need the service of emergency call, the button of E-device can be used and the call signal is transmitted to the emergency office and the guardian through Internet and CDMA. E-server should be developed the integrated control system for management of E-Devices basically. And it also supported to realtime monitoring of E-devices with respect to high quality of emergency call service for rise the efficiency.

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