• Title/Summary/Keyword: Computer puzzle

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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.

Finding a Strategy of the Puzzle using GR(1) Synthesis (GR(1) Synthesis를 이용한 퍼즐의 전략 찾기)

  • Kwon, Ryoung-Kwo;Kwon, Gi-Hwon
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.147-149
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    • 2012
  • 본 논문에서 GR(1) Synthesis를 이용하여 퍼즐의 전략을 찾는 방법과 실험 결과를 기술한다. 먼저 GR(1) Synthesis와 승리 전략을 정형적으로 정의하고, 퍼즐을 어떻게 형식화 할 것인지에 대하여 설명한다. 마지막으로 GR(1) Synthesis를 통해 획득한 승리 전략을 이용하여 GetOut 퍼즐을 해결하고 그 결과에 대하여 말한다.

Design and Development of Serious Puzzle Game for Cognitive Enhancement (인지기능 향상을 위한 기능성 퍼즐게임 설계 및 구현)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.247-248
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    • 2016
  • 본 논문에서는 치매 등 인지기능 저하에 따른 질병을 예방하기 위한 기능성 퍼즐 게임을 설계하고 구현하였다. 치매 등 인지기능 저하에 따른 질병은 고령층에서 주로 나타난다. 이에 따라 게임의 UI와 규칙은 가급적 단순해야 하며, 동시에 기억력과 판단력, 반응속도는 향상시킬 수 있도록 해야 한다. 본 논문에서는 고령층에서도 쉽게 조작할 수 있도록 UI를 단순화시켰으며, 순간적인 인지능력과 단기기억력 및 판단력을 향상시킬 수 있는 색맞추기 퍼즐게임을 설계하고 구현하였다.

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Image Puzzle Game Application for Android (안드로이드 기반의 이미지 퍼즐 게임 어플리케이션)

  • Kwon, Jae-bom;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1097-1099
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    • 2011
  • 최근 스마트폰과 관련한 게임 어플리케이션들이 여가시간이나 자투리 시간 활용에 폭발적인 인기를 누리고 있다. 본 논문은 이러한 환경에서 스마트폰을 이용하여 남, 여 연예인 사진을 가지고 이미지 퍼즐을 풀어 유명 연예인의 사진을 맞추는 이미지 퍼즐 게임을 안드로이드 기반으로 구현하였다. 본 연구에서 개발된 스마트폰 어플리케이션은 스마트폰이 대중화 된 무선 인터넷 시대에서 모든 스마트폰 사용자들이 여가시간을 즐겁게 활용할 수 있도록 설계 및 구현되었다.

Designing of Block-Type Puzzle Assembly Robot Education System without Computer (언플러그드 블록형 퍼즐 조립 로봇교육 시스템 설계)

  • Song, Jeong-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.183-190
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    • 2013
  • Many researchers in the 21st century has found that robot education is effective to develop the learners' creativity and problem-solving ability. However, the robot education can only be applied to the students whose computer skills are high. Also it can be taught in the well-prepared computer classroom. Students have to learn machine language to control their robots, and robots are controlled by different types of software. Therefore this study has constructed command-based programming blocks to do a robot programming without computers. It also presents a prototype of the programming process and a technological method to combine the command and the programming blocks. We used the blocks which are similar with something in flow chart: to support intuition, and to help students transfer what they learned. And types of blocks and details are described for the Robot Programing Education. Combination of command blocks is made by RS-485 connection method and, it is designed to intercommunicate with connected blocks. It also presents a prototypes: of the programming process using designed command blocks, and of the possibility of Unplugged Robot Education System.

Educational Application of Puzzles for Algorithm Learning of Informatics Gifted Elementary School Students (초등 정보 영재의 알고리즘 학습을 위한 퍼즐의 교육적 활용)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.151-159
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    • 2015
  • The algorithm in computer science includes skills to design a problem solving process for solving problems efficiently and effectively. Therefore all learners who learn computer science have to learn algorithm. Education for algorithm is effective when learners acquire skills to design algorithm as well as ability to use appropriate design skills solving problems. Especially since it is heightened people awareness to cultivating informatics gifted students who have potential of significant impact on society, many studies on how to teach them have been in progress. Therefore in this study we adopted puzzles to help informatics gifted students learn skills to design algorithm and how to use them to solve problems. The results of pre and post test compared to traditional algorithm learning, we identified that puzzled based algorithm learning gave a positive impact to students. Students had various problem solving experience applying algorithm design skills in puzzle based learning. As a result, students of learning and learning transfer has been improved.

Mobile Game Development using Unity game engine (Unity 게임 엔진을 이용한 모바일 게임 개발)

  • Yoon, Kyung-Seob;Lee, Hyeon-Jae;Kim, Rack-Hyeon;Lee, Han-Sin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.5-8
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    • 2015
  • 모바일 게임 시장이 날이 갈수록 발전하고 성장하는 가운데 Unity 게임 엔진은 하나의 코드로 여러 플랫폼에서 동작하도록 하여 게임 개발이 전문가들만이 개발할 수 있는 영역이 아닌 누구나 쉽게 개발할 수 있도록 해주는 환경으로 인기를 받고 있다. 이에 따라 Unity 엔진을 이용하여 퍼즐 게임과 타워 디펜스 장르를 합친 퍼즐디펜스로 복합장르를 적용한 게임을 개발하였다.

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Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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Elementary Informatics Gifted Teaching Plan Using Puzzles (퍼즐을 활용한 초등정보영재 교육방안)

  • Park, Jaehyeong;Choi, JeongWon;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.163-166
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    • 2012
  • 본 논문에서는 퍼즐을 활용하여 초등정보영재교육 방안을 제안하고자 한다. 현재의 정보영재 교육과정을 살펴보면 프로그래밍학습과 알고리즘 학습에 치중하고 있다. 이것은 직접 체험하고 조작하며 학습하는 초등학생의 특성상 효과적인 방법이 아니다. 따라서 흥미와 재미의 요소를 포함하고 정보교과의 부담을 줄여주며 논리적인 사고력을 향상시켜줄 수 있는 퍼즐을 활용한 초등정보영재교육을 제안한다. 또한 최근 컴퓨터 과학에서 강조하고 있는 계산적 사고(Computational Thinking)와 퍼즐활용교육과의 관계를 살펴보고 퍼즐활용 교육을 통해 계산적 사고를 기를 수 있음을 제시한다. 추후에 초, 중, 고 정보영재교육을 연계를 위한 퍼즐 교육에 많은 연구가 필요하다.

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SCALING ANALYSIS IN BEPU LICENSING OF LWR

  • D'auria, Francesco;Lanfredini, Marco;Muellner, Nikolaus
    • Nuclear Engineering and Technology
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    • v.44 no.6
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    • pp.611-622
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    • 2012
  • "Scaling" plays an important role for safety analyses in the licensing of water cooled nuclear power reactors. Accident analyses, a sub set of safety analyses, is mostly based on nuclear reactor system thermal hydraulics, and therefore based on an adequate experimental data base, and in recent licensing applications, on best estimate computer code calculations. In the field of nuclear reactor technology, only a small set of the needed experiments can be executed at a nuclear power plant; the major part of experiments, either because of economics or because of safety concerns, has to be executed at reduced scale facilities. How to address the scaling issue has been the subject of numerous investigations in the past few decades (a lot of work has been performed in the 80thies and 90thies of the last century), and is still the focus of many scientific studies. The present paper proposes a "roadmap" to scaling. Key elements are the "scaling-pyramid", related "scaling bridges" and a logical path across scaling achievements (which constitute the "scaling puzzle"). The objective is addressing the scaling issue when demonstrating the applicability of the system codes, the "key-to-scaling", in the licensing process of a nuclear power plant. The proposed "road map to scaling" aims at solving the "scaling puzzle", by introducing a unified approach to the problem.