Academic literature on the topic '3D puzzle solving'

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Journal articles on the topic "3D puzzle solving"

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Heinrichs, Arianne. "Solving a 3D jigsaw puzzle." Nature Reviews Molecular Cell Biology 9, no. 1 (January 2008): 3. http://dx.doi.org/10.1038/nrm2316.

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HAYANO, RYUGO S., G. BEER, H. BHANG, M. CARGNELLI, J. CHIBA, S. CHOI, C. CURCEANU, et al. "SOLVING THE KAONIC-HELIUM PUZZLE." Modern Physics Letters A 23, no. 27n30 (September 30, 2008): 2505–11. http://dx.doi.org/10.1142/s021773230802968x.

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We have measured the Balmer-series x-rays of kaonic 4 He atoms using large-area silicon drift x-ray detectors (SDDs) in order to study the low-energy [Formula: see text]-nucleus strong interaction. The energy of the 3d → 2p transition was determined to be 6467 ± 3( stat ) ± 2( syst ) eV . The resulting strong-interaction energy-level shift is in agreement with theoretical calculations, thus eliminating a long-standing discrepancy between theory and experiment.
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Wangsa Suryana, Dikka, and Sri Dianing Asri. "Pembuatan Game Puzzle "Escape : The Answers" Untuk Melatih Problem Solving Anak Berbasis Android." Rabit : Jurnal Teknologi dan Sistem Informasi Univrab 5, no. 1 (January 9, 2020): 34–43. http://dx.doi.org/10.36341/rabit.v5i1.779.

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Game adalah salah satu aplikasi yang disukai banyak orang, termasuk anak – anak. Perkembangan game di Indonesia sudah mulai pesat, game sangat digemari karena memiliki tampilan yang menarik serta cerita yang asik. Game tidak hanya digunakan untuk media bermain melainkan bisa digunakan sebagai media pembelajaran. Game dapat digunakan oleh orang tua atau guru sebagai media pembelajaran untuk membuat anak – anak tertarik belajar, contohnya dengan menjadikan game puzzle sebagai media pembelajaran. Oleh karena itu, penulis ingin membangun aplikasi game puzzle yang dapat membantu melatih problem solving dan daya ingat anak. Dalam pembuatan game ini penulis menggunakan metode MDLC ( Multimedia Development Life Cycle ) dan Software Unity 3D.
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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (June 18, 2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts from a museum. We explore how the critical thinking present in solving puzzles can still encourage engagement of the story the artifacts have to tell without creating an historical fiction. Preliminary results show a preference for our in-game digital interaction over a traditional gallery and a desire to learn more about the artifacts after playing.
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Br Girsang, Mildarulia, and Roni H. "Desain Permainan 3D Puzzle Dengan Bentuk Hewan Khas Kalimantan." Jurnal Kreatif : Desain Produk Industri dan Arsitektur 9, no. 1 (April 7, 2021): 8. http://dx.doi.org/10.46964/jkdpia.v9i1.148.

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Game is a children’s growth and development activities that create a sense of joy and pleasure, also can become a place to channel the feelings that exist in the children. In design this product there are problems that must to be solved like how to make 3D puzzle by bringing the theme of native animals from Borneo that suitable to the standard of terms making Educational Game Tools, with a level of difficulty that is able to be understood by children. 3D puzzle games with native animals from Borneo shape has created with the intention of children can be expected to have skills in problem solving, reasoning, and understanding the pictures or shapes from the puzzle arrangements. The design methodology that used on the product is the methodology that developed by Vinod Goel (1995) which divided into 3 stages such as preliminary design, design development, and final design & development. Results from the design analysis obtained, the authors use laser techniques to simplify the manufacturing process and the materials that has light weight light, resistant to water, also made according to the standard of making product Educational Game Tools in order to make a safe games, that suitable for the age of the children, easily to fit separate pieces together, and follow the children's anthropometric tables based on survey results. The 3D puzzle game of this product chooses 8 types of native animals from Borneo, that namely known as Kucing Merah, Bekantan, Linsang, Beruang Madu, Burung Enggang, Pesut Mahakam, Gajah Kerdil, Lutung Merah. This game also provide the existence of the animal name cards from Borneo
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Iwamoto, Hiroyuki. "The 3D structure of fibrous material is fully restorable from its X-ray diffraction pattern." IUCrJ 8, no. 4 (June 12, 2021): 544–48. http://dx.doi.org/10.1107/s2052252521004760.

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X-ray fiber diffraction is potentially a powerful technique to study the structure of fibrous materials, such as DNA and synthetic polymers. However, only rotationally averaged diffraction patterns can be recorded and it is difficult to correctly interpret them without the knowledge of esoteric diffraction theories. Here we demonstrate that, in principle, the non-rotationally averaged 3D structure of a fibrous material can be restored from its fiber diffraction pattern. The method is a simple puzzle-solving process and in ideal cases it does not require any prior knowledge about the structure, such as helical symmetry. We believe that the proposed method has a potential to transform the fiber diffraction to a 3D imaging technique, and will be useful for a wide field of life and materials sciences.
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Srivastava, Shivanshu. "Rubik’s Cube Solver." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (July 31, 2021): 3223–27. http://dx.doi.org/10.22214/ijraset.2021.37032.

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: Rubik’s cube is considered to be the most interesting and challenging problem in the world. It is a 3D combination puzzle that was originally called the Magic cube. It has only one correct solution out of the 43quintillion other possibilities. Building an application to solve such a puzzle is a very challenging task. In this paper, the design of such a Rubik’s cube solver website using Color Recognition has been discussed. This paper includes the overall process flow for solving the Rubik cube [1]. Our website is designed in such a way that when it will receive a scrambled Rubik’s Cube, it will visually evaluate it, will determine how that Rubik’s cube can be solved through manipulations and will provide a guide of the solution to the specific user. We have used Color recognition for detecting the initial orientation of the cube. And Segmentation is used to obtain the color pattern of the scrambled cube.
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Han, Sangsun, Kibum Kim, Seonghwan Choi, and Mankyu Sung. "Comparing Collaboration Fidelity between VR, MR and Video Conferencing Systems: The Effects of Visual Communication Media Fidelity on Collaboration." JUCS - Journal of Universal Computer Science 26, no. 8 (August 28, 2020): 972–95. http://dx.doi.org/10.3897/jucs.2020.052.

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Video/audio conferencing systems have been used extensively for remote collaboration over many years. Recently, virtual and mixed reality (VR/MR) systems have started to show great potential as communication media for remote collaboration. Prior studies revealed that the creation of common ground between discourse participants is crucial for collaboration and that grounding techniques change with the communication medium. However, it is difficult to find previous research that compares VR and MR communication system performances with video conferencing systems regarding the creation of common ground for collaborative problem solving. On the other hand, prior studies have found that display fidelity and interaction fidelity had significant effects on performance-intensive individual tasks in virtual reality. Fidelity in VR can be defined as the degree of objective accuracy with which the real-world is represented by the virtual world. However, to date, fidelity for collaborative tasks in VR/MR has not been defined or studied much. In this paper, we compare five different communication media for the establishment of common ground in collaborative problem-solving tasks: Webcam, headband camera, VR, MR, and audio-only conferencing systems. We analyzed these communication media with respect to collaborative fidelity components which we defined. For the experiments, we utilized two different types of collaborative tasks: a 2D Tangram puzzle and a 3D Soma cube puzzle. The experimental results show that the traditional Webcam performed better than the other media in the 2D task, while the headband camera performed better in the 3D task. In terms of collaboration fidelity, these results were somehow predictable, although there was a little difference between our expectations and the results.
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Kashihara, Koji. "An Intelligent Computer Assistance System for Artifact Restoration Based on Genetic Algorithms with Plane Image Features." International Journal of Computational Intelligence and Applications 16, no. 03 (September 2017): 1750021. http://dx.doi.org/10.1142/s1469026817500213.

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Restoration work of archaeological artifacts broken into pieces is similar to putting together a jigsaw puzzle. The purpose of this study is to construct an intelligent computer assistance system to conveniently restore archaeological discoveries from some fragments. AReal-Coded Genetic Algorithm (RCGA) was applicable for solving the positioning problem of a three-dimensional (3D) restoration. The fitness function value for RCGA was calculated from image similarity between the target and correct patterns in plane images at multiple camera angles. Image features of a 3D object were obtained by the ORB (Oriented FAST and Rotated BRIEF), BRISK (Binary Robust Invariant Scalable Keypoints), and Accelerated KAZE (AKAZE) techniques; they were considered as a part of the fitness function value. Simulation study revealed that the RCGA approach was capable of automatically and efficiently adjusting the positions of 3D fragments, especially in the AKAZE technique. A user interface with the functions of design drawing was also created to assist in repair work. The interactive assistance interface for 3D restoration based on RCGA and followed by the hill-climbing algorithm would be applied to practical applications for digital archives of artifacts.
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Ponti, Marisa, Igor Stankovic, Wolmet Barendregt, Bruno Kestemont, and Lyn Bain. "Chefs Know More than Just Recipes: Professional Vision in a Citizen Science Game." Human Computation 5 (July 2, 2018): 1–12. http://dx.doi.org/10.15346/hc.v5i1.88.

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Some citizen science projects use “games with a purpose” (GWAPs) to integrate what humans and computers, respectively, can do well. One of these projects is Foldit, which invites talented players to predict three-dimensional (3D) models of proteins from their amino acid composition. This study investigated players’ professional vision and interpret their use of recipes, small scripts of computer code that automate some protein folding processes, to carry out their strategies more easily when solving game puzzles. Specifically, this study examined when, how and why the players ran recipes when solving the puzzles, and what actions those recipes performed in the gameplay.Autoethnographic accounts of players at different levels of experience (beginner, intermediate, and expert) with playing the game were analyzed using a grounded theory approach. The analysis of what these players observed and did visualized the professional vision necessary to use recipes sensibly and effectively. The findings highlight three key abilities: (a) seeing beauty; (b) repairing errors made by recipes, and (c) monitoring a large quantity of information to perform actions effectively. This study indicates that players indeed have to develop a professional vision independent of what the game itself can highlight. This is related to the nature of the game where it seems impossible for the game developers to show the affordances, because they are unknown. Players must learn to see the affordances and develop a professional vision, which means that they have to learn these skills through gaming.
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Dissertations / Theses on the topic "3D puzzle solving"

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Mangs, Ludvig. "Computer-assisted fracture reduction in an orthopaedic pre-operative planning workflow." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-137677.

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This report presents three implementations for solving 3D puzzles of fractured bones: two semi-automatic ones and one which is automatic. These are compared using qualitative as well as quantitative tests to find out if less interaction can yield equal or better results. Qualitative tests are performed on real clinical data from CT-scans. A model created in Blender is used for quantitative tests. Test results have shown that each implementation has its own strengths and weaknesses which can make them usable for different types of fractures. It may be possible to combine automatic solutions and manual ones to increase the number of solvable cases. The conclusion is that it is possible to reduce fractures with less user interaction and still get equal or better results, but it depends on the fracture case as well as the user.
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Books on the topic "3D puzzle solving"

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Hoeck, Casper Rønn. Solving a 3D Structural Puzzle. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9.

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Hoeck, Casper Rønn. Solving a 3D Structural Puzzle. Springer, 2018.

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Book chapters on the topic "3D puzzle solving"

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Hoeck, Casper Rønn. "NMR Spectroscopy: Past to Present." In Solving a 3D Structural Puzzle, 1–2. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_1.

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Hoeck, Casper Rønn. "Theory—3D Structural Information from NMR, Part 1." In Solving a 3D Structural Puzzle, 3–25. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_2.

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Hoeck, Casper Rønn. "Application of NOEs and 3JHH-Couplings in 3D Structure Determination." In Solving a 3D Structural Puzzle, 27–96. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_3.

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Hoeck, Casper Rønn. "Development of NMR Experiments for Determination of Long-Range J-Coupling Constants." In Solving a 3D Structural Puzzle, 97–128. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_4.

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Hoeck, Casper Rønn. "Theory—3D Structural Information from NMR, Part 2." In Solving a 3D Structural Puzzle, 129–39. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_5.

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Hoeck, Casper Rønn. "Determination of Long-Range Residual Dipolar Coupling Constants." In Solving a 3D Structural Puzzle, 141–51. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_6.

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Hoeck, Casper Rønn. "Chiral Alignment Media for Enantiodiscrimination." In Solving a 3D Structural Puzzle, 153–76. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_7.

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Hoeck, Casper Rønn. "Tensor Free RDC Calculations." In Solving a 3D Structural Puzzle, 177–212. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_8.

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Hoeck, Casper Rønn. "Overall Perspective and Conclusions." In Solving a 3D Structural Puzzle, 213–15. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96172-9_9.

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Conference papers on the topic "3D puzzle solving"

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Da Luz, Toni. "3D interaction for puzzle solving with the cubtile, 3D multitouch device." In 2011 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2011. http://dx.doi.org/10.1109/3dui.2011.5759239.

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Bacim, Felipe, Cheryl Stinson, Bireswar Laha, and Doug A. Bowman. "Building blocks: A novel metaphor for solving 3D puzzles." In 2011 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2011. http://dx.doi.org/10.1109/3dui.2011.5759238.

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Huo, Yuqi, Mingyu Ding, Haoyu Lu, Ziyuan Huang, Mingqian Tang, Zhiwu Lu, and Tao Xiang. "Self-Supervised Video Representation Learning with Constrained Spatiotemporal Jigsaw." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/104.

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This paper proposes a novel pretext task for self-supervised video representation learning by exploiting spatiotemporal continuity in videos. It is motivated by the fact that videos are spatiotemporal by nature and a representation learned by detecting spatiotemporal continuity/discontinuity is thus beneficial for downstream video content analysis tasks. A natural choice of such a pretext task is to construct spatiotemporal (3D) jigsaw puzzles and learn to solve them. However, as we demonstrate in the experiments, this task turns out to be intractable. We thus propose Constrained Spatiotemporal Jigsaw (CSJ) whereby the 3D jigsaws are formed in a constrained manner to ensure that large continuous spatiotemporal cuboids exist. This provides sufficient cues for the model to reason about the continuity. Instead of solving them directly, which could still be extremely hard, we carefully design four surrogate tasks that are more solvable. The four tasks aim to learn representations sensitive to spatiotemporal continuity at both the local and global levels. Extensive experiments show that our CSJ achieves state-of-the-art on various benchmarks.
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