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Digital Root Patterns of Three-Dimensional Space 三维空间的数字根模式
Pub Date : 2016-03-01 DOI: 10.1515/rmm-2016-0002
Chia-Yu Lin
Abstract In this study, we define vedic cube as the layout of each digital root in a three-dimensional multiplication table. In order to discover the geometric patterns in vedic cube, we adopt two methods to analyze the digital root in a three-dimensional space. The first method is floor method, which divides vedic cube into several X-Y planes according to different Z values (floors) to analyze the geometric characteristics on each floor. The second method is symmetric plane method, which decomposes vedic cube by its main and secondary symmetric planes.
在本研究中,我们将吠陀立方体定义为三维乘法表中每个数字根的布局。为了发现吠陀立方体的几何图案,我们采用了两种方法对三维空间中的数字根进行分析。第一种方法是楼层法,将吠陀立方体根据不同的Z值(楼层)划分为若干个X-Y平面,分析每一层的几何特征。第二种方法是对称平面法,将吠陀立方体按其主对称平面和副对称平面进行分解。
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引用次数: 0
Allégorie de la Géométrie. A Mathematical Interpretation
Pub Date : 2016-03-01 DOI: 10.1515/rmm-2016-0003
Alda Carvalho, Carlos Eduardo Pereira dos Santos, J. Silva
Abstract In this work, we present a mathematical interpretation for the masterpiece Allégorie de la Géométrie (1649), painted by the French baroque artist Laurent de La Hyre (1606-1656)
在这项工作中,我们对法国巴洛克艺术家洛朗·德·拉·海尔(1606-1656)所画的杰作《所有的 戈里·德·拉·海伊》(1649)进行了数学解释。
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引用次数: 0
The Triangular Binary Clock 三角形二进制时钟
Pub Date : 2016-03-01 DOI: 10.1515/rmm-2016-0001
J. Pretz
Abstract A new idea for a binary clock is presented. It displays the time using a triangular array of 15 lamps each representing a certain amount of time. It is shown that such a geometric, triangular arrangement is only possible because our system of time divisions is based on a sexagesimal system in which the num- ber of minutes in 12 hours equals the factorial of a natural number (720 = 6!). An interactive applet allows one to “play” with the clock.
摘要提出了一种新的二进制时钟思想。它使用15个灯组成的三角形阵列来显示时间,每个灯代表一定的时间。这表明,这样的几何三角形排列是可能的,因为我们的时间划分系统是基于一个六十进制系统,其中12小时的分钟数等于一个自然数的阶乘(720 = 6!)一个交互式小程序允许人们“玩”时钟。
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引用次数: 1
Endless Love: On the Termination of a Playground Number Game 无尽的爱:关于操场数字游戏的结束
Pub Date : 2016-01-25 DOI: 10.1515/rmm-2016-0005
Iain G. Johnston
Abstract A simple and popular childhood game, loves or the love calculator, involves an iterated rule applied to a string of digits and gives rise to surprisingly rich behaviour. Traditionally, players’ names are used to set the initial conditions for an instance of the game: its behaviour for an exhaustive set of pairings of popular UK childrens’ names, and for more general initial conditions, is examined. Convergence to a fixed outcome (the desired result) is not guaranteed, even for some plausible first name pairings. No pairs of top-50 common first names exhibit non-convergence, suggesting that it is rare in the playground; however, including surnames makes non-convergence more likely due to higher letter counts (for example, “Reese Witherspoon loves Calvin Harris”). Difierent game keywords (including from difierent languages) are also considered. An estimate for non-convergence propensity is derived: if the sum m of digits in a string of length w obeys m > 18=(3=2/)w-4, convergence is less likely. Pairs of top UK names with pairs of ‘O’s and several ‘L’s (for example, Chloe and Joseph, or Brooke and Scarlett) often attain high scores. When considering individual names playing with a range of partners, those with no loves letters score lowest, and names with intermediate (not simply the highest) letter counts often perform best, with Connor and Evie averaging the highest scores when played with other UK top names.
一个简单而流行的儿童游戏,爱或爱计算器,涉及到一个应用于一串数字的迭代规则,并产生了惊人的丰富行为。传统上,玩家的名字被用来设置游戏实例的初始条件:它的行为对于一组英国流行儿童的名字的穷尽配对,以及更一般的初始条件,被检查。不能保证收敛到固定的结果(期望的结果),即使对于一些看似合理的名字配对也是如此。排名前50的常见名字中没有一对不收敛,这表明这种情况在操场上很少见;然而,包含姓氏更有可能导致不收敛,因为字母数更高(例如,“瑞茜·威瑟斯彭爱加尔文·哈里斯”)。不同的游戏关键词(包括来自不同语言的关键词)也被考虑在内。导出了不收敛倾向的估计:如果长度为w的字符串中m个数字的总和服从m > 18=(3=2/)w-4,则收敛的可能性较小。英国顶级名字中有一对“O”和几个“L”的组合(例如,Chloe和Joseph,或者Brooke和Scarlett)通常会获得高分。当考虑单个名字与一系列伙伴一起玩时,那些没有情书的名字得分最低,而字母数量居中(不仅仅是最高)的名字通常表现最好,康纳和伊维在与其他英国顶级名字一起玩时平均得分最高。
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引用次数: 1
Exploring mod 2 n-queens games 探索mod 2 n-queens游戏
Pub Date : 2015-10-10 DOI: 10.2478/rmm-2019-0002
Tricia Muldoon Brown, Abrahim Ladha
Abstract We introduce a two player game on an n × n chessboard where queens are placed by alternating turns on a chessboard square whose availability is determined by the parity of the number of queens already on the board which can attack that square. The game is explored as well as its variations and complexity.
我们在一个n × n的棋盘上引入了一个两人博弈,其中皇后是通过在棋盘方格上的交替回合来放置的,而棋盘方格的可用性是由棋盘上已经存在的可以攻击该方格的皇后数量的奇偶性决定的。游戏是探索以及它的变化和复杂性。
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引用次数: 0
Demystifying Benjamin Franklin’s Other 8-Square 揭开本杰明·富兰克林“其他8方”的神秘面纱
Pub Date : 2015-10-10 DOI: 10.1515/rmm-2017-0012
M. Ahmed
Abstract In this article, we reveal how Benjamin Franklin constructed his second 8 × 8 magic square. We also construct two new 8 × 8 Franklin squares
在本文中,我们揭示了本杰明·富兰克林是如何构建他的第二个8 × 8魔方的。我们还构建了两个新的8 × 8富兰克林广场
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引用次数: 1
Exploring the “Rubik's Magic” Universe 探索“魔方魔法”的宇宙
Pub Date : 2014-01-15 DOI: 10.1515/rmm-2017-0013
M. Paolini
Abstract By using two different invariants for the Rubik’s Magic puzzle, one of metric type, the other of topological type, we can dramatically reduce the universe of constructible configurations of the puzzle. Finding the set of actually constructible shapes remains however a challenging task, that we tackle by first reducing the target shapes to specific configurations: the octominoid 3D shapes, with all tiles parallel to one coordinate plane; and the planar “face-up” shapes, with all tiles (considered of infinitesimal width) lying in a common plane and without superposed consecutive tiles. There are still plenty of interesting configurations that do not belong to either of these two collections. The set of constructible configurations (those that can be obtained by manipulation of the undecorated puzzle from the starting situation) is a subset of the set of configurations with vanishing invariants. We were able to actually construct all octominoid shapes with vanishing invariants and most of the planar “face-up” configurations. Particularly important is the topological invariant, of which we recently found mention in [7] by Tom Verhoeff.
摘要利用鲁比克魔方的度量型不变量和拓扑型不变量,可以极大地缩小魔方可构造构型的范围。然而,找到一组实际可构建的形状仍然是一项具有挑战性的任务,我们首先通过将目标形状减少到特定的配置来解决这个问题:八面线3D形状,所有瓷砖平行于一个坐标平面;平面“面朝上”的形状,所有的瓷砖(被认为是无限小的宽度)位于一个共同的平面上,没有重叠的连续瓷砖。仍然有许多有趣的配置不属于这两个集合中的任何一个。可构造构型的集合(那些可以通过从初始情况中操纵未修饰的谜题而获得的集合)是具有消失不变量的构型集合的子集。实际上,我们能够构建所有具有消失不变量和大多数平面“面朝上”构型的八面形。特别重要的是拓扑不变量,我们最近发现Tom Verhoeff在[7]中提到了它。
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引用次数: 0
Musical Modes, their Associated Chords and their Musicality 音乐调式,它们的关联和弦和它们的音乐性
Pub Date : 2012-01-12 DOI: 10.2478/rmm-2022-0005
M. Cocos, Kent Kidman
Abstract In this paper we present a mathematical way of defining musical modes and we define the musicality of a mode as a product of three diferent factors. We conclude by classyfing the modes which are most musical according to our definition.
摘要本文提出了一种定义音乐调式的数学方法,并将调式的音乐性定义为三个不同因素的乘积。最后,我们根据我们的定义对最具音乐性的调式进行分类。
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引用次数: 0
Star Tangrams 明星七巧板
Pub Date : 1900-01-01 DOI: 10.1515/rmm-2016-0004
R. Graber, S. Pollard, R. Read
Abstract The Tangram is a puzzle in which seven tiles are arranged to make various shapes. Four families of tangram shapes have been mathematically defined and their members enumerated. This paper defines a fifth family, enumerates its members, explains its taxonomic relationship with the previously-defined families, and provides some interesting examples
七巧板是一种拼图游戏,其中七个方块排列成不同的形状。四族七巧板形状已被数学定义和他们的成员枚举。本文定义了第五科,列举了它的成员,解释了它与先前定义的科的分类学关系,并提供了一些有趣的例子
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引用次数: 0
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Recreational Mathematics Magazine
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