Journal articles on the topic 'Jigsaw puzzles'

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1

Verdine, Brian N., Georgene L. Troseth, Robert M. Hodapp, and Elisabeth M. Dykens. "Strategies and Correlates of Jigsaw Puzzle and Visuospatial Performance by Persons With Prader-Willi Syndrome." American Journal on Mental Retardation 113, no. 5 (September 1, 2008): 343–55. http://dx.doi.org/10.1352/2008.113:342-355.

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Abstract Some individuals with Prader-Willi syndrome exhibit strengths in solving jigsaw puzzles. We compared visuospatial ability and jigsaw puzzle performance and strategies of 26 persons with Prader-Willi syndrome and 26 MA-matched typically developing controls. Individuals with Prader-Willi syndrome relied on piece shape. Those in the control group used a different, picture-focused strategy. Individuals with Prader-Willi syndrome performed better than did the control group on an achromatic interlocking puzzle, whereas scores on puzzles with pictures (interlocking or noninterlocking) did not differ. Visuospatial scores related to performance on all puzzles in the control group and on the noninterlocking puzzle in the Prader-Willi syndrome group. The most proficient jigsaw puzzlers with Prader-Willi syndrome tended to be older and have shape-based strategies.
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2

Gebers, Jane. "Jigsaw Puzzles." Academic Therapy 20, no. 5 (May 1985): 548–49. http://dx.doi.org/10.1177/105345128502000506.

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3

Visan, Ioana. "Inflammasome jigsaw puzzles." Nature Immunology 13, no. 6 (May 18, 2012): 533. http://dx.doi.org/10.1038/ni.2327.

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4

Isaacs, Carol, and Julie Fisher. "Sharing Teaching Ideas: Puzzles, Puzzles,…" Mathematics Teacher 85, no. 4 (April 1992): 278–79. http://dx.doi.org/10.5951/mt.85.4.0278.

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… and more puzzles. Laura is trying to fit tangram pieces into the outline on a worksheet. Sergei is maneuvering a marble through a wooden maze while Brad is manipulating a ball using two poles in a game called “shoot the integer,” in which students try to score the highest number possible. Jessica is working on a jigsaw puzzle that has a plus sign on one side and a minus sign on the other. A classroom visitor would think that Fairfax County spends all its money on puzzles! Actually, all these puzzles were made by our students.
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5

Million, Alison. "Saved by Dissections. The Popularity of Jigsaw Puzzles in Times of Calm and of Crisis. Are Librarians Dissectologists and What Might We Learn from the Bigger Picture?" Legal Information Management 20, no. 3 (September 2020): 143–50. http://dx.doi.org/10.1017/s1472669620000341.

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AbstractIn the 1760s a newly qualified apprentice to the King's Geographer hit upon the idea of cutting up maps for children to assemble as a geographical teaching aid. Dissected maps remain popular to this day in their evolved form as jigsaw puzzles. This article, written by Alison Million during the Covid-19 lockdown when jigsaws have exploded in popularity, looks at their history and at research projects which have established their cognitive benefits or have used them as an inexpensive non-digital tool. By considering papers written on librarians’ thinking styles and on personality it seeks to establish with the help of a short survey whether parallels might exist between the cognitive skillsets of the jigsaw puzzler and those of the librarian.
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6

Ma, Chang-Hsian, Chien-Liang Lu, and Huang-Chia Shih. "Vision-Based Jigsaw Puzzle Solving with a Robotic Arm." Sensors 23, no. 15 (August 3, 2023): 6913. http://dx.doi.org/10.3390/s23156913.

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This study proposed two algorithms for reconstructing jigsaw puzzles by using a color compatibility feature. Two realistic application cases were examined: one involved using the original image, while the other did not. We also calculated the transformation matrix to obtain the real positions of each puzzle piece and transmitted the positional information to the robotic arm, which then put each puzzle piece in its correct position. The algorithms were tested on 35-piece and 70-piece puzzles, achieving an average success rate of 87.1%. Compared with the human visual system, the proposed methods demonstrated enhanced accuracy when handling more complex textural images.
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7

Stewart, Ian. "Two-Way Jigsaw Puzzles." Scientific American 277, no. 4 (October 1997): 140–45. http://dx.doi.org/10.1038/scientificamerican1097-140.

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8

Brown, Burnell R. "Shibboleths and Jigsaw Puzzles." Anesthesiology 82, no. 3 (March 1, 1995): 607–8. http://dx.doi.org/10.1097/00000542-199503000-00001.

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9

Song, Xingke, Jiahuan Jin, Chenglin Yao, Shihe Wang, Jianfeng Ren, and Ruibin Bai. "Siamese-Discriminant Deep Reinforcement Learning for Solving Jigsaw Puzzles with Large Eroded Gaps." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 2 (June 26, 2023): 2303–11. http://dx.doi.org/10.1609/aaai.v37i2.25325.

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Jigsaw puzzle solving has recently become an emerging research area. The developed techniques have been widely used in applications beyond puzzle solving. This paper focuses on solving Jigsaw Puzzles with Large Eroded Gaps (JPwLEG). We formulate the puzzle reassembly as a combinatorial optimization problem and propose a Siamese-Discriminant Deep Reinforcement Learning (SD2RL) to solve it. A Deep Q-network (DQN) is designed to visually understand the puzzles, which consists of two sets of Siamese Discriminant Networks, one set to perceive the pairwise relations between vertical neighbors and another set for horizontal neighbors. The proposed DQN considers not only the evidence from the incumbent fragment but also the support from its four neighbors. The DQN is trained using replay experience with carefully designed rewards to guide the search for a sequence of fragment swaps to reach the correct puzzle solution. Two JPwLEG datasets are constructed to evaluate the proposed method, and the experimental results show that the proposed SD2RL significantly outperforms state-of-the-art methods.
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10

Grim, Anna, Timothy O’Connor, Peter J. Olver, Chehrzad Shakiban, Ryan Slechta, and Robert Thompson. "Automatic Reassembly of Three-Dimensional Jigsaw Puzzles." International Journal of Image and Graphics 16, no. 02 (April 2016): 1650009. http://dx.doi.org/10.1142/s0219467816500091.

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In this paper, we present an effective algorithm for reassembling three-dimensional apictorial jigsaw puzzles obtained by dividing a curved surface into a finite number of interlocking pieces. As such, our algorithm does not make use of any picture or design that may be painted on the surface; nor does it require a priori knowledge of the overall shape of the original surface. A motivating example is the problem of virtually reconstructing a broken ostrich egg shell. In order to develop and test the algorithm, we also devise a method for constructing synthetic three-dimensional puzzles by randomly distributing points on a compact surface with respect to surface area measure, then determining the induced Voronoi tessellation, and finally curving the Voronoi edges by using Bezier curves with selected control points. Our edge-matching algorithm relies on the method of Euclidean signature curves. The edges of the puzzle pieces are divided into bivertex arcs, whose signatures are directly compared. The algorithm has been programmed in Matlab and is able to successfully reassemble a broad range of artificial puzzles, including those subjected to a reasonable amount of noise. Moreover, significant progress has been made on reassembly of the real-world ostrich egg data.
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11

Brand, Michael. "No easy puzzles: Hardness results for jigsaw puzzles." Theoretical Computer Science 586 (June 2015): 2–11. http://dx.doi.org/10.1016/j.tcs.2015.02.030.

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12

Trussler, Simon. "Friendships, Journals, and Jigsaw Puzzles." New Theatre Quarterly 25, no. 4 (November 2009): 299–303. http://dx.doi.org/10.1017/s0266464x09000578.

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13

Wolfson, Haim, Edith Schonberg, Alan Kalvin, and Yehezkel Lamdan. "Solving jigsaw puzzles by computer." Annals of Operations Research 12, no. 1 (December 1988): 51–64. http://dx.doi.org/10.1007/bf02186360.

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14

Hoff, Daniel J., and Peter J. Olver. "Automatic Solution of Jigsaw Puzzles." Journal of Mathematical Imaging and Vision 49, no. 1 (August 27, 2013): 234–50. http://dx.doi.org/10.1007/s10851-013-0454-3.

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15

Burdea, B. G., and H. J. Wolfson. "Solving jigsaw puzzles by a robot." IEEE Transactions on Robotics and Automation 5, no. 6 (1989): 752–64. http://dx.doi.org/10.1109/70.88097.

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16

Chworos, A. "Building Programmable Jigsaw Puzzles with RNA." Science 306, no. 5704 (December 17, 2004): 2068–72. http://dx.doi.org/10.1126/science.1104686.

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17

Nielsen, Ture R., Peter Drewsen, and Klaus Hansen. "Solving jigsaw puzzles using image features." Pattern Recognition Letters 29, no. 14 (October 2008): 1924–33. http://dx.doi.org/10.1016/j.patrec.2008.05.027.

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18

Tybon, Robert, and Don Kerr. "Automated solutions to incomplete jigsaw puzzles." Artificial Intelligence Review 32, no. 1-4 (October 24, 2009): 77–99. http://dx.doi.org/10.1007/s10462-009-9134-5.

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19

Bordenave, Charles, Uriel Feige, and Elchanan Mossel. "Shotgun assembly of random jigsaw puzzles." Random Structures & Algorithms 56, no. 4 (January 22, 2020): 998–1015. http://dx.doi.org/10.1002/rsa.20899.

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20

Osipov, Ilya V., and Evgeny Nikulchev. "Review puzzles and construction sets falling under the category of augmented reality games." ITM Web of Conferences 18 (2018): 02003. http://dx.doi.org/10.1051/itmconf/20181802003.

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In this article, the authors review puzzles and construction sets falling under the category of augmented reality games and, at the same time, serving as the elements of TUI interfaces. The review does not include games based on jigsaw puzzles (dissection puzzles, where the player has to put together a set of fragments of variously shaped images). Transreality puzzles are electronic-mechanical puzzles (usually three-dimensional), where the gameplay takes place both in the domain of a virtual game, and in that of a mechanical device.
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21

Selamat, Neni W., Jagathisswary G., Anderson A.E., Norshafarina S.K., Muhammad Afiq Z., Irwanto, Ariafandi S., Afni Isnaeni S., Engku Idzzan Nadzirah T.I., and Haliza B. "DEVELOPMENT OF PUZZLES BASED INTERVENE FOR ADOLESCENTS TO ENHANCE THE KNOWLEDGE ON DEPRESSION MANAGEMENT." Malaysian Journal of Public Health Medicine 21, no. 2 (August 28, 2021): 149–61. http://dx.doi.org/10.37268/mjphm/vol.21/no.2/art.877.

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Informative puzzles can provide knowledge to the adolescents effectively as it was current trend nowadays. According to World Health Organization (WHO), globally it was found that 300 million people of all ages were suffering from depression. Their knowledge about its causes was inaccurate, lacking of understanding about depression and its healing makes this mental health issue remain unnoticed and untreated where they do not seek for any treatment. Therefore, introducing depression education through jigsaw puzzles gain more benefits together enhanced the knowledge and attitude level towards depression. This was a development study focusing on formulating and developing puzzle as an interventional approach to improve knowledge and attitude level on depression. Feasibility and acceptability of the puzzles has face validity by respondents and content validity by experts. The r=.81 which was high consider having high validity. Eight modules of puzzles developed named as (Knowledge, Depression Adolescents [KDA]-Puzzle) which consisted of Module 1 Sign and symptoms, Module 2 Types of depression, Module 3 Causes of depression, Module 4 Risk factors, Module 5 (Pharmacotherapy & medication) Medical treatment A, Module 6 Medical treatment B, Module 7 Alternative treatment and Module 8 Prevention of depression. Respondents and experts commented the puzzles really beneficial for the adolescents to learn and gain knowledge about depression. KDA-Puzzles gained positive feedback from the assessment. Newly develop KDA-Puzzles were feasible and acceptable among adolescents. This puzzles can be alternative game while staying at home during Movement Control Order (MCO) due to pandemic COVID 19, and create awareness towards depression.
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22

Murai, Yasuyuki, Hiroyuki Tsuji, Hisayuki Tatsumi, and Shinji Tokumasu. "Fast Placement Algorithm for Rectilinear Jigsaw Puzzles." Journal of Advanced Computational Intelligence and Intelligent Informatics 10, no. 3 (May 20, 2006): 323–31. http://dx.doi.org/10.20965/jaciii.2006.p0323.

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In previous papers, rectilinear jigsaw puzzles have been described as a specialized placement problem such that this has at least one solution to placement, but generally not that many. Instead of adopting the well-known iterative method to solve this problem, a new game-theoretic algorithm is developed by translating the problem to one of checkmate in games analogous to chess or shogi. By extending the game-theoretic algorithm, a much faster algorithm for large puzzles is developed by introducing various heuristics on the placement of pieces. We also proved through numerical experiments that this worked efficiently.
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23

Chattipakorn, Nipon. "Cardiac ferroptosis: new jigsaw in SCD puzzles." Blood 139, no. 6 (February 10, 2022): 811–12. http://dx.doi.org/10.1182/blood.2021013731.

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24

Hogan, Stephen P. "Jigsaw puzzles: fitting together the moral pieces." Qualitative Market Research: An International Journal 8, no. 4 (December 2005): 385–98. http://dx.doi.org/10.1108/13522750510619751.

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25

Chen, Lifang, Dai Cao, and Yuan Liu. "A New Intelligent Jigsaw Puzzle Algorithm Base on Mixed Similarity and Symbol Matrix." International Journal of Pattern Recognition and Artificial Intelligence 32, no. 02 (November 12, 2017): 1859001. http://dx.doi.org/10.1142/s0218001418590012.

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Jigsaw puzzle algorithm is important as it can be applied to many areas such as biology, image editing, archaeology and incomplete crime-scene reconstruction. But, still, some problems exist in the process of practical application, for example, when there are a large number of similar objects in the puzzle fragments, the error rate will reach 30%–50%. When some fragments are missing, most algorithms fail to restore the images accurately. When the number of fragments of the jigsaw puzzle is large, efficiency is reduced. During the intelligent puzzle, mainly the Sum of Squared Distance Scoring (SSD), Mahalanobis Gradient Compatibility (MGC) and other metrics are used to calculate the similarity between the fragments. On the basis of these two measures, we put forward some new methods: 1. MGC is one of the most effective measures, but using MGC to reassemble the puzzle can cause an error image every 30 or 50 times, so we combine the Jaccard and MGC metric measure to compute the similarity between the image fragments, and reassemble the puzzle with a greedy algorithm. This algorithm not only reduces the error rate, but can also maintain a high accuracy in the case of a large number of fragments of similar objects. 2. For the lack of fragmentation and low efficiency, this paper uses a new method of SSD measurement and mark matrix, it is general in the sense that it can handle puzzles of unknown size, with fragments of unknown orientation, and even puzzles with missing fragments. The algorithm does not require any preset conditions and is more practical in real life. Finally, experiments show that the algorithm proposed in this paper improves not only the accuracy but also the efficiency of the operation.
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Huroyan, Vahan, Gilad Lerman, and Hau-Tieng Wu. "Solving Jigsaw Puzzles by the Graph Connection Laplacian." SIAM Journal on Imaging Sciences 13, no. 4 (January 2020): 1717–53. http://dx.doi.org/10.1137/19m1290760.

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27

Noe, Kenneth W. "Jigsaw Puzzles, Mosaics, and Civil War Battle Narratives." Civil War History 53, no. 3 (2007): 236–43. http://dx.doi.org/10.1353/cwh.2007.0063.

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28

Bollobás, Béla, Oliver Cooley, Mihyun Kang, and Christoph Koch. "Jigsaw percolation on random hypergraphs." Journal of Applied Probability 54, no. 4 (November 30, 2017): 1261–77. http://dx.doi.org/10.1017/jpr.2017.62.

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AbstractThe jigsaw percolation process on graphs was introduced by Brummittet al.(2015) as a model of collaborative solutions of puzzles in social networks. Percolation in this process may be viewed as the joint connectedness of two graphs on a common vertex set. Our aim is to extend a result of Bollobáset al.(2017) concerning this process to hypergraphs for a variety of possible definitions of connectedness. In particular, we determine the asymptotic order of the critical threshold probability for percolation when both hypergraphs are chosen binomially at random.
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Pretorius, Isak S. "Solving yeast jigsaw puzzles over a glass of wine." EMBO reports 18, no. 11 (October 23, 2017): 1875–84. http://dx.doi.org/10.15252/embr.201745231.

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ZHANG, Wei, Zhi JIN, Haiyan ZHAO, Bo SHEN, and Yanhong WU. "Solving pictorial jigsaw puzzles via Internet-based collective intelligence." SCIENTIA SINICA Informationis 51, no. 2 (February 1, 2021): 206. http://dx.doi.org/10.1360/ssi-2019-0150.

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31

Elber, Gershon, and Myung-Soo Kim. "Synthesis of 3D jigsaw puzzles over freeform 2-manifolds." Computers & Graphics 102 (February 2022): 339–48. http://dx.doi.org/10.1016/j.cag.2021.10.014.

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32

Fleer, Marilyn. "The value of jigsaw puzzles in early childhood education1." Early Child Development and Care 60, no. 1 (January 1990): 73–88. http://dx.doi.org/10.1080/0300443900600107.

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33

Goldberg, David, Christopher Malon, and Marshall Bern. "A global approach to automatic solution of jigsaw puzzles." Computational Geometry 28, no. 2-3 (June 2004): 165–74. http://dx.doi.org/10.1016/j.comgeo.2004.03.007.

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34

Bukhori, Iksan, Jason Felix, and Saddam Ali. "Using Genetic Algorithm to Solve Puzzle Games: A Review." Journal of Computer Networks, Architecture and High Performance Computing 6, no. 1 (January 5, 2024): 201–11. http://dx.doi.org/10.47709/cnahpc.v6i1.3348.

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Puzzles have been recognized for their development as a popular form of entertainment due to their ability to intricately challenge the mind while engendering creativity in the player. The development of puzzle games has given rise to a new generation of puzzle games characterized by diverse sequences and different image variations. With the rapid development of puzzle games, we looked at solving approaches using Genetic Algorithms (GA). In this paper, we try to analyze several puzzle games such as Sliding Blocks, Sudoku, Tic-Tac-Toe, and Jigsaw that can be solved using GA. We found that 120 papers have examined the use of GA for puzzle games, and eliminated into 14 papers. We evaluated these 14 papers for each puzzle game we selected by comparing the chromosome representation, GA operator, GA parameters, and the results. Based on the discussion, the application of GA to solve puzzle games can be effectively executed with a high degree of accuracy. Puzzle games that use measurement methods such as Sliding Block, Sudoku, and Jigsaw run in a similar pattern. What is common to all of them is that the chromosomes are represented as matrices or arrays in all cases, and standard genetic operators such as selection, crossover, and mutation are used. The population size is large, often 1000 chromosomes, and parameters such as mutation rate are kept low, around 5%. On the other hand, the performance of GA for solving Tetris and Tic-Tac-Toe from each publication cannot be compared due to different measurement methods and metrics.
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35

Ren, Zhongle, Yiming Lu, Biao Hou, Weibin Li, and Feng Sha. "JPSSL: SAR Terrain Classification Based on Jigsaw Puzzles and FC-CRF." Remote Sensing 16, no. 9 (May 3, 2024): 1635. http://dx.doi.org/10.3390/rs16091635.

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Effective features play an important role in synthetic aperture radar (SAR) image interpretation. However, since SAR images contain a variety of terrain types, it is not easy to extract effective features of different terrains from SAR images. Deep learning methods require a large amount of labeled data, but the difficulty of SAR image annotation limits the performance of deep learning models. SAR images have inevitable geometric distortion and coherence speckle noise, which makes it difficult to extract effective features from SAR images. If effective semantic context features cannot be learned for SAR images, the extracted features struggle to distinguish different terrain categories. Some existing terrain classification methods are very limited and can only be applied to some specified SAR images. To solve these problems, a jigsaw puzzle self-supervised learning (JPSSL) framework is proposed. The framework comprises a jigsaw puzzle pretext task and a terrain classification downstream task. In the pretext task, the information in the SAR image is learned by completing the SAR image jigsaw puzzle to extract effective features. The terrain classification downstream task is trained using only a small number of labeled data. Finally, fully connected conditional random field processing is performed to eliminate noise points and obtain a high-quality terrain classification result. Experimental results on three large-scene high-resolution SAR images confirm the effectiveness and generalization of our method. Compared with the supervised methods, the features learned in JPSSL are highly discriminative, and the JPSSL achieves good classification accuracy when using only a small amount of labeled data.
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36

Agosto, Melinda. "News from the Net: Cool Mathematics for Kids." Teaching Children Mathematics 8, no. 7 (March 2002): 397. http://dx.doi.org/10.5951/tcm.8.7.0397.

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The site called Coolmath 4 Kids at www.coolmath.com/ is “an amusement park of math” for parents, teachers, and children. The site has multiple sections for all ages, including games, brain benders, lessons, jigsaw puzzles, geometry activities, online calculators, fractals, a special section for ages 3–5, and links to a variety of sites for children.
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37

MARTINSSON, ANDERS. "A Linear Threshold for Uniqueness of Solutions to Random Jigsaw Puzzles." Combinatorics, Probability and Computing 28, no. 2 (January 8, 2019): 287–302. http://dx.doi.org/10.1017/s0963548318000391.

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We consider a problem introduced by Mossel and Ross (‘Shotgun assembly of labeled graphs’, arXiv:1504.07682). Suppose a random n × n jigsaw puzzle is constructed by independently and uniformly choosing the shape of each ‘jig’ from q possibilities. We are given the shuffled pieces. Then, depending on q, what is the probability that we can reassemble the puzzle uniquely? We say that two solutions of a puzzle are similar if they only differ by a global rotation of the puzzle, permutation of duplicate pieces, and rotation of rotationally symmetric pieces. In this paper, we show that, with high probability, such a puzzle has at least two non-similar solutions when 2 ⩽ q ⩽ 2e−1/2n, all solutions are similar when q ⩾ (2+ϵ)n, and the solution is unique when q = ω(n).
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Guevara, Miguel Angel, Marai Pérez Hernández, Marisela Hernández González, Araceli Sanz-Martin, and Sonia Ramírez Zapata. "RompecPC: A computerized program to create and solve jigsaw puzzles." Journal of Biomedical Science and Engineering 06, no. 07 (2013): 717–21. http://dx.doi.org/10.4236/jbise.2013.67088.

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39

Webster, R. W., P. S. LaFollette, and R. L. Stafford. "Isthmus critical points for solving jigsaw puzzles in computer vision." IEEE Transactions on Systems, Man, and Cybernetics 21, no. 5 (1991): 1271–78. http://dx.doi.org/10.1109/21.120080.

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40

Yao, Feng-Hui, and Gui-Feng Shao. "A shape and image merging technique to solve jigsaw puzzles." Pattern Recognition Letters 24, no. 12 (August 2003): 1819–35. http://dx.doi.org/10.1016/s0167-8655(03)00006-0.

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41

Demaine, Erik D., and Martin L. Demaine. "Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity." Graphs and Combinatorics 23, S1 (June 2007): 195–208. http://dx.doi.org/10.1007/s00373-007-0713-4.

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42

Muller, Alexandra A., and Marion Perlmutter. "Preschool children's problem-solving interactions at computers and jigsaw puzzles." Journal of Applied Developmental Psychology 6, no. 2-3 (April 1985): 173–86. http://dx.doi.org/10.1016/0193-3973(85)90058-9.

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43

Alajlan, Naif. "Solving Square Jigsaw Puzzles Using Dynamic Programming and the Hungarian Procedure." American Journal of Applied Sciences 6, no. 11 (November 1, 2009): 1941–47. http://dx.doi.org/10.3844/ajassp.2009.1941.1947.

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Li, Ru, Shuaicheng Liu, Guangfu Wang, Guanghui Liu, and Bing Zeng. "JigsawGAN: Auxiliary Learning for Solving Jigsaw Puzzles With Generative Adversarial Networks." IEEE Transactions on Image Processing 31 (2022): 513–24. http://dx.doi.org/10.1109/tip.2021.3120052.

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Kretchmar, R. Scott. "Jigsaw Puzzles and River Banks: Two Ways of Picturing Our Future." Quest 57, no. 1 (February 2005): 171–77. http://dx.doi.org/10.1080/00336297.2005.10491851.

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46

Guerroui, Nadia, and Hamid Séridi. "Solving computational square jigsaw puzzles with a novel pairwise compatibility measure." Journal of King Saud University - Computer and Information Sciences 32, no. 8 (October 2020): 928–39. http://dx.doi.org/10.1016/j.jksuci.2018.09.009.

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47

Sholomon, Dror, Omid E. David, and Nathan S. Netanyahu. "An automatic solver for very large jigsaw puzzles using genetic algorithms." Genetic Programming and Evolvable Machines 17, no. 3 (February 15, 2016): 291–313. http://dx.doi.org/10.1007/s10710-015-9258-0.

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48

An, Hyunseo, An, Hyunseo, Park, Hae Yean Park, Hae Yean, Lee, Heysig Lee, Heysig, and Nam, Sanghun Nam, Sanghun. "Cognitive Leisure Activity Interventions to Enhance Cognitive Function in Healthy Middle-ag ed and Older Adults Within the Community: A Systematic Review." Korean Society of Occupational Therapy 32, no. 2 (June 30, 2024): 41–56. http://dx.doi.org/10.14519/kjot.2024.32.2.04.

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Objective: This study analyzed cognitive leisure activity intervention studies in cognitively healthy middle-aged and older adult populations and establishes a foundation for application within the domestic community. Methods: We conducted a systematic review following the PRISMA guidelines, focusing on academic journals from January 2013 to December 2023. We searched PubMed, EMBASE, Web of Science, CINAHL, and APA PsycInfo databases using the terms “elderly” or “older*”, “leisure*” or “leisure activities,” “cognitive*”, and “dementia.” We selected experimental studies with control groups and assessed their quality using the PEDro scale. Results: Six studies analyzed cognitive function interventions through leisure activities grouped into four categories: playing musical instruments, reading, board games, and jigsaw puzzles. Excluding jigsaw puzzles, the experimental group exhibited significant cognitive function improvements, including enhancements in phonological and category verbal fluency, verbal and visual working memory, executive function, inhibitory control, divided attention, visual scanning, and overall cognitive function, compared with the control group. Improvements were also observed in performance, mood, and quality of life. Conclusion: This study found that cognitive leisure activities can improve cognitive function and psychosocial domains in community populations including middle-aged and older adults. These activities can be incorporated into daily life to promote cognitive health during occupational therapy.
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Kim, Yongseop, Amy Young, Jungjoo Lee, Kathleen Welsh-Bohmer, Marcia Ory, and Junhyoung Kim. "THE EFFECT OF THE JIGSAWDIO PROGRAM ON COGNITION AMONG OLDER ADULTS WITH DEMENTIA." Innovation in Aging 7, Supplement_1 (December 1, 2023): 1132. http://dx.doi.org/10.1093/geroni/igad104.3636.

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Abstract Puzzle activities in dementia patients have been associated with improvements in mood and cognition across a number of studies. Our research team designed and developed Jigsawdio, a digital technology that provides an innovative and interactive multisensory solution which supports memory recall in patients with dementia through the completion of personalized, audio-visual jigsaw puzzles. This device builds on the benefits derived from traditional puzzles by integrating salient audiovisual stimuli aimed at evoking nostalgia and encouraging reminiscence. The purpose of this study was to assess pre- and post-intervention effects of Jigsawdio use after six weeks among older adults with mild to moderate cognitive impairment. Using a single arm, twice weekly intervention, nine persons participated in the Jigsawdio program study. The Montreal Cognitive Assessment (MoCA) was used to measure changes in cognitive function and recall on the first and last days of the intervention. A paired t-test was used to investigate the group mean differences in cognition before and after participation in the intervention program. We found a significant group mean difference between the post-assessment and the baseline assessment MoCA scores of participants. This study presents suggestive evidence of cognitive benefits and feasibility of the technology in older adults with dementia.
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Paumard, Marie-Morgane, David Picard, and Hedi Tabia. "Deepzzle: Solving Visual Jigsaw Puzzles With Deep Learning and Shortest Path Optimization." IEEE Transactions on Image Processing 29 (2020): 3569–81. http://dx.doi.org/10.1109/tip.2019.2963378.

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