The Possibility of Solving a 3x3 Rubik’s Cube under 3 Seconds

Rubik's cube was invented in 1974. Since then, speedcubers all over the world try their best to break the world record again and again. The newest record is 3.47 seconds. There are many factors that affect the timing including turns per second (tps), algorithm, finger trick, and hardware of the cube. In this paper, the lower bound of the cube solving time will be discussed using convex optimization. Extended analysis of the world records will be used to understand how to improve the timing. With the understanding of each part of the solving step, the paper suggests a list of speed improvement technique. Based on the analysis of the world record, there is a high possibility that the 3 seconds mark will be broken soon.

Very Large Scale Integration Architecture of Finite Impulse Response Filter Implementation Using Retiming Technique

Recursive combination of an algorithm based on Karatsuba multiplication is exploited to design a generalized transpose and parallel Finite Impulse Response (FIR) Filter. Mid-range Karatsuba multiplication and Carry Save adder based on Karatsuba multiplication reduce time complexity for higher order multiplication implemented up to n-bit. As a result, we design modified N-tap Transpose and Parallel Symmetric FIR Filter Structure using Karatsuba algorithm. The mathematical formulation of the FFA Filter is derived. The proposed architecture involves significantly less area delay product (APD) then the existing block implementation. By adopting retiming technique, hardware cost is reduced further. The filter architecture is designed by using 90 nm technology library and is implemented by using cadence EDA Tool. The synthesized result shows better performance for different word length and block size. The design achieves switching activity reduction and low power consumption by applying with and without retiming for different combination of the circuit. The proposed structure achieves more than a half of the power reduction by adopting with and without retiming techniques compared to the earlier design structure. As a proof of the concept for block size 16 and filter length 64 for CKA method, it achieves a 51% as well as 70% less power by applying retiming technique, and for CSA method it achieves a 57% as well as 77% less power by applying retiming technique compared to the previously proposed design.

A Case-Based Reasoning-Decision Tree Hybrid System for Stock Selection

Stock selection is an important decision-making problem. Many machine learning and data mining technologies are employed to build automatic stock-selection system. A profitable stock-selection system should consider the stock’s investment value and the market timing. In this paper, we present a hybrid system including both engage for stock selection. This system uses a case-based reasoning (CBR) model to execute the stock classification, uses a decision-tree model to help with market timing and stock selection. The experiments show that the performance of this hybrid system is better than that of other techniques regarding to the classification accuracy, the average return and the Sharpe ratio.

BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Best Timing for Capturing Satellite Thermal Images, Asphalt, and Concrete Objects

The asphalt object represents the asphalted areas like roads, and the concrete object represents the concrete areas like concrete buildings. The efficient extraction of asphalt and concrete objects from one satellite thermal image occurred at a specific time, by preventing the gaps in times which give the close and same brightness values between asphalt and concrete, and among other objects. So that to achieve efficient extraction and then better analysis. Seven sample objects were used un this study, asphalt, concrete, metal, rock, dry soil, vegetation, and water. It has been found that, the best timing for capturing satellite thermal images to extract the two objects asphalt and concrete from one satellite thermal image, saving time and money, occurred at a specific time in different months. A table is deduced shows the optimal timing for capturing satellite thermal images to extract effectively these two objects.

CFD Investigation of the Effects of Re-Entrant Combustion Chamber Geometry in a HSDI Diesel Engine

A CFD simulation has applied to explore the effects of combustion chamber geometry on engine performance and pollutant emissions in a HSDI diesel engine. Three ITs (Injection Timing) at 2.65 CA BTDC, 0.65 CA BTDC and 1.35 CA ATDC, all with 30 crank angle pilot separations has firstly considered to identify the optimum IT for achieving the minimum amount of pollutant emissions. In order to investigate the effect of combustion chamber, thirteen different piston bowl configurations have been designed and analyzed. For all the studied cases, compression ratio, squish bowl volume and the amount of injected fuel were kept constant to assure that variation in the engine performance were only caused by geometric parameters. The results showed that by changing the geometric parameters on piston bowl, the amount of emission pollutants can be decreased while the other performance parameters of engine remain constant.

Differences in Goal Scoring and Passing Sequences between Winning and Losing Team in UEFA-EURO Championship 2012

The objective of current study is to investigate the differences of winning and losing teams in terms of goal scoring and passing sequences. Total of 31 matches from UEFA-EURO 2012 were analyzed and 5 matches were excluded from analysis due to matches end up drawn. There are two groups of variable used in the study which is; i. the goal scoring variable and: ii. passing sequences variable. Data were analyzed using Wilcoxon matched pair rank test with significant value set at p < 0.05. Current study found the timing of goal scored was significantly higher for winning team at 1st half (Z=-3.416, p=.001) and 2nd half (Z=-3.252, p=.001). The scoring frequency was also found to be increase as time progressed and the last 15 minutes of the game was the time interval the most goals scored. The indicators that were significantly differences between winning and losing team were the goal scored (Z=-4.578, p=.000), the head (Z=-2.500, p=.012), the right foot (Z=-3.788,p=.000), corner (Z=-.2.126,p=.033), open play (Z=-3.744,p=.000), inside the penalty box (Z=-4.174, p=.000) , attackers (Z=-2.976, p=.003) and also the midfielders (Z=-3.400, p=.001). Regarding the passing sequences, there are significance difference between both teams in short passing sequences (Z=-.4.141, p=.000). While for the long passing, there were no significance difference (Z=-.1.795, p=.073). The data gathered in present study can be used by the coaches to construct detailed training program based on their objectives.

Parallel Direct Integration Variable Step Block Method for Solving Large System of Higher Order Ordinary Differential Equations

The aim of this paper is to investigate the performance of the developed two point block method designed for two processors for solving directly non stiff large systems of higher order ordinary differential equations (ODEs). The method calculates the numerical solution at two points simultaneously and produces two new equally spaced solution values within a block and it is possible to assign the computational tasks at each time step to a single processor. The algorithm of the method was developed in C language and the parallel computation was done on a parallel shared memory environment. Numerical results are given to compare the efficiency of the developed method to the sequential timing. For large problems, the parallel implementation produced 1.95 speed-up and 98% efficiency for the two processors.

An Experimental Study on the Effect of EGR and Engine Speed on CO and HC Emissions of Dual Fuel HCCI Engine

In this study, effects of EGR on CO and HC emissions of a dual fuel HCCI-DI engine are investigated. Tests were conducted on a single-cylinder variable compression ratio (VCR) diesel engine with compression ratio of 17.5. Premixed gasoline is provided by a carburetor connected to intake manifold and equipped with a screw to adjust premixed air-fuel ratio, and diesel fuel is injected directly into the cylinder through an injector at pressure of 250 bars. A heater placed at inlet manifold is used to control the intake charge temperature. Optimal intake charge temperature was 110-115ºC due to better formation of a homogeneous mixture causing HCCI combustion. Timing of diesel fuel injection has a great effect on stratification of in-cylinder charge in HCCI combustion. Experiments indicated 35 BTDC as the optimum injection timing. Coolant temperature was maintained 50ºC during the tests. Results show that increasing engine speed at a constant EGR rate leads to increase in CO and UHC emissions due to the incomplete combustion caused by shorter combustion duration and less homogeneous mixture. Results also show that increasing EGR reduces the amount of oxygen and leads to incomplete combustion and therefore increases CO emission due to lower combustion temperature. HC emission also increases as a result of lower combustion temperatures.

Discrete-time Phase and Delay Locked Loops Analyses in Tracking Mode

Phase locked loops (PLL) and delay locked loops (DLL) play an important role in establishing coherent references (phase of carrier and symbol timing) in digital communication systems. Fully digital receiver including digital carrier synchronizer and symbol timing synchronizer fulfils the conditions for universal multi-mode communication receiver with option of symbol rate setting over several digit places and long-term stability of requirement parameters. Afterwards it is necessary to realize PLL and DLL in synchronizer in digital form and to approach to these subsystems as a discrete representation of analog template. Analysis of discrete phase locked loop (DPLL) or discrete delay locked loop (DDLL) and technique to determine their characteristics based on analog (continuous-time) template is performed in this posed paper. There are derived transmission response and error function for 1st order discrete locked loop and resulting equations and graphical representations for 2nd order one. It is shown that the spectrum translation due to sampling takes effect at frequency characteristics computing for specific values of loop parameters.

An Experimental Study on the Effect of Premixed and Equivalence Ratios on CO and HC Emissions of Dual Fuel HCCI Engine

In this study, effects of premixed and equivalence ratios on CO and HC emissions of a dual fuel HCCI engine are investigated. Tests were conducted on a single-cylinder engine with compression ratio of 17.5. Premixed gasoline is provided by a carburetor connected to intake manifold and equipped with a screw to adjust premixed air-fuel ratio, and diesel fuel is injected directly into the cylinder through an injector at pressure of 250 bars. A heater placed at inlet manifold is used to control the intake charge temperature. Optimal intake charge temperature results in better HCCI combustion due to formation of a homogeneous mixture, therefore, all tests were carried out over the optimum intake temperature of 110-115 ºC. Timing of diesel fuel injection has a great effect on stratification of in-cylinder charge and plays an important role in HCCI combustion phasing. Experiments indicated 35 BTDC as the optimum injection timing. Varying the coolant temperature in a range of 40 to 70 ºC, better HCCI combustion was achieved at 50 ºC. Therefore, coolant temperature was maintained 50 ºC during all tests. Simultaneous investigation of effective parameters on HCCI combustion was conducted to determine optimum parameters resulting in fast transition to HCCI combustion. One of the advantages of the method studied in this study is feasibility of easy and fast transition of typical diesel engine to a dual fuel HCCI engine. Results show that increasing premixed ratio, while keeping EGR rate constant, increases unburned hydrocarbon (UHC) emissions due to quenching phenomena and trapping of premixed fuel in crevices, but CO emission decreases due to increase in CO to CO2 reactions.

Implementation of Sprite Animation for Multimedia Application

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.