Blindfold Jargons and Lingo

abunickabhi

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Hi,

I want to introduce a newcomer to blindsolving. Before I make them go through any tutorial, I wanted to familiar them with the lingo or the common terms that we use most commonly while talking about blind.

Here are some words that I figured out. Feel free to add more words to this thread so that I can make a more comprehensive list.
  1. Onepass
  2. Tracing
  3. Finger tapping
  4. Memoing
  5. Review
  6. Letter Pairs
  7. Letter Quads
  8. Inverse
  9. Mirror
  10. Thinkahead
  11. Audio Memo
  12. Visual Memo
  13. Orientation
  14. Sticker
  15. Buffer
  16. Commutator
  17. Target
  18. Setup
  19. Cycle break
  20. Parity
  21. Edge Flip
  22. Corner Twist
  23. Float
  24. Alger
  25. Cancellations
  26. Splits
  27. Drill
  28. Rotationless
  29. Pseudo-swap
  30. Noddon
  31. 3-style
  32. DNF
  33. PLL
  34. TPS
  35. STM
  36. CEEC
  37. UF5
  38. MBLD
  39. 3BLD
  40. bigBLD
 
Hi,

I want to introduce a newcomer to blindsolving. Before I make them go through any tutorial, I wanted to familiar them with the lingo or the common terms that we use most commonly while talking about blind.

Here are some words that I figured out. Feel free to add more words to this thread so that I can make a more comprehensive list.
  1. Onepass
  2. Tracing
  3. Finger tapping
  4. Memoing
  5. Review
  6. Letter Pairs
  7. Letter Quads
  8. Inverse
  9. Mirror
  10. Thinkahead
  11. Audio Memo
  12. Visual Memo
  13. Orientation
  14. Sticker
  15. Buffer
  16. Commutator
  17. Target
  18. Setup
  19. Cycle break
  20. Parity
  21. Edge Flip
  22. Corner Twist
  23. Float
  24. Alger
  25. Cancellations
  26. Splits
  27. Drill
  28. Rotationless
  29. Pseudo-swap
  30. Noddon
  31. 3-style
  32. DNF
  33. PLL
  34. TPS
  35. STM
  36. CEEC
  37. UF5
  38. MBLD
  39. 3BLD
  40. bigBLD
Now, I've done blind-solving before... but I have idea what some of those terms mean.
 
Some more terms:
  1. T2C
  2. LTCT
  3. LTEF
  4. 5-style
  5. Floating parity
  6. Parity avoidance
  7. Parity Shifting
  8. Buffer Orientation Tracing
  9. Buffer order
  10. Cycle break order
  11. Visual memo
  12. Sandwich floating
  13. Block commutators
  14. 4-flips
  15. Nested commutators
  16. Trace Neutrality
  17. Premoves and postmoves (part of parity avoidance)
 
it would be cool if you listed the definition instead of listing a bunch of terms without it's significance
Yes I plan to edit the post and write the definitions, currently I am not expert enough to describe them the most accurately. Will ask Tommy, Eliott and Noah Swor to help out.
 
While I believe that there is some use for creating a list like this with definitions, I don’t think 99% of these need to be even discussed BEFORE starting to learn blindsolving. Learning even 3BLD is a big commitment already, and overwhelming them with information that wouldn’t make a difference until they are sub 30 or something, would do more harm than good in getting them interested in blindsolving.
The goal, in my opinion, should be to get them their first solve as easily as possible. There’s nothing like that first time you take off the blindfold and it’s solved! That’s what will determine who sticks with BLD long term. And if they want to stick with it, then they can start to learn ways to get faster.
it’s kind of like telling someone who has never solved a cube that they need to learn full oll and full pll before starting the beginners method.
 
If there is no additional tracing(looking at the cube) involved and time to do the internal review is less (less than 10 seconds imo), then that form of review should not be considered a memory pass.

This makes some forms of review in one pass memo be not counted as a review, since it happens fast and internally.
 
One-pass - Going through the piece type targets in one go without pausing or going back and reviewing the series of targets.

Tracing - The series of targets we shoot to from the buffer location. Tracing is done piece-wise or in other words, for a 3x3 we trace edges and then corners or vice versa.
 
Finger tapping- Technique of touching the targets in order to reinforce the memo in the brain. It also helps in knowing which targets we have shot to.

Memoing - Process of memorization. It is similar to inspection in sighted events. The cuber encodes the cube information using letter pairs or letter quads during memorization phase.
 
Review - Revisiting the memo in order to reinforce it in the memory. The review can be short term or long term and can be done multiple times. The review need involve retracing and/or looking at the cube, just verifying and going through the memo in the head is also counted as a review.

Letter Pairs - Group of two letters who are clubbed together to form an image which can be used to solve 2 targets on the twisty puzzle. The letters are the stickers where any piece can be shot to. The letter pair can also be used for memorizing twists and flips and parity.
 
Letter Quads - group of 4 letters which make up an object. In the cube trace, It involves 4 targets and 5 cycle from the buffer.

Inverse - Terminology used in cube theory and FMC event. It means we execute the algorithm or string of moves inverted. Inverse means reading the moves from right to left and priming them.
 
Mirror - the y-axis reflection of the algorithm, so L becomes R', D becomes D', F becomes F' and so on. If you are ambidextrous and it is easy to know the mirror algs and execute them as well for those cases.

Thinkahead - an acquired skill through deliberate practice where we can think/cancel and plan with the future memo while executing the current memo in blind. It is crucial to get fluidity and increase TPS during exec in all 4 blind events, 3bld, 4bld, 5bld and mbld.
 
Audio Memo - memorizing the targets as sounds which the brain captures for a few seconds in the short term memory.

Visual Memo - memorizing the targets as visual cues, patterns or just plain color in order to retrieve it faster using snapshot like memory.
 
Orientation - The fixed position we bring the cube in when we want to solve it using the centers as a reference. The standard orientation is White on top and Green on front.

Sticker - One color confined within the cubelet on the surface of the cube. Generally in memorization we trace out the stickers to their correct location and one sticker represents the entire piece.
 
Buffer - The reference piece/sticker from where you start tracing. The best spot for a 3x3 cube is the UF buffer. Nowadays people use floating buffer, which means they trace from many spots depending on favourability.

Commutator - a form of decomposition where the alg can be written in the form of ABA'B'. The notation for it is [A,B].
 
Target - The sticker onto which the current sticker in the buffer should be shot to, to solve the piece completely.

Setup - a sequence of moves that just brings one of my pieces in the target swap cycle, into a easier or fingertrickable commutator.
 
Cycle break- While tracing in the same piece type, when you close a cycle of tracing by getting back the buffer piece (either normal orientation or flipped). It happens to every piece type, except bigBLD centers where you can avoid it. Any random scramble may or may not have a cycle break, it is scramble specific and solver's way of executing/tracing.

Advanced cubers nowadays avoid cycle break by doing float tracing and floating 3-style commutators.

Parity- In simple words parity is a simple 2c2e PLL like T perm, J perm or Y perm. More specifically, parity comes from how each piece type is cycled and the remainder 2-cycle or 2-swap. The parity of corner and edge pieces are coupled. The probability of parity is 50% for most common parities across puzzles.
 
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