Siteswap

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Siteswap beats shown as relative height Siteswap relative visualized.png
Siteswap beats shown as relative height

Siteswap, also called quantum juggling or the Cambridge notation, is a numeric juggling notation used to describe or represent juggling patterns. The term may also be used to describe siteswap patterns, possible patterns transcribed using siteswap. Throws are represented by non-negative integers that specify the number of beats in the future when the object is thrown again: "The idea behind siteswap is to keep track of the order that balls are thrown and caught, and only that." [3] It is an invaluable tool in determining which combinations of throws yield valid juggling patterns for a given number of objects, and has led to previously unknown patterns (such as 441). However, it does not describe body movements such as behind-the-back and under-the-leg. Siteswap assumes that "throws happen on beats that are equally spaced in time." [4]

Contents

For example, a three-ball cascade may be notated "3 ", while a shower may be notated "5 1". [4]

Origin

The notation was invented by Paul Klimek in Santa Cruz, California in 1981, and later developed by undergraduates Bruce "Boppo" Tiemann, Joel David Hamkins, and the late Bengt Magnusson at the California Institute of Technology in 1985, and by Mike Day, mathematician Colin Wright, and mathematician Adam Chalcraft in Cambridge, England in 1985 (whence comes an alternative name). [5] [lower-alpha 1] Hamkins wrote computer code in 1985 to systematically generate siteswap patternsthe printouts were taken immediately to the Athenaeum lawn at Caltech to be tried out by himself, Tiemann, and Magnusson. The numbers derive from the number of balls used in the most common juggling patterns. Siteswap has been described as, "perhaps the most popular" name. [8]

The name siteswap comes from the ability to generate patterns by "swapping" landing times of any 2 "sites" in a siteswap using the swap property. [9] For example, swapping the landing times of throws "5" and "1" in the siteswap "51" generates the siteswap "24".

Vanilla

Diagram of someone "juggling" with the siteswap notation and the state Juggling53145305520.png
Diagram of someone "juggling" with the siteswap notation and the state

Its simplest form, sometimes called vanilla siteswap, describes only patterns whose throws alternate hands and in which one ball is thrown from each hand at a time. If one were juggling while walking forward, something like the adjacent diagram would be seen from above, sometimes called a space-time diagram or ladder diagram. In this diagram, three balls are being juggled. Time progresses from the top to the bottom.

This pattern can be described by stating how many throws later each ball is caught. For instance, on the first throw in the diagram, the purple ball is thrown in the air (up out of the screen, towards the bottom left) by the right hand, next the blue ball, the green ball, the green ball again, and the blue ball again and then finally the purple ball is caught and thrown by the left hand on the fifth throw, this gives the first throw a count of 5. This produces a sequence of numbers which denote the height of each throw to be made. Since hands alternate, odd-numbered throws send the ball to the other hand, while even-numbered throws send the ball to the same hand. A 3 represents a throw to the opposite hand at the height of the basic three-cascade; a 4 represents a throw to the same hand at the height of the four-fountain, and so on.

Siteswap Throw Names
Throw NameBeats object is in AirSwitches handsDescription
0--Empty hand
11YesThrow from one hand to the other
20NoMomentary hold
33YesThrow from a 3 ball cascade
44NoThrow from a 4 ball fountain
55YesThrow from a 5 ball cascade
66NoThrow from a 6 ball fountain
77YesThrow from a 7 ball cascade
88NoThrow from a 8 ball fountain
99YesThrow from a 9 ball cascade
a10NoThrow from a 10 ball fountain
b11YesThrow from a 11 ball cascade
............

There are three special throws: a 0 is a pause with an empty hand, a 1 is a quick pass straight across to the other hand, and a 2 is a momentary hold of an object. Throws longer than 9 beats are given letters starting with a. The number of beats a ball is in the air usually corresponds to how high it was thrown, so many people refer to the numbers as heights, but this is not technically correct; all that matters is the number of beats in the air, not how high it is thrown. For example, bouncing a ball takes longer than a throw in the air to the same height, and so can be a higher siteswap value while being a lower throw.

Each pattern repeats after a certain number of throws, called the period of the pattern. The period is the number of digits in the shortest non-repeating representation of a pattern. For example, the pattern diagrammed on the right is 53145305520 which has 11 digits and therefore has a period of 11. If the period is an odd number, like this one, then each time the sequence is repeated, the sequence starts with the other hand, and the pattern is symmetrical because each hand is doing the same thing (although at different times). If the period is an even number then on every repeat of the pattern, each hand does the same thing it did last time and the pattern is asymmetrical.

The number of balls used for the pattern is the average of the throw numbers in the pattern. [2] For example, 441 is a three-object pattern because (4+4+1)/3 is 3, and 86 is a seven-object pattern. All patterns must therefore have a siteswap sequence that averages to an integer. Not all such sequences describe patterns; for example 543 with integer average 4 but its three throws all land at the same time, colliding.

Some hold to a convention in that a siteswap is written with its highest numbers first. One drawback to doing so is evident in the pattern 51414, a 3-ball pattern which cannot be inserted into the middle of a string of 3-throws, unlike its rotation 45141 which can.

Synchronous

Ladder diagram for box: (4,2x)(2x,4) Juggling - 3-ball box (4,2x)(2x,4) ladder diagram.svg
Ladder diagram for box: (4,2x)(2x,4)

Siteswap notation can be extended to denote patterns containing synchronous throws from both hands. The numbers for the two throws are combined in parentheses and separated by a comma. Since synchronous throws are only thrown on even beats, only even numbers are allowed. [10] Throws that move to the other hand are marked by an x following the number. Thus a synchronous three-prop shower is denoted (4x,2x), meaning one hand continually throws a low throw or 'zip' to the opposite hand, while the other continually makes a higher throw to the first. Sequences of bracketed pairs are written without delimiting markers. Patterns that repeat in mirror image on the opposite side can be abbreviated with a *. For example, Instead of (4,2x)(2x,4) (3-ball box pattern), can be abbreviated to (4,2x)*.

Multiplexing

3-ball Cascade with triplex: [333]33 Multiplex333 33.gif
3-ball Cascade with triplex: [333]33

A further extension allows siteswap to notate patterns involving multiple throws from either or both hands at the same time in a multiplex pattern. The numbers for multiple throws from a single hand are written together inside square brackets. For example, [33]33 is a normal 3-ball cascade, with a pair of balls always thrown together.

Passing

Four-count, or "Every others": <333P|333P> Classic 4beats passing 2juggler 6balls side.gif
Four-count, or "Every others": <333P|333P>

Simultaneous juggling: <xxx|yyy> notation means one juggler does 'xxx' while another does 'yyy'. 'p' is used to represent a passing throw. For example, <3p 3|3p 3> is a 6 prop '2 count' passing pattern, where all left hand throws are passes and right hand throws are selves. This can also be used with synchronous patterns; a two-person 'shower' is then <(4xp,2x)|(4xp,2x)>

Fractional notation

If the pattern contains fractions, e.g. <4.5 3 3 | 3 4 3.5> the juggler after the bar is supposed to be half a count later, and all fractions are passes.

social siteswap

If both juggle the same pattern (although shifted in time), the pattern is called a social siteswap and only half of the pattern needs to be written: <4p 3| 3 4p> becomes 4p 3 and <4.5 3 3| 3 4.5 3> becomes 4.5 3 3. (note that in the latter case, 4.5 will be straight passes from one juggler, crossing passes (i.e. left to left or right to right hand) from the other juggler. Social siteswaps can also be created for more than 2 jugglers (e.g. 4p 3 3 or 3.7 3 for 3 jugglers, where 3.7 is meant to mean 3.66666.... or 3 23. Then each juggler should start 13 count after the previous one.)

Note that some jugglers use fractions to note multi-handed patterns.

Multi-handed

Multi-hand notation was developed by Ed Carstens in 1992 for use with his juggling program JugglePro. [7] Siteswap notation in its simplest form ("Vanilla siteswap") assumes that only one ball is thrown at a time. It follows that any valid siteswap for two hands will also be valid for any number of hands, on the condition that the hands throw after each other. Commonly used multi-hand siteswaps are 1-handed (diabolo) siteswap, and 4-handed (passing) siteswap.

1-handed (diabolo)

The siteswap is performed by a single hand, or a diabolo player throwing diabolos at different heights.

4-handed

Valid siteswaps can be juggled by a 4-handed juggler, or for 2 jugglers coordinating 4 hands, on the condition that hands throw alternately.

In practice, this is most easily obtained if the jugglers throw by turns, one sequence being (Right hand of juggler A, right hand of juggler B, left hand of A, left hand of B).

mixed-up notation

Some jugglers, when noting 4-handed siteswap, divide the siteswap values by the number of jugglers. This leads to a fractional notation similar to the notation for social siteswaps, but the order of the notation can be different.

State diagrams

State Diagram for 3 balls with a max throw of '5' StateDiagram3BallMaxThrow5.png
State Diagram for 3 balls with a max throw of '5'

Just after throwing a ball (or club or other juggling object), all balls are in the air and are under the influence of gravity. Assuming the balls are caught at a consistent level, then the timing of when the balls land is already determined. We can mark each point in time when a ball is going to land with an x, and each point in time when there is not yet a ball scheduled to land with a -. This describes the current state and determines what number ball can be thrown next. For instance, we can look at the state just after our first throw in the diagram, it is xx--x. We can use the state to determine what can be thrown next. First we take the x off the left hand side (that's the ball that's landing next) and shift everything else to the left filling in a - on the right. This leaves us with x--x-. Since we caught a ball (the x we removed from the left) we can't "throw" a 0 next. We also can't throw a 1 or a 4, because there are already balls scheduled to land there. So assuming that the highest we can accurately throw a ball is to a height of 5, then we can only throw a 2, 3, or a 5. In this diagram, the juggler threw a 3, so an x goes in the third spot, replacing the -, and we have x-xx- as the new state.

The diagram shown illustrates all possible states for someone juggling three items and a maximum height of 5. From each state one can follow the arrows and the corresponding numbers produce the siteswap. Any path which produces a cycle generates a valid siteswap, and all siteswaps can be generated this way. The diagram quickly becomes bigger when more balls or higher throws are introduced as there are more possible states and more possible throws.

Another method of representing siteswap states is represent a ball with a 1 instead of an x, and represent a spot where there's no ball scheduled to land with a 0 instead of a -. Then the state can be represented with a binary number, such as binary 10011. This format makes it possible to represent multiplex states, i.e. the number 2 represents that 2 balls land on that beat.

Throw
State
012345
111 111110111001
0111111
1011111011101101
1101111101110101
001110111
010111011
011011101
100111011011100111
101011101011101011
110011101101110011

A siteswap state diagram can also be represented as a state-transition table, as shown on the right. To generate a siteswap, pick a starting state row. Index into the row via the corresponding throw column. The state entry at the intersection is the transitioned to state when that throw is made. From the new state, one can index into the table again. This process can be repeated so that when the original state is reached, a valid siteswap will be created.

Mathematical properties

Validity

Siteswap 531 state diagram Siteswap 531 state diagram.png
Siteswap 531 state diagram

Not all siteswap sequences are valid. [10] All vanilla, synchronous, and multiplex siteswap sequences are valid if their state transitions create a cycle in their state diagram graph. [10] Sequences that do not create a cycle are invalid. For example, the pattern 531 can be mapped to a state diagram as shown on the right. Since the transitions in this sequence create a cycle in the graph, this pattern is valid.

There are other methods of determining a sequence's validity based on the flavor of siteswap.

A vanilla siteswap sequence where is the period of the siteswap, is valid when the cardinality of the set (written in Set-builder notation) is equal to the period where

To find if a pattern is valid, first create a new sequence formed by adding to the first number, to the second number, to the third number and so on. Second, calculate the modulus (remainder) of each number with the period. If none of the numbers are duplicated in this final sequence, then the pattern is valid. [11]

For example, the pattern 531 would produce or . Since the pattern 531 has a period of 3, the results from the previous example would produce or . In this case, 531 is valid since the numbers are all unique. Another example, 513 is an invalid pattern because the first step produces or , the second step produces or , and the final sequence contains at least a duplicate of one number, in this case a 2.

A synchronous siteswap is valid if

  1. it only contains even numbers and
  2. it can be converted into a valid vanilla siteswap using the slide property.

otherwise it is invalid[ citation needed ].

Swap property

New valid vanilla sequences can be generated by swapping adjacent elements from another valid vanilla siteswap sequence, adding 1 to the number being swapped to the right and subtracting 1 from the number being swapped to the left. [11] The swap property will convert the valid sequence with arbitrary value , to generate the new valid sequence .

For example, the swap property performed on the inner two throws of the sequence 4413 would move the 4 to the right subtracting 1 from it to become 3 and move the 1 to the left adding 1 to it to become 2. This produces the new valid siteswap pattern 4233.

Slide property

A valid synchronous sequence can be converted to a valid asynchronous sequence and vice versa using the slide property. Given the synchronous sequence the new vanilla sequences can be formed: where

and where

The slide property gets its name by sliding the throw times of one of the hands by one time unit so that the throws align asynchronously. [10]

For example, the siteswap (8x,4x)(4,4) would create two asynchronous (vanilla) siteswaps using the slide property: 9344 and 5744.

Prime patterns

Siteswaps may be considered either prime or composite. [10] A siteswap is prime if the path created in its state diagram does not traverse any state more than once. Siteswaps that are not prime are called composite.

A non-rigorous but simpler method of determining if a siteswap is prime is to try to split it into any valid shorter pattern which uses the same number of props. [10] For example, 44404413 can be split into 4440, 441, and 3; therefore, 44404413 is a composite. Another example, 441, which uses three props, is prime, as 1, 4, 41, and 44 are not valid three prop patterns (as 1/1≠3, 4/1≠3, (4+1)/2≠3, and (4+4)/2≠3). Sometimes this process does not work; for example, 153 (better known by its rotation 531) looks like it can be split into 15 and 3, but checking that the cycle has no repeating nodes in the graph traversal indicates that it is prime by the more rigorous definition.

It has been shown empirically that the longest prime siteswaps bounded by height contain mostly the throws and . [12] The longest prime patterns with height 22 (with 3 ball maximum), for 9 balls (with 13 maximum height), and for heights and ball counts in between, were enumerated by Jack Boyce in February 1999 using a program called jdeep. [13] The full list of longest prime siteswaps generated by jdeep (with '0' throws represented by a '-' and maximum height throws represented by a '+') can be found here.

Mathematical connections

Connections to abstract algebra

Vanilla siteswap patterns may be viewed as certain elements of the affine symmetric group (the affine Weyl group of type ). [14] One presentation of this group is as the set of bijective functions f on the integers such that, for a fixed n: f(i + n) = f(i) + n for all integers i. If the element f satisfies the further condition that f(i) ≥ i for all i, then f corresponds to the (infinitely repeated) siteswap pattern whose ith number is f(i) i: that is, the ball thrown at time i will land at time f(i).

Connections to topology

A subset of these siteswap patterns naturally label strata in the positroid stratification of the Grassmannian. [15]

List of symbols

Programs

There are many free computer programs available which simulate juggling patterns.

There are also some games to play with siteswap:

See also

Notes

    • "Invented independently around 1985 by Paul Klimek of the University of California at Santa Cruz, Bruce Tiemann of the California Institute of Technology and Michael Day of the University of Cambridge." [4]
    • "...site swap patterns...in the form invented by some of Bruce Tiemann, Bengt Magnusson, and Joel Hamkins" [6]
    • "Invented around 1985 by three people independently: Bruce "Boppo" Tiemann at Caltech, Paul Klimek in Santa Cruz, and Mike Day in Cambridge." [3]
    • "...Bruce Tiemann (Boppo) and the late Bengt Magnusson....Other contributors to the development of site swap theory include Jack Boyce, Allen Knutson, Ed Carstens, and jugglers on the computer network." [7]
    • "Jack Boyce (also at Caltech) came up with the juggling state model to explain the phenomenon of excited-state tricks." [3]
    • "To give credit where it is due, the notation as presented here was independently (and previously) invented by Paul Klimek, with whom we have had helpful discussions." [2]

Related Research Articles

<span class="mw-page-title-main">Juggling</span> Circus skill manipulating objects

Juggling is a physical skill, performed by a juggler, involving the manipulation of objects for recreation, entertainment, art or sport. The most recognizable form of juggling is toss juggling. Juggling can be the manipulation of one object or many objects at the same time, most often using one or two hands but other body parts as well, like feet or head. Jugglers often refer to the objects they juggle as props. The most common props are balls, clubs, or rings. Some jugglers use more dramatic objects such as knives, fire torches or chainsaws. The term juggling can also commonly refer to other prop-based manipulation skills, such as diabolo, plate spinning, devil sticks, poi, cigar boxes, contact juggling, hooping, yo-yo, and hat manipulation.

<span class="mw-page-title-main">Cascade (juggling)</span> Pattern in juggling

In toss juggling, a cascade is the simplest juggling pattern achievable with an odd number of props. The simplest juggling pattern is the three-ball cascade, This is therefore the first pattern that most jugglers learn. However, although the shower requires more speed and precision, "some people find that the movement comes naturally to them," and it may be the pattern learned first. "Balls or other props follow a horizontal figure-eight [or hourglass figure] pattern above the hands." In siteswap, each throw in a cascade is notated using the number of balls; thus a three ball cascade is "3".

In the cascade, an object is always thrown from a position near the body's midline in an arc passing underneath the preceding throw and toward the other side of the body, where it is caught and transported again toward the body's midline for the next throw. As a result, the balls travel along the figure-eight path that is characteristic of the cascade.

<span class="mw-page-title-main">Fountain (juggling)</span>

The fountain is a juggling pattern that is the method most often used for juggling an even number of objects. In a fountain, each hand juggles separately, and the objects are not thrown between the hands, thus the number of balls is always even since any number of balls in one hand is doubled by the same number in the other hand. To illustrate this, it can be seen that in the most common fountain pattern where four balls are juggled, each hand juggles two balls independently. As Crego states "In the fountain pattern, each hand throws balls straight up into the air and each ball is caught in the same hand that throws it."

<span class="mw-page-title-main">Multiplex (juggling)</span>

Multiplexing is a juggling trick or form of toss juggling where more than one ball is in the hand at the time of the throw. The opposite, a squeeze catch, is when more than one ball is caught in the hand simultaneously on the same beat. If a multiplex throw were time-reversed, it would be a squeeze catch.

<span class="mw-page-title-main">Mills' Mess</span> Pattern in juggling using three objects

In toss juggling, Mills' Mess is a popular juggling pattern, typically performed with three balls although the props used and the number of objects can be different. The pattern was invented by and named after Steve Mills. It is a well-known trick among jugglers and learning it is considered somewhat of a milestone, "a mind-boggling pattern of circling balls, crossing and uncrossing hands, and unexpected catches."

<span class="mw-page-title-main">Juggling club</span> Equipment used by jugglers

Juggling clubs are a prop used by jugglers. Juggling clubs are often simply called clubs by jugglers and sometimes are referred to as pins or batons by non-jugglers. Clubs are one of the three most popular props used by jugglers; the others being balls and rings.

<span class="mw-page-title-main">Box (juggling)</span>

In toss juggling, the box is a juggling pattern for 3 objects, most commonly balls or bean bags. Two balls are dedicated to a specific hand with vertical throws, and the third ball is thrown horizontally between the two hands. Its siteswap is (4,2x)(2x,4).

<span class="mw-page-title-main">Flash (juggling)</span>

In toss juggling, a flash is either a form of numbers juggling where each ball in a juggling pattern is only thrown and caught once or it is a juggling trick where every prop is simultaneously in the air and both hands are empty.

<span class="mw-page-title-main">Columns (juggling)</span>

In toss juggling, columns, also known as One-up Two-up, is a juggling trick or pattern where the balls are thrown upwards without any sideways motion, distinguishing it from the fountain. The simplest version involves having three balls, with two going up simultaneously on either side, followed by one going up in the middle. One way to accomplish this is to juggle 2 balls in one hand and one ball in the other, so one hand has to move faster and further than in a regular pattern (cascade), whilst the other remains almost stationary. The hand juggling the center ball can alternate with each repeat to make the pattern symmetric.

<span class="mw-page-title-main">Passing (juggling)</span> Juggling between two or more people

Passing is the act of juggling between two or more people. It is most commonly seen as a subset of toss juggling.

<span class="mw-page-title-main">Rubenstein's Revenge</span> Three-ball juggling pattern

In toss juggling, Rubenstein's Revenge is a 3-ball juggling pattern named by George Gillson after its inventor, Rick Rubenstein. Along with Mills' Mess and Burke's Barrage, it is one of three well-known named juggling patterns that involve complex carries and crossed arm throws. Rubenstein's Revenge is usually considered the most involved and difficult of the three.

<span class="mw-page-title-main">Toss juggling</span> Form of juggling

Toss juggling is the form of juggling which is most recognisable as 'juggling'. Toss juggling can be used as: a performing art, a sport, a form of exercise, as meditation, a recreational pursuit or hobby.

<span class="mw-page-title-main">Shower (juggling)</span> Juggling pattern

In toss juggling, the shower is a juggling pattern for 3 or more objects, most commonly balls or bean bags, where objects are thrown in a circular motion. Balls are thrown high from one hand to the other while the other hand passes the ball back horizontally. "In the shower pattern, every ball is thrown in a high arc from the right hand to the left and then quickly passed off with a low throw from the left to the right hand ." The animation depicts a 3-ball version. Siteswap notation for shower patterns is (2n-1)1, where n is the number of objects juggled. The circular motion of the balls is commonly represented in cartoons as the archetypical juggling pattern, somewhat at odds with reality, where the cascade is more common. By constantly reversing the direction, the box pattern can be formed.

Juggling practice has developed a wide range of patterns and forms which involve different types of manipulation, different props, numbers of props, and numbers of jugglers. The forms of juggling shown here are practiced by amateur, non-performing, hobby jugglers as well as by professional jugglers. The variations of juggling shown here are extensive but not exhaustive as juggling practice develops and creates new patterns on a regular basis. Jugglers do not consciously isolate their juggling into one of the categories shown; instead most jugglers will practice two or more forms, combining the varieties of juggling practice. Some forms are commonly mixed, for example: numbers and patterns with balls; while others are rarely mixed, for example: contact numbers passing. Many Western jugglers also practice other forms of object manipulation, such as diabolo, devil sticks, cigar box manipulation, fire-spinning, contact juggling, hat manipulation, poi, staff-spinning, balancing tricks, bar flair and general circus skills.

<span class="mw-page-title-main">Juggling notation</span>

Juggling notation is the written depiction of concepts and practices in juggling. Toss juggling patterns have a reputation for being "easier done than said" – while it might be easy to learn a given maneuver and demonstrate it for others, it is often much harder to communicate the idea accurately using speech or plain text. To circumvent this problem, various numeric or diagram-based notation systems have been developed to facilitate communication of patterns or tricks between jugglers, as well the investigation and discovery of new patterns.

<span class="mw-page-title-main">Juggling ring</span>

Juggling rings, or simply "rings", are a popular prop used by jugglers, usually in sets of three or more, or in combination with other props such as balls or clubs. The rings used by jugglers are typically about 30 centimetres (12 in) in diameter and 3 millimetres (0.12 in) thick.

<span class="mw-page-title-main">Juggling pattern</span>

A juggling pattern or juggling trick is a specific manipulation of props during the practice of juggling. "Juggling, like music, combines abstract patterns and mind-body coordination in a pleasing way." Descriptions of patterns and tricks have been most common in toss juggling. A juggling pattern in toss juggling is a sequence of throws and catches using a certain number of props which is repeated continuously. Patterns include simple ones such as the cascade and complex ones such as Mills mess. A juggling trick in toss juggling is a throw or catch which is different from the throws and catches within a pattern. Tricks include simple ones such as a high throw or more difficult ones such a catch on the back of the jugglers neck, as well as the claw, multiplex, and pass. Systems of juggling notation have been created to describe juggling patterns and tricks. One of these is siteswap notation.

<span class="mw-page-title-main">Claw (juggling)</span> Juggling trick

In toss juggling, a claw is a trick where the hand throwing or catching a ball is turned upside down so that the palm of the hand faces the ground. The effect is that of the jugglers hand appearing to snatch the ball out of the air. A claw can be juggled as an isolated trick, or be incorporated into an already existing juggling pattern. For example, the Boston Mess can be juggled with each right hand throw as a claw. The resulting pattern in known as cherry picking.

Juggling terminology, juggling terms:

References

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  3. 1 2 3 Knutson, Allen. "Siteswap FAQ". Juggling.org . Retrieved June 30, 2017.
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  6. Knutson, Allen. "(in) IBM-PC Programs". Juggling.org . Retrieved October 3, 2023.
  7. 1 2 Lewbel, Arthur (1996). "The Academic Juggler: The Invention Of Juggling Notations Archived July 14, 2014, at the Wayback Machine ", Juggle.org.
  8. Sethares, William Arthur (2007). Rhythm and Transforms . Springer. p.  40. ISBN   9781846286407. OCLC   261225487.
  9. Boyce, Jack (October 11, 1997). "Patterns from Lodi 1997 Workshop". sonic.net. Archived from the original on December 7, 2004. Retrieved July 8, 2020.
  10. 1 2 3 4 5 6 Beever, Ben (2001). " Siteswap Ben's Guide to Juggling Patterns ", p.6, JugglingEdge.com. BenBeever.com at the Wayback Machine (archived August 10, 2015).
  11. 1 2 Polster, Burkard. "The Mathematics of Juggling" (PDF). qedcat.com. Retrieved April 22, 2020.
  12. Boyce, Jack. "The Longest Prime Siteswap Patterns" (PDF). jonglage.net. Retrieved April 27, 2020.
  13. Boyce, Jack (February 17, 1999). "jdeep.c". sonic.net. Archived from the original on December 7, 2004. Retrieved April 27, 2020.
  14. Ehrenborg, Richard; Readdy, Margaret (October 1, 1996). "Juggling and applications to q-analogues". Discrete Mathematics. 157 (1): 107–125. doi: 10.1016/S0012-365X(96)83010-X . ISSN   0012-365X.
  15. Knutson, Allen; Lam, Thomas; Speyer, David (November 15, 2011). "Positroid Varieties: Juggling and Geometry". arXiv: 1111.3660 [math.AG].

Further reading