1 00:00:00,000 --> 00:00:15,768 rC3 Wikipaka Music 2 00:00:15,768 --> 00:00:20,480 Herald: Dear galactic beings, get ready for the nerdiest niche topics, the most 3 00:00:20,480 --> 00:00:25,160 interesting ideas and the most absurd discoveries from computers, art and the 4 00:00:25,160 --> 00:00:32,930 world - Operation Mindfuck! Directly from rC3 world to your home and into your minds 5 00:00:32,930 --> 00:00:39,504 and hearts. Please welcome your hosts: bleeptrack and blinry! 6 00:00:39,504 --> 00:00:44,079 bleeptrack: Hi everyone at rC3. This is bleeptrack and blinry and we are already 7 00:00:44,079 --> 00:00:50,119 back to our yearly little talk about computers, art and other curious stuff. 8 00:00:50,119 --> 00:00:54,690 And yeah, we already reached volume 4 this year. So this is the fourth episode of 9 00:00:54,690 --> 00:00:59,650 this talk. And if you want to watch the older talks, you can find them on blinry's 10 00:00:59,650 --> 00:01:05,360 website. They're all called Operation Mindfuck and yeah, have fun with them. I 11 00:01:05,360 --> 00:01:10,509 think the older ones are, some of them are in German and now we do them in English so 12 00:01:10,509 --> 00:01:16,750 more people can have fun. And the talks work as follows: We have prepared 13 00:01:16,750 --> 00:01:22,470 different, very small topics and we will explain them in alternating order. And 14 00:01:22,470 --> 00:01:30,950 today, blinry will start with an interesting variation of keyboards. 15 00:01:30,950 --> 00:01:36,740 blinry: That's right. It's not the kind of keyboard you might be thinking about right 16 00:01:36,740 --> 00:01:41,960 now, but it's about musical instruments. So this is about isomorphic keyboard 17 00:01:41,960 --> 00:01:47,979 layouts, because in the beginning of this year, I was like starting to learn how to 18 00:01:47,979 --> 00:01:54,940 play the piano. And I was researching a bit of how that system works, basically. 19 00:01:54,940 --> 00:02:01,210 And I was a bit... started getting a bit frustrated with it for the following 20 00:02:01,210 --> 00:02:07,060 reason: I can't give you a whole intro about music theory right now, but what you 21 00:02:07,060 --> 00:02:12,819 need to know is that these little keys on the piano keyboard are specific notes and 22 00:02:12,819 --> 00:02:19,870 the distance between them is always one semitone, one semitone between them. And 23 00:02:19,870 --> 00:02:26,520 they are arranged in this linear fashion, basically. And then, if you want to play 24 00:02:26,520 --> 00:02:32,190 some part, what you do is that you count the right number of steps between these 25 00:02:32,190 --> 00:02:38,400 notes. So for example, to play a major chord, what you do is always you start at 26 00:02:38,400 --> 00:02:43,830 the base note and then you count one, two, three, four for the second note of this 27 00:02:43,830 --> 00:02:48,810 chord and then one, two, three for the third. And you press those three together 28 00:02:48,810 --> 00:02:56,610 and then you have a major chord, which sounds like this pleasant, positive chord. 29 00:02:56,610 --> 00:03:02,010 But then, there is this weird property of this keyboard where... it's designed in a 30 00:03:02,010 --> 00:03:09,099 way so that if you play all the white keys on the keyboard, you get the scale in C 31 00:03:09,099 --> 00:03:17,770 major. You can just play the whole scale from C to the next C and the black keys 32 00:03:17,770 --> 00:03:22,060 are the ones you would skip in the scale. And because of that, if you start your 33 00:03:22,060 --> 00:03:30,030 major chord at a different note, like F# for example, you do the same counting - 34 00:03:30,030 --> 00:03:34,640 you would count one, two, three, four, for the second note and then one, two, three 35 00:03:34,640 --> 00:03:39,709 for the third. But now the shape is a bit different, you'll start playing on black 36 00:03:39,709 --> 00:03:45,420 keys and sometimes you have to mix them. If you'll start playing a D-major chord, 37 00:03:45,420 --> 00:03:51,170 you'll have one black and two white ones, for example, which is the strange 38 00:03:51,170 --> 00:03:55,920 properties of this keyboard, I thought, because often when you play the song, you 39 00:03:55,920 --> 00:04:06,140 play it in a specific transposition, you start playing with a specific tone. And 40 00:04:06,140 --> 00:04:11,400 moving all of the notes up and down by a specific amount. And then you have to kind 41 00:04:11,400 --> 00:04:14,930 of try to re-learn how to play all these chords and the melody, because they will 42 00:04:14,930 --> 00:04:18,850 have this different shape. Your fingers have to do different things. And I thought 43 00:04:18,850 --> 00:04:24,780 this was really weird. And I researched a bit about that. And the first thing I 44 00:04:24,780 --> 00:04:29,690 found, I think, was this instrument, which is called the "Dodeka", which is just the 45 00:04:29,690 --> 00:04:35,780 name the company has given this thing, where actually all the semitones are 46 00:04:35,780 --> 00:04:41,600 arranged next to each other without a specific shape. I think, still the black 47 00:04:41,600 --> 00:04:47,410 keys here are like the C, the middle C or something here to give you an impression 48 00:04:47,410 --> 00:04:53,530 of where you are in the scale, but then you have 12 semitones until the next C 49 00:04:53,530 --> 00:04:59,150 just the way in a linear fashion, meaning that if you know the shape of the major 50 00:04:59,150 --> 00:05:03,880 chord, for example, like you count four and you count three, you can move this 51 00:05:03,880 --> 00:05:09,430 shape anywhere on the keyboard to, like, move it up and down, which, I think, is 52 00:05:09,430 --> 00:05:19,610 pretty cool. Back then, I asked a specific person who knows how to play keyboards 53 00:05:19,610 --> 00:05:25,320 really well in the greater community: What might be the reason for this strange 54 00:05:25,320 --> 00:05:32,580 layout? And they gave me two reasons. One was that if you have this shape with the 55 00:05:32,580 --> 00:05:35,850 black keys sticking out, you can, kind of, feel where you are on the keyboard when 56 00:05:35,850 --> 00:05:42,440 you play it, which makes sense, I guess. And the other reason is that, like the 57 00:05:42,440 --> 00:05:48,950 classical music notation also uses that system where notes, which are directly on 58 00:05:48,950 --> 00:05:54,900 the lines or in the gaps of this classical music notation, are the white keys on the 59 00:05:54,900 --> 00:05:59,669 piano keyboard. And if you put a b or a # in front of it, you would use the black 60 00:05:59,669 --> 00:06:06,479 keys. So that kind of fits together. And to change the layout, you would change the 61 00:06:06,479 --> 00:06:15,110 past few hundred years of music notation, which I think might be worth it, but yeah. 62 00:06:15,110 --> 00:06:24,650 There are some even more advanced ways to arrange the notes and they use hexagonal 63 00:06:24,650 --> 00:06:31,440 keys, which, I think, is really cool. So this is the harmonic table layout where... 64 00:06:31,440 --> 00:06:35,389 like you arrange the notes, according to this diagram here: If you are at a 65 00:06:35,389 --> 00:06:43,310 specific tone like a C here and you want to go to the C#, you move one key to the 66 00:06:43,310 --> 00:06:51,509 right over these columns here and like if you go diagonally up to the right, you do 67 00:06:51,509 --> 00:06:56,821 a major third, which is four semitones. And if you go directly to the left, it's 68 00:06:56,821 --> 00:07:03,630 three semitones. So basically to play a major chord, for example, you would push 69 00:07:03,630 --> 00:07:09,430 the bass key like the C and then in addition, you go four semitones up to the 70 00:07:09,430 --> 00:07:15,470 E, right. And then this one above it is always seven semitones up. So to play a 71 00:07:15,470 --> 00:07:19,340 major chord you would kind of... you can play this with one finger and you press 72 00:07:19,340 --> 00:07:24,740 your finger in the middle of this three and then you have a major chord. And to do 73 00:07:24,740 --> 00:07:31,289 a minor chord, which is like a sad sounding sound, you can press your finger at this 74 00:07:31,289 --> 00:07:37,610 corner here. This would be a C minor chord. And this is a really cool property. 75 00:07:37,610 --> 00:07:41,470 The harmonic table layout has some properties which make it pretty weird. For 76 00:07:41,470 --> 00:07:46,479 example, to go an octave up, you have to do a really big jump. You have to jump 77 00:07:46,479 --> 00:07:53,300 from this C up to all the way over here, which is kind of inconvenient. So people 78 00:07:53,300 --> 00:07:58,419 also came up with another arrangement of the Wicki-Hayden Layout. I think, this was 79 00:07:58,419 --> 00:08:04,520 invented in the 19th century already, where you, if you start at a specific key, 80 00:08:04,520 --> 00:08:11,759 you go a whole step to the right. This is like two semitones. And then, if you go 81 00:08:11,759 --> 00:08:19,539 diagonally up to the right, you have seven semitones... perfect fifth. And to go an octave 82 00:08:19,539 --> 00:08:26,660 up, you go two rows up. And this is a pretty nice layout. And, I can just show 83 00:08:26,660 --> 00:08:33,930 you how this works, actually, because people made like a web-based demo on this. 84 00:08:33,930 --> 00:08:43,139 So you get this hexagon grid. If we start at a D for example and want to play a 85 00:08:43,139 --> 00:08:51,779 major chord now, what we do is, we go four semitones up. So we end up at the E. And 86 00:08:51,779 --> 00:08:59,250 then we add one seven up from the original base note, so it's a G. And you can 87 00:08:59,250 --> 00:09:06,839 actually play this on your keyboard, like I pressed the E and G - we have a major 88 00:09:06,839 --> 00:09:13,965 chord and again, you can move this shape around anywhere. So if I start here and 89 00:09:13,965 --> 00:09:24,820 this sounds... it's a major chord here. Here. Here. The minor chord is just 90 00:09:24,820 --> 00:09:32,140 another symmetric version of this form starting at C. We add this one and this. 91 00:09:32,140 --> 00:09:40,410 This is minor. This is major. And you can start transposing specific keys up and 92 00:09:40,410 --> 00:09:49,290 down, like this is the first inversion of the chord. And yeah, this is... for me, 93 00:09:49,290 --> 00:09:56,119 this was really surprising to see that you can build a structure like this, and then, 94 00:09:56,119 --> 00:10:01,766 if you remember the shape of melody, you can just transpose it anywhere, which is 95 00:10:01,766 --> 00:10:07,339 cool. People are actually building hardware for this. So this is something 96 00:10:07,339 --> 00:10:12,190 people call a Jammer Keyboard. And if you're interested in this, you will find a 97 00:10:12,190 --> 00:10:19,369 small community on this who build their own input devices like this. And also, 98 00:10:19,369 --> 00:10:26,519 while preparing this talk, I learned that accordion, the specific accordion also 99 00:10:26,519 --> 00:10:31,069 uses structures to places where you put your hands and one of them is used for 100 00:10:31,069 --> 00:10:38,319 playing chords. And the other one, some of them use like a piano key layout, but some 101 00:10:38,319 --> 00:10:43,480 others, like this one, also have an asymmetric layout where - I think it's 102 00:10:43,480 --> 00:10:50,050 another variation of this, where, if you move diagonally up, it's one whole step. 103 00:10:50,050 --> 00:10:56,309 And to go up means to go two whole steps, basically, and that defines this layout. 104 00:10:56,309 --> 00:11:02,499 But then it's, again, really easy to play a melody and move it someplace else and 105 00:11:02,499 --> 00:11:12,719 play another key. Yeah, you know. What have you prepared next? 106 00:11:12,719 --> 00:11:20,959 bleeptrack: All right, so I like a lot to work with generative art and tiles and 107 00:11:20,959 --> 00:11:27,860 tiling is a super simple way to make really fancy pattern. And two years ago, I 108 00:11:27,860 --> 00:11:32,720 looked a bit deeper into truchet tiles, and that's still really fascinating to me. 109 00:11:32,720 --> 00:11:39,369 So I thought, might be a nice topic today to show you a bit around truchet tiles. 110 00:11:39,369 --> 00:11:45,610 So, this was basically the first version. So the idea of truchet tiles is, that you 111 00:11:45,610 --> 00:11:56,179 have rectangular tiles that are not symmetric along their X and Y axis. So for 112 00:11:56,179 --> 00:12:03,920 example... or this other... like the first proposed truchet tiles are these four 113 00:12:03,920 --> 00:12:12,149 tiles on the top that are basically made off... that are rotated by 90 degrees. So 114 00:12:12,149 --> 00:12:17,329 you get all variations that you can make out of them. Now you can use these tiles 115 00:12:17,329 --> 00:12:21,069 to make larger patterns. So you put them in a large grid and you have different 116 00:12:21,069 --> 00:12:27,920 possibilities to do so. For example, the left version and... ah, the most 117 00:12:27,920 --> 00:12:33,899 important: For example, like the left version here - you can just throw in 118 00:12:33,899 --> 00:12:37,741 always the same tile and you get a very nice repeating pattern, but maybe it's a 119 00:12:37,741 --> 00:12:41,069 bit boring and you wouldn't really need tiling for that. But it's also possible. 120 00:12:41,069 --> 00:12:46,439 But you can also say, like you go on alternating road and switch them every 121 00:12:46,439 --> 00:12:52,730 second place, so you get a bit of a mosaic shape. And you can also play around more 122 00:12:52,730 --> 00:12:58,889 of that and place them in very certain ways and directions to create bigger 123 00:12:58,889 --> 00:13:03,619 patterns. And that's usually what I find really interesting. And of course, you can 124 00:13:03,619 --> 00:13:08,999 just place them randomly like the example below here, which also makes a really 125 00:13:08,999 --> 00:13:16,300 intriguing pattern to me, maybe a bit... like, it's not so quiet, sometimes a bit 126 00:13:16,300 --> 00:13:22,489 exhausting to look at, but it's fun to see pattern emerge that are not planned. So 127 00:13:22,489 --> 00:13:29,139 this is the earliest version of the truchet tiles. And I think this version 128 00:13:29,139 --> 00:13:36,869 here... ah, right. This is basically every bit of the tiles that I just showed you. 129 00:13:36,869 --> 00:13:42,189 Maybe you know that one, this is called 10 print. And this is basically a super 130 00:13:42,189 --> 00:13:48,369 famous way of pattern generation, where you just put diagonal lines instead of 131 00:13:48,369 --> 00:13:52,259 triangles. And in this case, you'd have basically only two tiles. Right. You have 132 00:13:52,259 --> 00:13:56,019 this line that is flipped to the right and you have the line that is flipped to the 133 00:13:56,019 --> 00:14:01,089 left side. And you can place it randomly in it. This 10 print pattern became so 134 00:14:01,089 --> 00:14:08,660 famous because you can just write more or less a one liner in nearly any coding 135 00:14:08,660 --> 00:14:14,230 language and this will come up in the area. And yeah, in a time of Basic, when 136 00:14:14,230 --> 00:14:18,970 you can just write a one-liner in Basic and have your whole screen field a random, 137 00:14:18,970 --> 00:14:25,629 nice pattern. So this is also derivative truchet tiles, actually, but these are the 138 00:14:25,629 --> 00:14:31,279 ones that I think most people know when they think of truchet tiles. It's a 139 00:14:31,279 --> 00:14:35,449 version where you don't work with Rectangles or lines, but you have parts 140 00:14:35,449 --> 00:14:41,609 of, like quadrants of circles placed in the edges. And in this case, you can't 141 00:14:41,609 --> 00:14:48,680 make four tiles. You can only make two because if you rotate them by ninety 142 00:14:48,680 --> 00:14:55,859 degrees, third flip, so you can only get two. And when you place them in a random 143 00:14:55,859 --> 00:15:01,359 order, that's the example you can see below, you get a super fancy pattern that 144 00:15:01,359 --> 00:15:06,980 basically contains off - either you can accidentally basically form a whole circle 145 00:15:06,980 --> 00:15:13,959 or like parts of circles, that get entangled and form super long lines. And 146 00:15:13,959 --> 00:15:19,930 it looks really fun. And this is also the first picture that I saw of truchet tiles. 147 00:15:19,930 --> 00:15:25,410 And I found that very intriguing. And, well, it turns out, you can do even more 148 00:15:25,410 --> 00:15:33,199 cool stuff with that. For example, I need to find my mouse. Here we go. You can, 149 00:15:33,199 --> 00:15:38,180 basically, you can start scaling the pattern in different ways. And, for 150 00:15:38,180 --> 00:15:43,069 example, you can use it for ditherings. So here, the background image is the image of 151 00:15:43,069 --> 00:15:51,440 Mona Lisa, as you might have recognized, and you can take the image, darkness and 152 00:15:51,440 --> 00:15:56,799 then scale your pattern accordingly to that point on your image. So you get sort 153 00:15:56,799 --> 00:16:03,979 of a dithering and it looks super fancy. And what I also found recently, what I 154 00:16:03,979 --> 00:16:11,769 think is exceptionally good looking, is a very special way of scaling truchet tiles 155 00:16:11,769 --> 00:16:17,160 by Christopher Carlson. And he published a paper at Bridges, which is a super nice 156 00:16:17,160 --> 00:16:22,410 math and art conference - I'm not sure if it's a whole conference or more like a 157 00:16:22,410 --> 00:16:26,479 workshop, but they have super nice papers. So if you're interested in these 158 00:16:26,479 --> 00:16:31,310 intertwined maths & arts stuff look into these papers, they are supercool. And 159 00:16:31,310 --> 00:16:40,231 Christopher Carlson came up with a nice way... a nice esthetic of having these 160 00:16:40,231 --> 00:16:48,299 scalable truchet tiles. And you can see these are three scale sizes. So this is 161 00:16:48,299 --> 00:16:53,199 basically the original size and then you go one step smaller and you can see that 162 00:16:53,199 --> 00:17:01,319 he - in his case, he works with white and black areas and you can now combine them 163 00:17:01,319 --> 00:17:07,059 in ways. For example, this is a super, super quick and easy example. So here on 164 00:17:07,059 --> 00:17:12,350 the left side, you have that large tile and you add on the right side two of the 165 00:17:12,350 --> 00:17:18,420 smaller tiles. And you can see that the posit let's, for the big one, let's say 166 00:17:18,420 --> 00:17:25,870 the dark one is the positive space, that your white space or your negative space 167 00:17:25,870 --> 00:17:31,139 here becomes the positive space in the next smaller scale. So this also always 168 00:17:31,139 --> 00:17:38,830 iterating when you go one scale-step smaller. And now you can think about how 169 00:17:38,830 --> 00:17:44,740 can I combine these different scale... these different scales? And he had - he 170 00:17:44,740 --> 00:17:49,269 prepared some examples of, for example, the left one. It's more or less like a 171 00:17:49,269 --> 00:17:54,769 Quadri. So you can just choose a rectangle and divide it by four and you get it one 172 00:17:54,769 --> 00:18:00,039 scale smaller. You can do this recursively, randomly, basically. Or you 173 00:18:00,039 --> 00:18:05,519 can also do it in the form of a pattern or maybe in a certain shape. So, when you 174 00:18:05,519 --> 00:18:15,110 want to approximate certain outlines, you can go smaller there to reach a certain 175 00:18:15,110 --> 00:18:20,000 shape. And when you fill that in with these tiles, you get this result. And that 176 00:18:20,000 --> 00:18:25,179 looks super fancy, especially the left one for my taste is super awesome and looks 177 00:18:25,179 --> 00:18:32,630 really, really nice. And even in this paper he even goes one step further and 178 00:18:32,630 --> 00:18:38,889 thinks about different additional motives that he could do with these different 179 00:18:38,889 --> 00:18:42,221 scales. So I'm not sure if this would be considered truchet tiles, because they 180 00:18:42,221 --> 00:18:51,900 lose this not symmetrical attribute in some occasions like the TS version here 181 00:18:51,900 --> 00:18:56,019 that would be symmetrical along this axis. So I'm not sure if this would actually be 182 00:18:56,019 --> 00:19:00,980 considered truchet tiles, but it looks nice, so who cares? So he made different 183 00:19:00,980 --> 00:19:07,419 versions that can also be applied or added to that set of tiles. So you just have, 184 00:19:07,419 --> 00:19:11,730 basically you have these four entry or exit points like on the top, bottom left 185 00:19:11,730 --> 00:19:18,809 and right. And you need to have at least a circle there or connect your entry or exit 186 00:19:18,809 --> 00:19:25,820 points in different ways. And he just tries out different shapes. And if you add 187 00:19:25,820 --> 00:19:32,880 this to the regular scaling truchet tiles, you get these results and that looks super 188 00:19:32,880 --> 00:19:40,799 fancy because you have very, very nice fitting shapes that are still super 189 00:19:40,799 --> 00:19:49,039 randomly distributed. And, ya. So this is where I think, I should stop maybe talk 190 00:19:49,039 --> 00:19:53,429 about tiles, but if you want - you fall into a rabbit hole. We have rabbit holes 191 00:19:53,429 --> 00:19:57,509 prepared at the end also, but if you want to go further into tiling, especially 192 00:19:57,509 --> 00:20:04,100 maybe check out penrose tiling, this is such a huge and fancy and complex topic. But I 193 00:20:04,100 --> 00:20:08,970 think that it would fill several of its own talks. But if you want to dig further, 194 00:20:08,970 --> 00:20:15,620 I can also highly recommend penrose tiling. That's it. So I will give back to 195 00:20:15,620 --> 00:20:19,680 blinry. blinry: Yeah, penrose tiles might be a 196 00:20:19,680 --> 00:20:26,850 topic for some Operation Mindfuck in the future, right. Now, the section is 197 00:20:26,850 --> 00:20:34,950 settled. What even is art? I'm often really fascinated by artworks and art- 198 00:20:34,950 --> 00:20:40,509 installations, which kind of push the boundary of what's still considered to be 199 00:20:40,509 --> 00:20:49,029 an artwork. And I wanted to show you some of those. For example, last year, there 200 00:20:49,029 --> 00:20:56,730 was an Italian, Mauritio Cattelan, who just bought a fresh banana at a grocery 201 00:20:56,730 --> 00:21:02,299 store and taped it to the wall of a museum and then declared this as art, the title 202 00:21:02,299 --> 00:21:10,210 is "Comedian". And because Cattelan was rather well-known and popular, this was 203 00:21:10,210 --> 00:21:20,750 also worth a surprising amount of money. I think this was.... like 120000 $ was what 204 00:21:20,750 --> 00:21:30,500 an American couple paid for this artwork to buy it. And after the sale took place, 205 00:21:30,500 --> 00:21:42,299 the following thing happened: Another man walked up to this artwork and explained to 206 00:21:42,299 --> 00:21:46,389 the people watching and recording this, that this was an art-intervention called 207 00:21:46,389 --> 00:21:55,440 "hungry artist" and just, yeah, said it was very tasty and that he didn't want to 208 00:21:55,440 --> 00:22:01,929 be disrespectful to the original artist, but this was an intervention. And yeah, 209 00:22:01,929 --> 00:22:06,990 this artwork came with a kind of certificate that said that you had really 210 00:22:06,990 --> 00:22:12,009 bought it and that it's yours now. And it specifically mentioned that you can 211 00:22:12,009 --> 00:22:16,899 replace the banana as needed. So after this happened, it was just like people 212 00:22:16,899 --> 00:22:23,450 bought a new one and taped it to the wall again and it was repaired. But yeah, I 213 00:22:23,450 --> 00:22:29,690 like this combination of these two artworks, interleaving with each other. I 214 00:22:29,690 --> 00:22:37,330 think, this artist was like... he was asked to leave the museum, but nobody 215 00:22:37,330 --> 00:22:47,029 pursued legal action. The next artwork I'm going to show you, has to do with this 216 00:22:47,029 --> 00:22:52,279 material, which you might have heard about, it's called Vanta-Black, and it's 217 00:22:52,279 --> 00:23:00,769 one of the darkest materials known to humankind. It's a specific... on a 218 00:23:00,769 --> 00:23:06,470 microscopic level, it has nanotubes which are in parallel, kind of sticking up from 219 00:23:06,470 --> 00:23:13,460 the surface where this paint is on. And then if lightweight falls on the surface, 220 00:23:13,460 --> 00:23:18,539 it kind of gets trapped between these little tubes and can't escape anymore, 221 00:23:18,539 --> 00:23:23,539 which is why it looks so pitch black. I think like there are a numbers where 222 00:23:23,539 --> 00:23:34,211 people state, that this swallows 99.4% of visible light or something. And this was 223 00:23:34,211 --> 00:23:40,740 developed a few years ago by a company for a pretty diverse applications, but there 224 00:23:40,740 --> 00:23:45,450 was an artist who was really interested in this: Anish Kapoor, a British Indian 225 00:23:45,450 --> 00:23:52,529 artist, who had... who was interested in playing with black color anyway. And they 226 00:23:52,529 --> 00:23:59,169 came to an agreement where they said that Kapoor was the only artist allowed to use 227 00:23:59,169 --> 00:24:06,909 Vanta-Black in artworks. So one example is this one, "descent into limbo", which 228 00:24:06,909 --> 00:24:14,389 Kapoor had already made installations of like many years back, but in a recent 229 00:24:14,389 --> 00:24:21,880 revival of this artwork, he actually painted the inside of this, with Vanta the hole that 230 00:24:21,880 --> 00:24:27,559 is several meters deep. And because he was using this special paint, you can't really 231 00:24:27,559 --> 00:24:35,980 see the shape of it. And at one point, there was a visitor to this artwork who 232 00:24:35,980 --> 00:24:40,470 tried to look into this hole and didn't believe that this was actually a hole, 233 00:24:40,470 --> 00:24:49,999 tried to step into it and fell in and had to be rescued after that. So, yeah, the 234 00:24:49,999 --> 00:24:55,720 situation where only Kapoor is allowed to use this color made several people really 235 00:24:55,720 --> 00:25:03,509 angry. For example, there is another artist called Stuart Semple who's making 236 00:25:03,509 --> 00:25:12,490 his own pigments, colored pigments and he designed the "world's pinkest pink" one 237 00:25:12,490 --> 00:25:17,340 time. And this is the store website where you can buy this pigment, which states 238 00:25:17,340 --> 00:25:23,730 that it's available to everyone except Anish Kapoor. Right, a kind of revenge 239 00:25:23,730 --> 00:25:30,779 action. And if you click on the "Buy It Now" button, you actually have to, like, 240 00:25:30,779 --> 00:25:39,059 verify that you are not Anish Kapoor and you have no plans to share it with him. 241 00:25:39,059 --> 00:25:46,451 Well, some time later, Anish Kapoor posted this picture on a social media channel. So 242 00:25:46,451 --> 00:25:52,889 apparently someone had broken this contract and sent Kapoor some of this 243 00:25:52,889 --> 00:26:01,210 pigment. Well, I think Stuart Semple was really angry and disappointed about this 244 00:26:01,210 --> 00:26:06,999 and asked him to give it back, but also didn't have really any means to take legal 245 00:26:06,999 --> 00:26:17,330 action against this. You might have heard of Banksy, who is an English street artist 246 00:26:17,330 --> 00:26:25,200 who chooses to remain anonymous, and he's well known for making graffiti on just 247 00:26:25,200 --> 00:26:31,000 walls on the street somewhere. But at this point, he also is so famous and well known 248 00:26:31,000 --> 00:26:39,379 that he is starting to sell his artworks. For example, this is a painting with a 249 00:26:39,379 --> 00:26:44,950 girl with a heart shaped balloon. And this went up for auction in an auction house 250 00:26:44,950 --> 00:26:51,990 some years ago. And because Banksy is such a mystery and so popular, this is also 251 00:26:51,990 --> 00:26:57,309 worth a surprising amount of money. I think, over one million US dollars was 252 00:26:57,309 --> 00:27:05,882 paid for this at this auction and after the hammer fell and this was sold, the 253 00:27:05,882 --> 00:27:10,629 following happened: I can show you the video or the thumbnail gave it anyway. So 254 00:27:10,629 --> 00:27:17,990 it's just been sold and then a loud beeping noise was heard and this artwork 255 00:27:17,990 --> 00:27:26,750 just was sucked into the frame of itself, which shredded the artwork. Actually, 256 00:27:26,750 --> 00:27:31,950 Banksy had prepared this stunt in several years in advance and built like this 257 00:27:31,950 --> 00:27:37,360 shredding-device into the frame. Probably he or someone he knowed was present at 258 00:27:37,360 --> 00:27:41,730 this auction and pressed the remote control button to activate the system. 259 00:27:41,730 --> 00:27:49,619 Yeah. So this is an example of self- destructive art, which maybe not so 260 00:27:49,619 --> 00:27:55,749 surprisingly even made it worth even more. I think at this point it's valued at 261 00:27:55,749 --> 00:28:03,029 around three million U.S. dollars. So, yeah. Also, it was supposed to shred 262 00:28:03,029 --> 00:28:10,749 itself completely, but apparently some of the mechanism failed and so it's now half 263 00:28:10,749 --> 00:28:15,880 shredded. And yeah, I think I had that on the slide here, it's now called "Love is 264 00:28:15,880 --> 00:28:25,110 in the Bin" after the stunt. This is an artwork, the last one I want to show in 265 00:28:25,110 --> 00:28:31,510 the section by the German artist Josef Beuys, who is often working with unusual 266 00:28:31,510 --> 00:28:37,649 material. And yeah, this is an artwork consisting of several kilograms of butter. 267 00:28:37,649 --> 00:28:43,200 It's called "Fettecke" which translates to Fat Corner, literally. And he just took 268 00:28:43,200 --> 00:28:47,619 the butter, put it in the corner of the museum and let it stay there for many 269 00:28:47,619 --> 00:28:56,960 years, which I'm pretty sure developed an interesting smell. Mm hmm. And after Beuys 270 00:28:56,960 --> 00:29:03,600 died, the custodian of the gallery where this was exhibited accidentally cleaned it 271 00:29:03,600 --> 00:29:09,690 up. You might have heard of that before. He didn't know what it was about and just 272 00:29:09,690 --> 00:29:13,230 removed it and put it in the trash can. And one of the students, of course, was 273 00:29:13,230 --> 00:29:21,119 really angry about this, went to the trash can to recover it, treasured the remains 274 00:29:21,119 --> 00:29:26,019 really deeply and I think also received a payment from the custodian because of this 275 00:29:26,019 --> 00:29:35,960 destruction. And now I also learned that not very long ago, a couple of artists got 276 00:29:35,960 --> 00:29:42,960 these remains of the butter and distilled liquor from it. I have a picture of it 277 00:29:42,960 --> 00:29:50,409 here like this. Yeah. Even another artistic intervention on top of this. So 278 00:29:50,409 --> 00:29:56,710 this is a really strong liquor. And they tasted that and said that it tasted really 279 00:29:56,710 --> 00:30:07,170 strongly of cheese. Yeah, that's all the strange artworks I wanted to show you in 280 00:30:07,170 --> 00:30:12,659 this section. bleeptrack bleeptrack: Oh, amazing, amazing. I think 281 00:30:12,659 --> 00:30:19,889 that's where the German "Ist das Kunst oder kann das weg?" comes from. Like "is 282 00:30:19,889 --> 00:30:30,389 it art or can I remove that?". Perfect. Yeah, let's stay with art. So I really a 283 00:30:30,389 --> 00:30:34,549 lot enjoy watching machines work and especially pen plotters, and they are 284 00:30:34,549 --> 00:30:41,559 perfect to produce art. And I never, in an Operation Mindfuck talk, I never showed 285 00:30:41,559 --> 00:30:45,410 you different types of pen plotters and realized that's actually really 286 00:30:45,410 --> 00:30:50,419 interesting, because there are quite different constructions. So let's do a 287 00:30:50,419 --> 00:30:57,280 small walk through the history of pen plotters. And this is to my knowledge, one 288 00:30:57,280 --> 00:31:03,190 of the oldest pen plotters. It's a ZUSE Graphomat. And this one - I took 289 00:31:03,190 --> 00:31:08,080 the photo in the technical museum in Berlin, it's in an exhibition now, I think 290 00:31:08,080 --> 00:31:12,059 it's in a permanent exhibition now. Sadly, it's not running, but I think they can run 291 00:31:12,059 --> 00:31:17,889 it. At least there is that piece of paper that is in the machine. Looked to me like 292 00:31:17,889 --> 00:31:22,700 they plotted it on plays. It could be. I'm not really sure, but it would be extremely 293 00:31:22,700 --> 00:31:27,399 awesome. And these are... what you can't really see on these photos is that these 294 00:31:27,399 --> 00:31:33,710 are like huge devices. If you stand before that, it's like over a meter long, over a 295 00:31:33,710 --> 00:31:43,779 meter deep, I guess. And it's like, I think it's also maybe, a bit, maybe l... 296 00:31:43,779 --> 00:31:52,299 it's about a one meter square, like it's super huge and it just can grab a pen and 297 00:31:52,299 --> 00:31:56,692 draw it. There is nothing else that it can do. But of course, it's also quite an old 298 00:31:56,692 --> 00:32:06,489 machine. And there is a person called Georg Nieß, who worked at Siemens in the 299 00:32:06,489 --> 00:32:12,280 60s and 70s, and he was one of the pioneers of generative art and plotter 300 00:32:12,280 --> 00:32:18,059 art. And he bought one of these ZUSE Graphomat machines for Siemens at that 301 00:32:18,059 --> 00:32:24,149 time. And it was extremely modern and futuristic thing to have, like a machine 302 00:32:24,149 --> 00:32:27,760 that can plot, of course you have to mention that they never know printers. 303 00:32:27,760 --> 00:32:34,220 Everything was, also in architecture was, of course, still drawn by hand. So these 304 00:32:34,220 --> 00:32:41,350 machines that can draw extremely precise lines, this is totally fancy. What you can 305 00:32:41,350 --> 00:32:48,139 also see these pens and ink on the bottom. These are all graphed pens. You can still 306 00:32:48,139 --> 00:32:51,309 buy them and they are still extremely expensive, but they are really nice for 307 00:32:51,309 --> 00:32:56,559 pen plotting because they work a bit different than most other pens. They have 308 00:32:56,559 --> 00:33:06,629 a metal nip, a very flat metal nip and along the nip the ink will get sucked out or 309 00:33:06,629 --> 00:33:12,570 runs down and the nip is completely flat, because the pen is meant to be used like 310 00:33:12,570 --> 00:33:16,410 on the point and dragged along on the point. Because most modern pens like 311 00:33:16,410 --> 00:33:24,970 roller pens will not really like that if you use them directly in 90 degrees on the 312 00:33:24,970 --> 00:33:32,279 paper. So these are... the Graphomats are the, basically the first drawing machines. 313 00:33:32,279 --> 00:33:39,269 A few years later you will find machines that were more usable for companies and 314 00:33:39,269 --> 00:33:46,299 they have the size of a regular printer or maybe a bit bigger for A3 plotters. And this 315 00:33:46,299 --> 00:33:54,080 one is from HP. And you can see that our hackspace had quite a lot of fun with it 316 00:33:54,080 --> 00:34:03,629 and tried to get it to work again. And this model, for example, works in a way 317 00:34:03,629 --> 00:34:11,679 that the paper is moving forwards and backwards. And the pen, that's the blue 318 00:34:11,679 --> 00:34:19,230 thing you can see here. This is... ah, right. There are two. Like you can store 319 00:34:19,230 --> 00:34:23,820 one and you can put one pen in this device and the pen can only, like, move left to 320 00:34:23,820 --> 00:34:33,200 right. And the paper will be dragged along with two little wheels, basically, these 321 00:34:33,200 --> 00:34:39,970 are here and here. And then you can plot. These are one kind of the devices that you 322 00:34:39,970 --> 00:34:47,550 can find a lot still on on your local craigslist. And these are the other ones. 323 00:34:47,550 --> 00:34:55,440 This one is a Rolan Pen Plotter and it completely moves along two axes. So the 324 00:34:55,440 --> 00:35:00,849 paper stays in place. And these Rolan plotters, they have some really nice 325 00:35:00,849 --> 00:35:10,410 features. For example, you can see that the plotter is standing up a bit and the bed 326 00:35:10,410 --> 00:35:14,730 is an electrostatic bed. So you can put your paper on, press a button and the 327 00:35:14,730 --> 00:35:20,740 paper gets sucked to that bed. It is super fancy and also on the left side here. 328 00:35:20,740 --> 00:35:28,440 Oops, I lost my screen sharing for a reason. I still see it. Oh, I'm sorry. 329 00:35:28,440 --> 00:35:35,020 It's back. Like on the left side here. These are like basically parking stations 330 00:35:35,020 --> 00:35:42,320 for pens. So the pen plotter (incomprehensible) or exchange different 331 00:35:42,320 --> 00:35:47,280 pens on itself. That is super fancy, and if you want to get one of these older pen 332 00:35:47,280 --> 00:35:52,180 plotters, make sure that they are not too hard to communicate with and make sure 333 00:35:52,180 --> 00:35:56,920 that they can do the thing that you want them that they can do. Because, for 334 00:35:56,920 --> 00:36:02,750 example, this older HP plotter, that was really hard to talk to, because it did 335 00:36:02,750 --> 00:36:10,250 only speak very... sort of proprietary language and only the newer HP plotters 336 00:36:10,250 --> 00:36:16,740 started to speak HPGL. And the Rolan plotter also can do this, for example. And 337 00:36:16,740 --> 00:36:22,680 Rolan also has its own language. So just make sure you know what the device 338 00:36:22,680 --> 00:36:30,549 wants to speak to with you, because this can make your life a lot easier. Yeah, and 339 00:36:30,549 --> 00:36:34,809 these older plotters, they also often have a nice function that they have a direct 340 00:36:34,809 --> 00:36:39,549 text mode. So you can... you need to boot them in a certain way, like flip some 341 00:36:39,549 --> 00:36:43,400 switches on the back side and they will boot into a text mode. So you can just 342 00:36:43,400 --> 00:36:51,559 send text over serial and it will just write that down. It has its own matrix of 343 00:36:51,559 --> 00:36:55,549 letters and its own fonts store net. And that's super fun and makes a great 344 00:36:55,549 --> 00:37:04,760 tutorwall plotter, for example. And then, there are also a lot of, yeah, 345 00:37:04,760 --> 00:37:09,530 DIY home-brew sort of plotters, and this one is maybe the one that's the easiest to 346 00:37:09,530 --> 00:37:16,030 build. You can find them either under the name Michaelangelo or Polargraph. I think 347 00:37:16,030 --> 00:37:21,141 these are the two most common names for these. And they work super differently. So 348 00:37:21,141 --> 00:37:25,641 on the left and on the right side, on the top here and over here, you have two 349 00:37:25,641 --> 00:37:31,650 motors on - also, you need some sort of control device or a little computer. 350 00:37:31,650 --> 00:37:42,809 And around these motors, you will find a string that is attached in the middle to a 351 00:37:42,809 --> 00:37:49,450 gondola that can hold a pen and that gondola usually also has a servo motor 352 00:37:49,450 --> 00:37:55,049 that can push away that gondola from your drawing area. So you can lift and put down 353 00:37:55,049 --> 00:38:00,060 your pen. And to make this more stable, usually you put down some weight on the 354 00:38:00,060 --> 00:38:09,119 left and right side so that the string has some force on it and works better. Yeah, 355 00:38:09,119 --> 00:38:13,579 these are super easy to build and they are really nice communities around them. And 356 00:38:13,579 --> 00:38:19,420 the very positive thing about this construction is that they scale extremely 357 00:38:19,420 --> 00:38:24,089 well, because like the way the old Rolan plotters, for example, worked, you have 358 00:38:24,089 --> 00:38:29,410 these two Axes that can move and you are very defined on how long these Axes are. 359 00:38:29,410 --> 00:38:33,440 But with this, you can basically scale it indefinitely. And I've seen some 360 00:38:33,440 --> 00:38:38,370 installations where, like, plotted over a whole five meters wall with this, because 361 00:38:38,370 --> 00:38:42,619 you just need to have a very long string and that's basically all. That's super 362 00:38:42,619 --> 00:38:48,320 fun, so if you want to build one yourself, this is a very nice way to go. But there 363 00:38:48,320 --> 00:38:53,180 are also new commercial versions that are quite fun. This one is called Linus. It's 364 00:38:53,180 --> 00:38:59,180 super tiny and basically only consists of, I guess, two servo motors and a little 365 00:38:59,180 --> 00:39:07,119 Arduino or something. And it can only draw on a super tiny area. And it's also so 366 00:39:07,119 --> 00:39:12,170 wiggly, it can't - no matter what - it can't draw a straight line. But it's super 367 00:39:12,170 --> 00:39:18,040 cute to watch and super easy to take with you and has some nice APIs and it's quite 368 00:39:18,040 --> 00:39:23,030 hackable. So that's also a really neat device. And well, this is basically, I 369 00:39:23,030 --> 00:39:26,920 think, the most professional one that you can buy up to date, which is called 370 00:39:26,920 --> 00:39:34,600 AxiDraw. But I've also seen some self- built versions of this. And you also have 371 00:39:34,600 --> 00:39:41,230 your two axes, there's a little controller part over here and the funny thing here is 372 00:39:41,230 --> 00:39:46,510 that you can put in very different types of pens here. For example, this is a 373 00:39:46,510 --> 00:39:52,500 fountain pen, but you can basically put any pen in that you want. That's different 374 00:39:52,500 --> 00:39:58,720 to the old plotters. They had very specific, very little, specific plotter-pens 375 00:39:58,720 --> 00:40:02,230 and they are really expensive now if you want to buy them and if you actually 376 00:40:02,230 --> 00:40:07,349 draw, you can basically use whatever you want. And you can also put your pen in a 377 00:40:07,349 --> 00:40:12,830 certain angel that's especially nice for fountain pens or sort of brushes. And I've 378 00:40:12,830 --> 00:40:19,460 seen a lot of people not only using pens, but also going to use acrylic paint or 379 00:40:19,460 --> 00:40:24,880 very different materials or also, this is one example, where someone just basically 380 00:40:24,880 --> 00:40:33,549 put in a sort of a toothpick and drew onto some sort of flat clay and made pattern in that 381 00:40:33,549 --> 00:40:38,720 and that's super fun. So you're not limited to going... you're not limited to 382 00:40:38,720 --> 00:40:43,941 use pens, but yeah, be creative and use all kinds of stuff. So if you ever come 383 00:40:43,941 --> 00:40:48,400 around some sort of pen plotter, try it, it's super fun for a very quick and nice 384 00:40:48,400 --> 00:40:55,400 creative coding output. blinry: I really love how plotters combine 385 00:40:55,400 --> 00:41:01,788 this kind of handmade esthetic, which impositions and stuff with this digital input. 386 00:41:01,788 --> 00:41:04,250 bleeptrack: Yeah, totally. 387 00:41:04,250 --> 00:41:07,510 blinry: And I think people sometimes joke, that it's easier to get these plotters to 388 00:41:07,510 --> 00:41:12,990 run and to, like, produce something compared to actual printing devices we 389 00:41:12,990 --> 00:41:14,230 would use. bleeptrack: All right. 390 00:41:14,230 --> 00:41:18,339 blinry: Apparently like printing out a piece of paper because of driver issues 391 00:41:18,339 --> 00:41:24,700 and stuff. And these are very clear defined things, yes. I wanted to show you 392 00:41:24,700 --> 00:41:33,490 some RFCs. That abbreviation is short for "request for comments". And it's 393 00:41:33,490 --> 00:41:38,900 really... it's a really common way to define protocols for the Internet of how 394 00:41:38,900 --> 00:41:45,890 the Internet works. For example, TCP and IP would be defined in our RFCs and HTTP 395 00:41:45,890 --> 00:41:54,119 and how Mails work and stuff. And yeah, there are several thousands of those. And 396 00:41:54,119 --> 00:42:01,859 sometimes people publish RFCs on April Fools' Day. And these are sometimes really 397 00:42:01,859 --> 00:42:09,520 interesting to read. One really well known for example, is "RFC 1149: IP over Avian 398 00:42:09,520 --> 00:42:16,530 Carriers", which suggests to use like carrier pigeons to carry information from 399 00:42:16,530 --> 00:42:20,839 one place to another. So it specifies that you would like put your information on a 400 00:42:20,839 --> 00:42:26,589 piece of paper and roll it around the leg of a pigeon and then send it off that way. 401 00:42:26,589 --> 00:42:33,320 And it will fly to the target, maybe. And then you can retrieve the information 402 00:42:33,320 --> 00:42:42,319 there. And this RFC states some very good technical properties, systems like this 403 00:42:42,319 --> 00:42:46,549 have, for example, that the carriers have an intrinsic collision avoidance system 404 00:42:46,549 --> 00:42:53,050 which increases availability. Right. Or that multiple types of service can be 405 00:42:53,050 --> 00:42:59,107 provided with a prioritized pecking order. So this could be used to prioritize 406 00:42:59,107 --> 00:43:06,660 certain types of information over another. It says that "with time the carriers are 407 00:43:06,660 --> 00:43:12,250 self-regenerating", which is a nice property to have for a network and an 408 00:43:12,250 --> 00:43:18,710 additional property is "built-in worm detection and eradication". And some time 409 00:43:18,710 --> 00:43:24,069 ago, a user group, a Linux user group in Norway, I think, actually implemented this 410 00:43:24,069 --> 00:43:32,049 system. And they got the pigeons and they set up all of the required infrastructure 411 00:43:32,049 --> 00:43:38,021 and then tried doing a ping command from one node to the other. And this is the 412 00:43:38,021 --> 00:43:47,369 result. You will see that they try to send nine data packets here. And I mean, the 413 00:43:47,369 --> 00:43:53,010 runtimes of these ping commands are... it's like most often over an hour or 414 00:43:53,010 --> 00:44:02,190 something for the pigeon to go to place B and return. So, yeah. And only four of 415 00:44:02,190 --> 00:44:07,960 these packets arrived back. So they stated here that they have 55 percent packet 416 00:44:07,960 --> 00:44:21,049 loss. But it works. Now. Another RFC is 6592, the "null packet". This specifies 417 00:44:21,049 --> 00:44:28,549 "null packet", which "are neither sent nor acknowledged when not received". There is 418 00:44:28,549 --> 00:44:34,809 like an informal definition where they say that "The Null Packet is a zero-dimensional packet" 419 00:44:34,809 --> 00:44:39,480 and that it "exists since it is non-self-contradictorily definable". 420 00:44:39,480 --> 00:44:46,590 And then in this specification follows the formal definition that it's 421 00:44:46,590 --> 00:44:56,040 intentionally 0 of the reference, not "NULL", and in the end of 422 00:44:56,040 --> 00:45:00,369 this document, there is like a list of references and related work and there is 423 00:45:00,369 --> 00:45:06,290 like the key "NULL", which points to an empty string. So this is all you need to 424 00:45:06,290 --> 00:45:14,890 know about the NULL packet. It goes on and lists some properties of this packet, for 425 00:45:14,890 --> 00:45:20,440 example, that it is inherently good: "The Null Packet cannot have the Evil Bit set, 426 00:45:20,440 --> 00:45:24,970 by definition. Consequently, it is rather clear and undeniable that the null packet 427 00:45:24,970 --> 00:45:32,650 is harmless, having no evil intent." Now, what is the evil bit? - you might ask. 428 00:45:32,650 --> 00:45:40,570 RFC 3514, let's look at that one. The authors of this RFC noticed that the 429 00:45:40,570 --> 00:45:48,329 definition of an IP fragment - it is about IPv4 - has a single bit, which is not used 430 00:45:48,329 --> 00:45:52,119 for anything, it is just undefined. It doesn't have... it doesn't carry any 431 00:45:52,119 --> 00:45:59,923 meaning. And the authors thought we should change that and play some meaning to this bit. 432 00:45:59,923 --> 00:46:07,210 So here is the layout of this field. It's the first bit in the sequence and 433 00:46:07,210 --> 00:46:13,230 they give it like this shorthand E, E for evil bit. It can have two possible values: 434 00:46:13,230 --> 00:46:18,660 If it's set to zero, the packet has no "evil intent, host, network elements 435 00:46:18,660 --> 00:46:22,530 should assume that the packet is harmless and should not take any defensive 436 00:46:22,530 --> 00:46:29,950 measures." And another possible value is one. "If this bit is set to one, the 437 00:46:29,950 --> 00:46:35,880 packet has evil intent and secure systems should try to defend themselves", while 438 00:46:35,880 --> 00:46:42,770 "insecure systems may choose to crash, to be penetrated, etc." And then there's our 439 00:46:42,770 --> 00:46:47,130 seagull's and great detail about how exactly and in which situations this bit 440 00:46:47,130 --> 00:46:52,230 should be set. For example, if you are doing pentesting on a system, trying to 441 00:46:52,230 --> 00:46:59,549 attack it, you should set this bit so that the receiving system will recognize that 442 00:46:59,549 --> 00:47:05,059 this packet has evil intent and can take defensive measures. And you must do this 443 00:47:05,059 --> 00:47:14,220 if you are attacking, yes. And here's just a list of some more fun RFCs. If you're 444 00:47:14,220 --> 00:47:20,910 interested in the stuff, you should check them out. Fun is the "Hypertext Coffee Pot 445 00:47:20,910 --> 00:47:31,349 Control Protocol", HTCPCP, which like gives some specific HTTP requests, for 446 00:47:31,349 --> 00:47:37,240 example, to make sure, that a coffeepot which is connected to the Internet, that 447 00:47:37,240 --> 00:47:43,299 you can request to know its status, whether it's empty or full and how full it 448 00:47:43,299 --> 00:47:50,770 is and stuff. And this is also where the HTTP Code 418 comes from, which says: I am 449 00:47:50,770 --> 00:47:54,859 a teapot. Now, if you try to send a packet like that to a system, which is actually a 450 00:47:54,859 --> 00:48:02,309 teapot, it can reply with this and this is an error, sure. There is an RFC for "TCP 451 00:48:02,309 --> 00:48:10,480 Options to Denote Packet Mood". So this allows you to set a specific mood in a TCP 452 00:48:10,480 --> 00:48:15,010 packet if under some circumstances... I don't know, you're building a software and 453 00:48:15,010 --> 00:48:20,999 the software notices that there is a lot of delay in your communication and stuff, 454 00:48:20,999 --> 00:48:24,850 it could send an annoyed mood in the packets, that it is sending, to let the 455 00:48:24,850 --> 00:48:28,829 other system, that it is communicating with, know. And then the system could 456 00:48:28,829 --> 00:48:38,109 respond to that accordingly. And there is an RFC called "Scenic Routing for IPv6", 457 00:48:38,109 --> 00:48:45,500 which suggests, that traffic should be sent over specific, very nice pathways, 458 00:48:45,500 --> 00:48:51,430 along with nice landscape and in a lot of fresh air. For example, it says to 459 00:48:51,430 --> 00:48:58,650 prioritize communication channels that are wireless, for example, to give the data a 460 00:48:58,650 --> 00:49:06,260 very scenic pathway to its destination. That's the RFCs I wanted to show you. You 461 00:49:06,260 --> 00:49:12,109 will find a Wikipedia article with a list of April Fools' RFCs. If you are 462 00:49:12,109 --> 00:49:20,999 interested, there are several dozen of those and take those out. Yeah. 463 00:49:20,999 --> 00:49:28,019 bleeptrack: I especially love the packet mood, when you think about upcoming AI. 464 00:49:28,019 --> 00:49:32,131 That might be interesting. So it can communicate how it feels. I don't know. 465 00:49:32,131 --> 00:49:41,930 Maybe that's good. Maybe it's not good, who knows. All right. To dig a bit into 466 00:49:41,930 --> 00:49:46,230 game development and indie game development and while doing some research, 467 00:49:46,230 --> 00:49:55,450 I stumbled upon some people who called it their own fancy, I guess, interesting 468 00:49:55,450 --> 00:50:02,289 applications. And so there are three short videos I wanted to show you around a bit 469 00:50:02,289 --> 00:50:09,920 and all three of them... I think they are very interesting because they try to 470 00:50:09,920 --> 00:50:17,620 implement game rules that could not exist in our world and are very different and 471 00:50:17,620 --> 00:50:22,150 it's quite mind bending if you walk around there and interact with stuff. So this is 472 00:50:22,150 --> 00:50:25,630 the first one, as it's called Non- Euclidian game, which is, I think, is not 473 00:50:25,630 --> 00:50:31,050 really correct, because, I think, it would be still Euclidian, just insisting on 474 00:50:31,050 --> 00:50:35,420 Euclidian room. But as you can see, you can make photos of the scene and then put 475 00:50:35,420 --> 00:50:41,010 that photo in the scene and suddenly everything appears there. And that's... 476 00:50:41,010 --> 00:50:45,260 like it's super mind bending and super fun to play around with that. So far, I've 477 00:50:45,260 --> 00:50:50,660 just found that video and not a really playable version. But maybe there is one 478 00:50:50,660 --> 00:50:54,261 now and here also, for example, like gravity gets applied to stuff that is 479 00:50:54,261 --> 00:50:58,950 placed in the scene and it's just yeah... It's just super fun and crazy. Crazy to 480 00:50:58,950 --> 00:51:08,099 watch. Here it would like... like this scenario, I think that will be... would be 481 00:51:08,099 --> 00:51:13,770 a really nice parlor game. All right. That's the first example. Second one is 482 00:51:13,770 --> 00:51:24,430 this one. And this is actually really a Non-Euclidian room, basically. You can 483 00:51:24,430 --> 00:51:30,682 imagine that it works a bit like, for example, Herveini's back or the Tardis, if 484 00:51:30,682 --> 00:51:33,880 something looks small from the outside and very big from the inside. So you made some 485 00:51:33,880 --> 00:51:38,560 tunnels that have this effect. So this one looks super from the outside. But actually 486 00:51:38,560 --> 00:51:43,750 when you walk through it, it's quite short of this one. This is the opposite one. It 487 00:51:43,750 --> 00:51:49,131 looks super, super small from the outside and extremely large from the inside. And 488 00:51:49,131 --> 00:51:54,240 here's... I think the YouTube channel is called Copen, and he has a lot of 489 00:51:54,240 --> 00:51:58,150 different versions of that. So this is also... this is also a nice example. So 490 00:51:58,150 --> 00:52:03,039 you have rooms and you can walk in a circle and the longer you walk, you start 491 00:52:03,039 --> 00:52:07,970 to realize it's just three rooms. There's just a blue one and a red one and a green 492 00:52:07,970 --> 00:52:15,190 one. But the shape of the, let's say, house lets you think there should be at 493 00:52:15,190 --> 00:52:25,330 least four rooms, but it's just three. So you can do these crazy effects. And yeah. 494 00:52:25,330 --> 00:52:30,690 I don't... I'm not sure, I don't want to spoil you too bad - uh uh I made something 495 00:52:30,690 --> 00:52:38,609 fullscreen that I did not want to have fullscreen, give me a second. Here we go. 496 00:52:38,609 --> 00:52:44,770 I just... I think it's codeparade, yes, sorry. So check out the videos because he 497 00:52:44,770 --> 00:52:49,579 does a lot of fun examples if you continue here. He also has a version, where you... 498 00:52:49,579 --> 00:52:54,160 he still has these tunnels, but some let shrink everything when you go through it, 499 00:52:54,160 --> 00:52:57,170 so everything... and you cover up at the end everything's smaller or everything 500 00:52:57,170 --> 00:53:02,660 gets bigger. That's also super fun. And I can see, I can see him making super fancy 501 00:53:02,660 --> 00:53:08,660 tunnel games with that. We're already at the last one, which is a world in 502 00:53:08,660 --> 00:53:16,849 hyperbolic space. And it's also... yes, it's really fascinating for me to look at, 503 00:53:16,849 --> 00:53:22,360 because when you walk around here, everything is bended so weirdly, because 504 00:53:22,360 --> 00:53:27,080 when you think you could look at the sky, it's just wraps around you. The world 505 00:53:27,080 --> 00:53:31,109 wraps around you. So you see, I don't know the other end of the world on top of you. 506 00:53:31,109 --> 00:53:36,590 And this is just.. it's just so crazy to walk around there. They always have a bit 507 00:53:36,590 --> 00:53:41,140 of problems with motion sickness. And I think this would not make it better for 508 00:53:41,140 --> 00:53:47,650 me. But it's so fun. And also, I think in a few seconds, he will also check out the 509 00:53:47,650 --> 00:53:54,450 house more to walk into or to in front of that house. It's just, it's just crazy. 510 00:53:54,450 --> 00:53:58,950 And it's hard to imagine why it should look like... now he's moving backwards and 511 00:53:58,950 --> 00:54:02,701 then he reaches a point where he's basically from the world side on the 512 00:54:02,701 --> 00:54:09,410 opposite side of the house. So the house starts walking around him. That's super 513 00:54:09,410 --> 00:54:15,660 funky, and I think game engines and games are perfect, are a perfect medium to 514 00:54:15,660 --> 00:54:23,539 experience such mathematically fun ideas that you can have and I think some 515 00:54:23,539 --> 00:54:28,150 Operation Mindfuck talks back, blinry also explained a 4D puzzle game. 516 00:54:28,150 --> 00:54:32,099 blinry: In the very first one, yeah. bleeptrack: Yeah, exactly. And I think that goes 517 00:54:32,099 --> 00:54:41,650 like in the same direction as these games and these test engines. All right. 518 00:54:41,650 --> 00:54:44,940 blinry: I heard that it takes a long time to build these types of games because there 519 00:54:44,940 --> 00:54:49,520 are basically no pre-made tools for you and you have to do everything yourself. 520 00:54:49,520 --> 00:54:53,430 bleeptrack: Yes, right. blinry: Model a four dimensional object or 521 00:54:53,430 --> 00:54:57,419 hyperbolic one... you have to code your tools for that, basically. Yeah. 522 00:54:57,419 --> 00:55:01,880 bleeptrack: Yeah, yeah. blinry: It's really fun to look at. I also have 523 00:55:01,880 --> 00:55:08,950 some geometric things I wanted to show you, related to topology. That's a field 524 00:55:08,950 --> 00:55:14,530 of mathematics where you are looking like more at the geometric structure of the 525 00:55:14,530 --> 00:55:21,430 object, not its concrete, precise... dimensions, for example. There is this 526 00:55:21,430 --> 00:55:26,020 joke, that for a topologist there's basically no difference between a coffee 527 00:55:26,020 --> 00:55:33,430 pot and a donut. Because, if you... like all substance, which you can squeeze and 528 00:55:33,430 --> 00:55:39,400 pull, you can kind of transform the cup into a donut without making any cuts or 529 00:55:39,400 --> 00:55:44,780 without doing anything together. Now, that's often the rules in topological 530 00:55:44,780 --> 00:55:50,529 transformations, that you cannot create additional holes. And because this shape 531 00:55:50,529 --> 00:55:54,931 only has a single hole going through it in the middle of the donut or in the handle 532 00:55:54,931 --> 00:56:02,450 of the cup, these are basically the same object, topologically speaking. Right. And 533 00:56:02,450 --> 00:56:07,819 yeah, then you can do interesting observations with this. A really well 534 00:56:07,819 --> 00:56:13,269 known example is the Mobius strip, where you take a long piece of paper and you 535 00:56:13,269 --> 00:56:18,240 glue the ends together. But before you do that, you rotate the strip like one end of 536 00:56:18,240 --> 00:56:25,109 the strip once and then you paste it together. And then this is an object that 537 00:56:25,109 --> 00:56:31,359 has an interesting property. It only has one side. Now, if you were to take a pen 538 00:56:31,359 --> 00:56:35,390 and start drawing on the top of the surface here and follow it along the 539 00:56:35,390 --> 00:56:41,090 strip, you would get behind the ring here and draw and then get on front here again. 540 00:56:41,090 --> 00:56:46,660 And then as you wrap around, you are now at the back side of the strip and you like 541 00:56:46,660 --> 00:56:51,349 kind of opposite to where you started, but you're still not done. Now you're still 542 00:56:51,349 --> 00:56:57,740 drawing. You can go behind here and there and under this and on the top side, on the 543 00:56:57,740 --> 00:57:03,440 backside of this. And then you are going to where you started, you made a long line 544 00:57:03,440 --> 00:57:07,760 and you would do the... all of the surface in one stroke, basically, because there 545 00:57:07,760 --> 00:57:15,320 was only one of them. There is really fun stuff that happens if you try to cut into 546 00:57:15,320 --> 00:57:20,940 this strip. I have a video and can try to find a good point where you can see it. So 547 00:57:20,940 --> 00:57:28,200 this person is taking a Mobius strip and is then using scissors to cut along the 548 00:57:28,200 --> 00:57:34,420 middle line of the strip. Something to cut. And after cutting around the strip 549 00:57:34,420 --> 00:57:39,340 once, it doesn't fall apart into two pieces, it's just still a single strip. 550 00:57:39,340 --> 00:57:46,060 Yeah, "single strip", wow, surprise! Right. And yeah, the same thing could be 551 00:57:46,060 --> 00:57:51,650 done if you took a strip of paper and twisted it twice before doing it together 552 00:57:51,650 --> 00:57:58,390 and then you start cutting in the middle. I (incomprehensible) for yourself, if you are 553 00:57:58,390 --> 00:58:06,299 intersted, it's another really surprising thing that happens if you do that. But the 554 00:58:06,299 --> 00:58:11,630 thing I really wanted to show you is this one. This was in a tweet I found the other 555 00:58:11,630 --> 00:58:16,730 day and I thought: I have to note this down into the list of ideas for Operation 556 00:58:16,730 --> 00:58:24,569 Mindfuck, because it's so surprising.This tweet stated that if you have this, like, 557 00:58:24,569 --> 00:58:30,349 double donut shape and there is a long rod going through one of the holes like this 558 00:58:30,349 --> 00:58:35,900 is an infinitely long rod where you can't go over the edges of it. Then this tweet 559 00:58:35,900 --> 00:58:41,069 said, that it's possible to transform this shape so that the rod goes through both 560 00:58:41,069 --> 00:58:47,400 holes. And I said, what? There's no way this is possible. And then I clicked on 561 00:58:47,400 --> 00:58:50,460 this tweet and looked at the video. Let's do that. 562 00:58:50,460 --> 00:58:58,311 [video runs] 563 00:58:58,311 --> 00:59:00,790 Let's look at it again, it's seven seconds. 564 00:59:00,790 --> 00:59:06,779 [video runs] 565 00:59:06,779 --> 00:59:09,720 Right. So by pushing and squeezing in the right way, you can 566 00:59:09,720 --> 00:59:15,599 actually get to a stage where this rod goes kind of through both of these holes 567 00:59:15,599 --> 00:59:19,520 and this is not a trick. And this is really like a property of this shape, that 568 00:59:19,520 --> 00:59:25,510 you can transform it in this way. This is kind of, like proof by example, which 569 00:59:25,510 --> 00:59:30,829 feels a bit unsatisfying to me. And that really makes me want to learn more about 570 00:59:30,829 --> 00:59:36,029 topology to, kind of, in a formal way, state what's going on there. But I guess 571 00:59:36,029 --> 00:59:41,950 the trick to, kind of, understand why this works, is that somewhere in the in the 572 00:59:41,950 --> 00:59:47,460 middle of this transformation, you get to the stage where you have this shape, 573 00:59:47,460 --> 00:59:53,289 that's basically like a symmetric... it's rotational symmetrical. If you hold the 574 00:59:53,289 --> 00:59:59,940 bottom and the top part with your fingers, then you can imagine that like the middle 575 00:59:59,940 --> 01:00:05,500 of this object is hollow. And there are three holes going in from the side, one 576 01:00:05,500 --> 01:00:10,519 from the front, one is from the back left and one is from the back right. And all of 577 01:00:10,519 --> 01:00:16,539 these holes connect to the interior of this hollowed out shape now. And this rod 578 01:00:16,539 --> 01:00:25,140 is now going through two of those to the back. The two binded. if you are at this stage, it's up to 579 01:00:25,140 --> 01:00:29,539 you to choose in which direction you want to go. You can either, like, take the 580 01:00:29,539 --> 01:00:33,740 front hole and, like, pull it out and stretch it to make it really large and 581 01:00:33,740 --> 01:00:40,869 kind of disappear into the edge of the shape. And then you get in this situation 582 01:00:40,869 --> 01:00:46,269 where you have this rod picking through both holes at the back and the front one, 583 01:00:46,269 --> 01:00:53,490 you can't really see it anymore. But you can also, if you were at this position, 584 01:00:53,490 --> 01:01:01,570 you can choose to take the right handle of the shape and push it inwards to 585 01:01:01,570 --> 01:01:06,450 go between the other two handles. And then it's a situation where you arrive, 586 01:01:06,450 --> 01:01:13,740 finally, at the shape like this one, where it appears to go through only one hole, 587 01:01:13,740 --> 01:01:19,041 but this is just this weird property of this object that you can do topologic 588 01:01:19,041 --> 01:01:23,730 transformations to go in both directions. And I think that's really fascinating and 589 01:01:23,730 --> 01:01:30,160 not very intuitive. And there is a second thing like that, where you start with this 590 01:01:30,160 --> 01:01:36,529 kind of Bretzel-like shape, which is, like, interlinked into itself. And then 591 01:01:36,529 --> 01:01:41,390 the question is, can you transform this in a state where the handels are free? And it 592 01:01:41,390 --> 01:01:45,500 turns out of that you can, which is also, again, really surprising. And this is... 593 01:01:45,500 --> 01:01:51,059 like this diagram shows how to do it. You would start taking these two holes which 594 01:01:51,059 --> 01:01:57,760 interlink and stretch them out and stretch them down, make them larger until they 595 01:01:57,760 --> 01:02:04,440 almost touch the bottom here. And then you have this string of material, which you 596 01:02:04,440 --> 01:02:08,670 can still remain between these two holes. And then you're at a state where you have 597 01:02:08,670 --> 01:02:15,380 this little twists in the material. Then you can just start and twist this, twist 598 01:02:15,380 --> 01:02:21,440 once again. It was twice and then it's free and then you can make the hole 599 01:02:21,440 --> 01:02:32,630 smaller again until you are at this stage. And I think that's pretty cool, and that's 600 01:02:32,630 --> 01:02:42,030 the topological things I wanted to show. bleeptrack: That's so cool, o man. I could 601 01:02:42,030 --> 01:02:49,529 look at these forever. Also, that clay animation of the rod... it's nice to have 602 01:02:49,529 --> 01:02:52,749 really an animation that's a bit easier to get this... 603 01:02:52,749 --> 01:02:57,890 blinry: still after looking at it for ten times, it is so (incomprehensible) 604 01:02:57,890 --> 01:03:04,869 bleeptrack: Yeah. Like you can... yeah, completely. All right. We already reached our last 605 01:03:04,869 --> 01:03:12,380 section, which is about PCB art. So this year, I tried to learn more about PCB 606 01:03:12,380 --> 01:03:17,420 design and electronics and I found that nice little community about people who 607 01:03:17,420 --> 01:03:22,660 like to make very artsy PCBs. For example, here is a person who made a very nice 608 01:03:22,660 --> 01:03:31,820 schematic, an image, what possibilities you have with PCBs or if you... I'm not sure, 609 01:03:31,820 --> 01:03:39,269 maybe you have had one in hand, a PCB usually has like a base plate, which has a 610 01:03:39,269 --> 01:03:43,980 yellowish color. And on top and on the bottom of this plate, you have a copper 611 01:03:43,980 --> 01:03:48,529 layer. And on top of these you can have a solder mask, which is some sort of plastic 612 01:03:48,529 --> 01:03:55,180 coating that... you can cover contacts that you ... because we don't want to have 613 01:03:55,180 --> 01:04:02,130 every part of copper traces be open to the air, open to touch. So you might want to 614 01:04:02,130 --> 01:04:06,339 cover that. So this is the solder mask in this example. This would be the purple 615 01:04:06,339 --> 01:04:13,170 color. And also, maybe you can have some screen printing on top. This is usually in 616 01:04:13,170 --> 01:04:17,460 a white or in a black color, in this example as white. So you can have a lot of 617 01:04:17,460 --> 01:04:22,119 different combinations of these materials, like you could have the copper and then 618 01:04:22,119 --> 01:04:27,309 put on solder mask, for example, and you will get a lighter color. This is the 619 01:04:27,309 --> 01:04:32,289 number four in this case. And if you just, if you mill away the copper and just put 620 01:04:32,289 --> 01:04:40,710 the solder mask onto your base plate, you will get usually the darker color. Now, 621 01:04:40,710 --> 01:04:45,519 this would be the number five. And then also you can have either just the base 622 01:04:45,519 --> 01:04:51,780 plate. I think in this example it's number three and you can also... the copper that 623 01:04:51,780 --> 01:04:56,930 is open to the air or to touch, usually gets a coating and often this is silver, 624 01:04:56,930 --> 01:05:04,700 gold or some... what's it called in English - and solder... solder.... Yeah. 625 01:05:04,700 --> 01:05:09,640 Which is also like a silverish color and, yeah. And the screen printing which is 626 01:05:09,640 --> 01:05:16,759 some white or black. So these five sorts of colors are your color palette that you 627 01:05:16,759 --> 01:05:21,190 can play with. And when you go to different manufacturers, you can also get 628 01:05:21,190 --> 01:05:26,421 different solder mask colors. I think that very typical one would be green. In this 629 01:05:26,421 --> 01:05:33,440 example, it's purple. You can also get blue or black or white, whatever you want. 630 01:05:33,440 --> 01:05:37,671 And yeah, get your stuff manufactured. That's super easy. And there's also some 631 01:05:37,671 --> 01:05:41,869 nice examples what else you can do, because you have these two-layered PCBs 632 01:05:41,869 --> 01:05:48,849 with copper on both sides. You can leave copper out on one side, only on certain 633 01:05:48,849 --> 01:05:53,809 places and leave it out on the other side completely so you can get a very fancy 634 01:05:53,809 --> 01:06:00,070 shine through optic. Also, of course, when you work with electronics, you can very 635 01:06:00,070 --> 01:06:05,010 distinctively place some light sources on your board, if you want to, if you want to 636 01:06:05,010 --> 01:06:09,380 play with certain ways of lighting. So that's fun. And also, as you can see on 637 01:06:09,380 --> 01:06:14,740 the right image, you can choose your cut- out shape anywhere you want, the 638 01:06:14,740 --> 01:06:21,030 manufacturers are usually quite open and can do, I guess, most of the shapes. And 639 01:06:21,030 --> 01:06:26,640 they can mill in extremely fine details, especially if they want to mill the copper 640 01:06:26,640 --> 01:06:33,069 on the copper layer. And that's super interesting because, when you design PCBs, 641 01:06:33,069 --> 01:06:38,610 you often want to have very extremely fine traces. And this is interesting for art, 642 01:06:38,610 --> 01:06:43,579 of course, because you can engrain extremely fine details like this very nice 643 01:06:43,579 --> 01:06:49,039 example of a broken, half broken-down leaf, where the copper layer is used to 644 01:06:49,039 --> 01:06:57,440 have the fine vaines that are still intact and a solder mask is used to have a bit of 645 01:06:57,440 --> 01:07:02,680 hole leaf cells that are starting to break down. And the yellowish color that you can 646 01:07:02,680 --> 01:07:07,200 see, that's the color of the base plate. So you can create extremely fine 647 01:07:07,200 --> 01:07:12,940 details. That's super fun. And then, there's, for example, boldport. I can 648 01:07:12,940 --> 01:07:18,539 highly recommend boldport. He does a lot of extremely crazy PCB art. And this one, 649 01:07:18,539 --> 01:07:24,559 I think, is also very nice. It's a chameleon. And he uses the PCB not only as 650 01:07:24,559 --> 01:07:30,680 the base material, but also he uses it in a very innovative way, I'd say, because he 651 01:07:30,680 --> 01:07:36,650 uses it, yeah, upright. This is quite unusual. And you can see that he soldered 652 01:07:36,650 --> 01:07:43,690 the LEDs on the edge of the PCB to give that chameleon a nice LED back row of 653 01:07:43,690 --> 01:07:50,910 lights, that is super fun. And he also somehow got two solder mask colors on one 654 01:07:50,910 --> 01:07:56,359 PCB, I'm not sure who he contacted to get that. That's rather unusual, but it seems 655 01:07:56,359 --> 01:08:01,610 that it can be done. And he also used resistors for little feet. That's also 656 01:08:01,610 --> 01:08:09,349 really nice. So he thought about integrating parts into the shape of the 657 01:08:09,349 --> 01:08:14,089 end-design that are usually more functional and not used esthetically. And 658 01:08:14,089 --> 01:08:17,260 that's what's really interesting and really nice. And he has a lot of these 659 01:08:17,260 --> 01:08:23,390 projects, and I think you can also buy them as DIY kits. And that's really nice. 660 01:08:23,390 --> 01:08:28,880 And if you, yeah, if you can combine all these layers - this is a project that I 661 01:08:28,880 --> 01:08:34,850 came up with, because, as I said, I really like to do generative art. And of course, 662 01:08:34,850 --> 01:08:40,140 you can then start to write code that generates shapes and patterns that you can 663 01:08:40,140 --> 01:08:49,020 put on your PCB for esthetic reasons and these boards that you can see here, they 664 01:08:49,020 --> 01:08:54,771 were produced or created generatically or procedurally, you would maybe say. And 665 01:08:54,771 --> 01:09:00,290 these three planets, they act as capacitive touch buttons, so you can touch 666 01:09:00,290 --> 01:09:07,060 on them and it gets recognized by the MCU on the board. And yeah, it was, it's 667 01:09:07,060 --> 01:09:12,440 really fun to... for me, when I work with generative art to find a new material, but 668 01:09:12,440 --> 01:09:19,350 you need to figure out how to use it. And PCBs are just, for me, a super different 669 01:09:19,350 --> 01:09:22,660 material than paper or other stuff. And it's also really nice that you get these 670 01:09:22,660 --> 01:09:28,060 high quality coatings like gold or silver that make stuff a lot more valuable and 671 01:09:28,060 --> 01:09:34,130 really nice to look at. So I can highly recommend the hashtag #pcbart on Twitter 672 01:09:34,130 --> 01:09:38,960 and Instagram. There are a lot of people posting really, really nice stuff. All 673 01:09:38,960 --> 01:09:42,130 right. And I think it's time for us to wrap up. 674 01:09:42,130 --> 01:09:47,770 blinry: Yeah. Our last slide, we thought, because we are sending you into all kinds 675 01:09:47,770 --> 01:09:51,351 of rabbit holes anyway. That's what we're trying to do. We might, as well, list some 676 01:09:51,351 --> 01:09:56,890 of them very quickly. Mention them, just maybe see what sticks in your heads. This 677 01:09:56,890 --> 01:10:04,200 is very mean. So, mechanical keyboards: There are huge communities around building 678 01:10:04,200 --> 01:10:10,020 your own keyboards, like picking different key-caps, different switches, different 679 01:10:10,020 --> 01:10:17,390 layout. Look into that. Some people are really interested in skin care and look 680 01:10:17,390 --> 01:10:25,180 into what different products do and their ingredients, communities are on this. 681 01:10:25,180 --> 01:10:31,220 Amateur astronomy. You can... if you know where to look, you can find some really 682 01:10:31,220 --> 01:10:37,700 cool things in the galaxy that we can see without any instruments - if you're in a 683 01:10:37,700 --> 01:10:46,660 good environment. You can try baking your own bread, make your own sourdough with 684 01:10:46,660 --> 01:10:54,330 bacteria just from the air and use it to bake your bread. Some people are into 685 01:10:54,330 --> 01:11:01,980 backpacking and optimize for weight, so they try to have equipment that weighs as 686 01:11:01,980 --> 01:11:06,180 little as possible, so that they don't have to carry as much and then come up 687 01:11:06,180 --> 01:11:10,980 with really interesting shapes for their tents, where they spend these thin tarps 688 01:11:10,980 --> 01:11:18,330 basically between trees, for example, with ropes to sleep under that.Oh yeah. And if 689 01:11:18,330 --> 01:11:22,060 you have... if you're into cooking and you have these dull knives, which I am always 690 01:11:22,060 --> 01:11:28,330 annoyed about, you can get wet stones, which is this abrasive material, and you 691 01:11:28,330 --> 01:11:33,500 put water on it and then you can remove material from your knives to make chop. 692 01:11:33,500 --> 01:11:44,510 There are really good YouTube videos about that. Yeah. And with that, we say thank 693 01:11:44,510 --> 01:11:51,220 you for listening to this. Greetings to the future, I guess. I hope you are having 694 01:11:51,220 --> 01:11:59,140 a good Remote Chaos Experience right now. And yeah, you have a link to the slides 695 01:11:59,140 --> 01:12:06,110 here if you are interested in any of those. And I guess, yeah, thanks for being 696 01:12:06,110 --> 01:12:14,020 here, and see you soon. bleeptrack: All right. 697 01:12:14,020 --> 01:12:19,200 wikipaka outro music 698 01:12:19,200 --> 01:12:24,000 Subtitles created by c3subtitles.de in the year 2021. Join, and help us!