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!