WEBVTT 00:00:00.000 --> 00:00:15.768 rC3 Wikipaka Music 00:00:15.768 --> 00:00:20.480 Herald: Dear galactic beings, get ready for the nerdiest niche topics, the most 00:00:20.480 --> 00:00:25.160 interesting ideas and the most absurd discoveries from computers, art and the 00:00:25.160 --> 00:00:32.930 world - Operation Mindfuck! Directly from rC3 world to your home and into your minds 00:00:32.930 --> 00:00:39.504 and hearts. Please welcome your hosts: bleeptrack and blinry! 00:00:39.504 --> 00:00:44.079 bleeptrack: Hi everyone at rC3. This is bleeptrack and blinry and we are already 00:00:44.079 --> 00:00:50.119 back to our yearly little talk about computers, art and other curious stuff. 00:00:50.119 --> 00:00:54.690 And yeah, we already reached volume 4 this year. So this is the fourth episode of 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 00:00:59.650 --> 00:01:05.360 website. They're all called Operation Mindfuck and yeah, have fun with them. I 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 00:01:10.509 --> 00:01:16.750 more people can have fun. And the talks work as follows: We have prepared 00:01:16.750 --> 00:01:22.470 different, very small topics and we will explain them in alternating order. And 00:01:22.470 --> 00:01:30.950 today, blinry will start with an interesting variation of keyboards. 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 00:01:36.740 --> 00:01:41.960 now, but it's about musical instruments. So this is about isomorphic keyboard 00:01:41.960 --> 00:01:47.979 layouts, because in the beginning of this year, I was like starting to learn how to 00:01:47.979 --> 00:01:54.940 play the piano. And I was researching a bit of how that system works, basically. 00:01:54.940 --> 00:02:01.210 And I was a bit... started getting a bit frustrated with it for the following 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 00:02:07.060 --> 00:02:12.819 need to know is that these little keys on the piano keyboard are specific notes and 00:02:12.819 --> 00:02:19.870 the distance between them is always one semitone, one semitone between them. And 00:02:19.870 --> 00:02:26.520 they are arranged in this linear fashion, basically. And then, if you want to play 00:02:26.520 --> 00:02:32.190 some part, what you do is that you count the right number of steps between these 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 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 00:02:43.830 --> 00:02:48.810 chord and then one, two, three for the third. And you press those three together 00:02:48.810 --> 00:02:56.610 and then you have a major chord, which sounds like this pleasant, positive chord. 00:02:56.610 --> 00:03:02.010 But then, there is this weird property of this keyboard where... it's designed in a 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 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 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 00:03:22.060 --> 00:03:30.030 major chord at a different note, like F# for example, you do the same counting - 00:03:30.030 --> 00:03:34.640 you would count one, two, three, four, for the second note and then one, two, three 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 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, 00:03:45.420 --> 00:03:51.170 you'll have one black and two white ones, for example, which is the strange 00:03:51.170 --> 00:03:55.920 properties of this keyboard, I thought, because often when you play the song, you 00:03:55.920 --> 00:04:06.140 play it in a specific transposition, you start playing with a specific tone. And 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 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 00:04:14.930 --> 00:04:18.850 have this different shape. Your fingers have to do different things. And I thought 00:04:18.850 --> 00:04:24.780 this was really weird. And I researched a bit about that. And the first thing I 00:04:24.780 --> 00:04:29.690 found, I think, was this instrument, which is called the "Dodeka", which is just the 00:04:29.690 --> 00:04:35.780 name the company has given this thing, where actually all the semitones are 00:04:35.780 --> 00:04:41.600 arranged next to each other without a specific shape. I think, still the black 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 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 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 00:04:59.150 --> 00:05:03.880 chord, for example, like you count four and you count three, you can move this 00:05:03.880 --> 00:05:09.430 shape anywhere on the keyboard to, like, move it up and down, which, I think, is 00:05:09.430 --> 00:05:19.610 pretty cool. Back then, I asked a specific person who knows how to play keyboards 00:05:19.610 --> 00:05:25.320 really well in the greater community: What might be the reason for this strange 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 00:05:32.580 --> 00:05:35.850 black keys sticking out, you can, kind of, feel where you are on the keyboard when 00:05:35.850 --> 00:05:42.440 you play it, which makes sense, I guess. And the other reason is that, like the 00:05:42.440 --> 00:05:48.950 classical music notation also uses that system where notes, which are directly on 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 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 00:05:59.669 --> 00:06:06.479 keys. So that kind of fits together. And to change the layout, you would change the 00:06:06.479 --> 00:06:15.110 past few hundred years of music notation, which I think might be worth it, but yeah. 00:06:15.110 --> 00:06:24.650 There are some even more advanced ways to arrange the notes and they use hexagonal 00:06:24.650 --> 00:06:31.440 keys, which, I think, is really cool. So this is the harmonic table layout where... 00:06:31.440 --> 00:06:35.389 like you arrange the notes, according to this diagram here: If you are at a 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 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 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 00:06:56.821 --> 00:07:03.630 three semitones. So basically to play a major chord, for example, you would push 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 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 00:07:15.470 --> 00:07:19.340 major chord you would kind of... you can play this with one finger and you press 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 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 00:07:31.289 --> 00:07:37.610 corner here. This would be a C minor chord. And this is a really cool property. 00:07:37.610 --> 00:07:41.470 The harmonic table layout has some properties which make it pretty weird. For 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 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 00:07:53.300 --> 00:07:58.419 also came up with another arrangement of the Wicki-Hayden Layout. I think, this was 00:07:58.419 --> 00:08:04.520 invented in the 19th century already, where you, if you start at a specific key, 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 00:08:11.759 --> 00:08:19.539 diagonally up to the right, you have seven semitones... perfect fifth. And to go an octave 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 00:08:26.660 --> 00:08:33.930 you how this works, actually, because people made like a web-based demo on this. 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 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 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 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 00:09:06.839 --> 00:09:13.965 chord and again, you can move this shape around anywhere. So if I start here and 00:09:13.965 --> 00:09:24.820 this sounds... it's a major chord here. Here. Here. The minor chord is just 00:09:24.820 --> 00:09:32.140 another symmetric version of this form starting at C. We add this one and this. 00:09:32.140 --> 00:09:40.410 This is minor. This is major. And you can start transposing specific keys up and 00:09:40.410 --> 00:09:49.290 down, like this is the first inversion of the chord. And yeah, this is... for me, 00:09:49.290 --> 00:09:56.119 this was really surprising to see that you can build a structure like this, and then, 00:09:56.119 --> 00:10:01.766 if you remember the shape of melody, you can just transpose it anywhere, which is 00:10:01.766 --> 00:10:07.339 cool. People are actually building hardware for this. So this is something 00:10:07.339 --> 00:10:12.190 people call a Jammer Keyboard. And if you're interested in this, you will find a 00:10:12.190 --> 00:10:19.369 small community on this who build their own input devices like this. And also, 00:10:19.369 --> 00:10:26.519 while preparing this talk, I learned that accordion, the specific accordion also 00:10:26.519 --> 00:10:31.069 uses structures to places where you put your hands and one of them is used for 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 00:10:38.319 --> 00:10:43.480 others, like this one, also have an asymmetric layout where - I think it's 00:10:43.480 --> 00:10:50.050 another variation of this, where, if you move diagonally up, it's one whole step. 00:10:50.050 --> 00:10:56.309 And to go up means to go two whole steps, basically, and that defines this layout. 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 00:11:02.499 --> 00:11:12.719 play another key. Yeah, you know. What have you prepared next? 00:11:12.719 --> 00:11:20.959 bleeptrack: All right, so I like a lot to work with generative art and tiles and 00:11:20.959 --> 00:11:27.860 tiling is a super simple way to make really fancy pattern. And two years ago, I 00:11:27.860 --> 00:11:32.720 looked a bit deeper into truchet tiles, and that's still really fascinating to me. 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. 00:11:39.369 --> 00:11:45.610 So, this was basically the first version. So the idea of truchet tiles is, that you 00:11:45.610 --> 00:11:56.179 have rectangular tiles that are not symmetric along their X and Y axis. So for 00:11:56.179 --> 00:12:03.920 example... or this other... like the first proposed truchet tiles are these four 00:12:03.920 --> 00:12:12.149 tiles on the top that are basically made off... that are rotated by 90 degrees. So 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 00:12:17.329 --> 00:12:21.069 to make larger patterns. So you put them in a large grid and you have different 00:12:21.069 --> 00:12:27.920 possibilities to do so. For example, the left version and... ah, the most 00:12:27.920 --> 00:12:33.899 important: For example, like the left version here - you can just throw in 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 00:12:37.741 --> 00:12:41.069 bit boring and you wouldn't really need tiling for that. But it's also possible. 00:12:41.069 --> 00:12:46.439 But you can also say, like you go on alternating road and switch them every 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 00:12:52.730 --> 00:12:58.889 of that and place them in very certain ways and directions to create bigger 00:12:58.889 --> 00:13:03.619 patterns. And that's usually what I find really interesting. And of course, you can 00:13:03.619 --> 00:13:08.999 just place them randomly like the example below here, which also makes a really 00:13:08.999 --> 00:13:16.300 intriguing pattern to me, maybe a bit... like, it's not so quiet, sometimes a bit 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 00:13:22.489 --> 00:13:29.139 this is the earliest version of the truchet tiles. And I think this version 00:13:29.139 --> 00:13:36.869 here... ah, right. This is basically every bit of the tiles that I just showed you. 00:13:36.869 --> 00:13:42.189 Maybe you know that one, this is called 10 print. And this is basically a super 00:13:42.189 --> 00:13:48.369 famous way of pattern generation, where you just put diagonal lines instead of 00:13:48.369 --> 00:13:52.259 triangles. And in this case, you'd have basically only two tiles. Right. You have 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 00:13:56.019 --> 00:14:01.089 left side. And you can place it randomly in it. This 10 print pattern became so 00:14:01.089 --> 00:14:08.660 famous because you can just write more or less a one liner in nearly any coding 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 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, 00:14:18.970 --> 00:14:25.629 nice pattern. So this is also derivative truchet tiles, actually, but these are the 00:14:25.629 --> 00:14:31.279 ones that I think most people know when they think of truchet tiles. It's a 00:14:31.279 --> 00:14:35.449 version where you don't work with Rectangles or lines, but you have parts 00:14:35.449 --> 00:14:41.609 of, like quadrants of circles placed in the edges. And in this case, you can't 00:14:41.609 --> 00:14:48.680 make four tiles. You can only make two because if you rotate them by ninety 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 00:14:55.859 --> 00:15:01.359 order, that's the example you can see below, you get a super fancy pattern that 00:15:01.359 --> 00:15:06.980 basically contains off - either you can accidentally basically form a whole circle 00:15:06.980 --> 00:15:13.959 or like parts of circles, that get entangled and form super long lines. And 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. 00:15:19.930 --> 00:15:25.410 And I found that very intriguing. And, well, it turns out, you can do even more 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, 00:15:33.199 --> 00:15:38.180 basically, you can start scaling the pattern in different ways. And, for 00:15:38.180 --> 00:15:43.069 example, you can use it for ditherings. So here, the background image is the image of 00:15:43.069 --> 00:15:51.440 Mona Lisa, as you might have recognized, and you can take the image, darkness and 00:15:51.440 --> 00:15:56.799 then scale your pattern accordingly to that point on your image. So you get sort 00:15:56.799 --> 00:16:03.979 of a dithering and it looks super fancy. And what I also found recently, what I 00:16:03.979 --> 00:16:11.769 think is exceptionally good looking, is a very special way of scaling truchet tiles 00:16:11.769 --> 00:16:17.160 by Christopher Carlson. And he published a paper at Bridges, which is a super nice 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 00:16:22.410 --> 00:16:26.479 workshop, but they have super nice papers. So if you're interested in these 00:16:26.479 --> 00:16:31.310 intertwined maths & arts stuff look into these papers, they are supercool. And 00:16:31.310 --> 00:16:40.231 Christopher Carlson came up with a nice way... a nice esthetic of having these 00:16:40.231 --> 00:16:48.299 scalable truchet tiles. And you can see these are three scale sizes. So this is 00:16:48.299 --> 00:16:53.199 basically the original size and then you go one step smaller and you can see that 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 00:17:01.319 --> 00:17:07.059 in ways. For example, this is a super, super quick and easy example. So here on 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 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 00:17:18.420 --> 00:17:25.870 the dark one is the positive space, that your white space or your negative space 00:17:25.870 --> 00:17:31.139 here becomes the positive space in the next smaller scale. So this also always 00:17:31.139 --> 00:17:38.830 iterating when you go one scale-step smaller. And now you can think about how 00:17:38.830 --> 00:17:44.740 can I combine these different scale... these different scales? And he had - he 00:17:44.740 --> 00:17:49.269 prepared some examples of, for example, the left one. It's more or less like a 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 00:17:54.769 --> 00:18:00.039 scale smaller. You can do this recursively, randomly, basically. Or you 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 00:18:05.519 --> 00:18:15.110 want to approximate certain outlines, you can go smaller there to reach a certain 00:18:15.110 --> 00:18:20.000 shape. And when you fill that in with these tiles, you get this result. And that 00:18:20.000 --> 00:18:25.179 looks super fancy, especially the left one for my taste is super awesome and looks 00:18:25.179 --> 00:18:32.630 really, really nice. And even in this paper he even goes one step further and 00:18:32.630 --> 00:18:38.889 thinks about different additional motives that he could do with these different 00:18:38.889 --> 00:18:42.221 scales. So I'm not sure if this would be considered truchet tiles, because they 00:18:42.221 --> 00:18:51.900 lose this not symmetrical attribute in some occasions like the TS version here 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 00:18:56.019 --> 00:19:00.980 considered truchet tiles, but it looks nice, so who cares? So he made different 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, 00:19:07.419 --> 00:19:11.730 basically you have these four entry or exit points like on the top, bottom left 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 00:19:18.809 --> 00:19:25.820 points in different ways. And he just tries out different shapes. And if you add 00:19:25.820 --> 00:19:32.880 this to the regular scaling truchet tiles, you get these results and that looks super 00:19:32.880 --> 00:19:40.799 fancy because you have very, very nice fitting shapes that are still super 00:19:40.799 --> 00:19:49.039 randomly distributed. And, ya. So this is where I think, I should stop maybe talk 00:19:49.039 --> 00:19:53.429 about tiles, but if you want - you fall into a rabbit hole. We have rabbit holes 00:19:53.429 --> 00:19:57.509 prepared at the end also, but if you want to go further into tiling, especially 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 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, 00:20:08.970 --> 00:20:15.620 I can also highly recommend penrose tiling. That's it. So I will give back to 00:20:15.620 --> 00:20:19.680 blinry. blinry: Yeah, penrose tiles might be a 00:20:19.680 --> 00:20:26.850 topic for some Operation Mindfuck in the future, right. Now, the section is 00:20:26.850 --> 00:20:34.950 settled. What even is art? I'm often really fascinated by artworks and art- 00:20:34.950 --> 00:20:40.509 installations, which kind of push the boundary of what's still considered to be 00:20:40.509 --> 00:20:49.029 an artwork. And I wanted to show you some of those. For example, last year, there 00:20:49.029 --> 00:20:56.730 was an Italian, Mauritio Cattelan, who just bought a fresh banana at a grocery 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 00:21:02.299 --> 00:21:10.210 is "Comedian". And because Cattelan was rather well-known and popular, this was 00:21:10.210 --> 00:21:20.750 also worth a surprising amount of money. I think this was.... like 120000 $ was what 00:21:20.750 --> 00:21:30.500 an American couple paid for this artwork to buy it. And after the sale took place, 00:21:30.500 --> 00:21:42.299 the following thing happened: Another man walked up to this artwork and explained to 00:21:42.299 --> 00:21:46.389 the people watching and recording this, that this was an art-intervention called 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 00:21:55.440 --> 00:22:01.929 be disrespectful to the original artist, but this was an intervention. And yeah, 00:22:01.929 --> 00:22:06.990 this artwork came with a kind of certificate that said that you had really 00:22:06.990 --> 00:22:12.009 bought it and that it's yours now. And it specifically mentioned that you can 00:22:12.009 --> 00:22:16.899 replace the banana as needed. So after this happened, it was just like people 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 00:22:23.450 --> 00:22:29.690 like this combination of these two artworks, interleaving with each other. I 00:22:29.690 --> 00:22:37.330 think, this artist was like... he was asked to leave the museum, but nobody 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 00:22:47.029 --> 00:22:52.279 material, which you might have heard about, it's called Vanta-Black, and it's 00:22:52.279 --> 00:23:00.769 one of the darkest materials known to humankind. It's a specific... on a 00:23:00.769 --> 00:23:06.470 microscopic level, it has nanotubes which are in parallel, kind of sticking up from 00:23:06.470 --> 00:23:13.460 the surface where this paint is on. And then if lightweight falls on the surface, 00:23:13.460 --> 00:23:18.539 it kind of gets trapped between these little tubes and can't escape anymore, 00:23:18.539 --> 00:23:23.539 which is why it looks so pitch black. I think like there are a numbers where 00:23:23.539 --> 00:23:34.211 people state, that this swallows 99.4% of visible light or something. And this was 00:23:34.211 --> 00:23:40.740 developed a few years ago by a company for a pretty diverse applications, but there 00:23:40.740 --> 00:23:45.450 was an artist who was really interested in this: Anish Kapoor, a British Indian 00:23:45.450 --> 00:23:52.529 artist, who had... who was interested in playing with black color anyway. And they 00:23:52.529 --> 00:23:59.169 came to an agreement where they said that Kapoor was the only artist allowed to use 00:23:59.169 --> 00:24:06.909 Vanta-Black in artworks. So one example is this one, "descent into limbo", which 00:24:06.909 --> 00:24:14.389 Kapoor had already made installations of like many years back, but in a recent 00:24:14.389 --> 00:24:21.880 revival of this artwork, he actually painted the inside of this, with Vanta the hole that 00:24:21.880 --> 00:24:27.559 is several meters deep. And because he was using this special paint, you can't really 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 00:24:35.980 --> 00:24:40.470 tried to look into this hole and didn't believe that this was actually a hole, 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 00:24:49.999 --> 00:24:55.720 situation where only Kapoor is allowed to use this color made several people really 00:24:55.720 --> 00:25:03.509 angry. For example, there is another artist called Stuart Semple who's making 00:25:03.509 --> 00:25:12.490 his own pigments, colored pigments and he designed the "world's pinkest pink" one 00:25:12.490 --> 00:25:17.340 time. And this is the store website where you can buy this pigment, which states 00:25:17.340 --> 00:25:23.730 that it's available to everyone except Anish Kapoor. Right, a kind of revenge 00:25:23.730 --> 00:25:30.779 action. And if you click on the "Buy It Now" button, you actually have to, like, 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. 00:25:39.059 --> 00:25:46.451 Well, some time later, Anish Kapoor posted this picture on a social media channel. So 00:25:46.451 --> 00:25:52.889 apparently someone had broken this contract and sent Kapoor some of this 00:25:52.889 --> 00:26:01.210 pigment. Well, I think Stuart Semple was really angry and disappointed about this 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 00:26:06.999 --> 00:26:17.330 action against this. You might have heard of Banksy, who is an English street artist 00:26:17.330 --> 00:26:25.200 who chooses to remain anonymous, and he's well known for making graffiti on just 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 00:26:31.000 --> 00:26:39.379 that he is starting to sell his artworks. For example, this is a painting with a 00:26:39.379 --> 00:26:44.950 girl with a heart shaped balloon. And this went up for auction in an auction house 00:26:44.950 --> 00:26:51.990 some years ago. And because Banksy is such a mystery and so popular, this is also 00:26:51.990 --> 00:26:57.309 worth a surprising amount of money. I think, over one million US dollars was 00:26:57.309 --> 00:27:05.882 paid for this at this auction and after the hammer fell and this was sold, the 00:27:05.882 --> 00:27:10.629 following happened: I can show you the video or the thumbnail gave it anyway. So 00:27:10.629 --> 00:27:17.990 it's just been sold and then a loud beeping noise was heard and this artwork 00:27:17.990 --> 00:27:26.750 just was sucked into the frame of itself, which shredded the artwork. Actually, 00:27:26.750 --> 00:27:31.950 Banksy had prepared this stunt in several years in advance and built like this 00:27:31.950 --> 00:27:37.360 shredding-device into the frame. Probably he or someone he knowed was present at 00:27:37.360 --> 00:27:41.730 this auction and pressed the remote control button to activate the system. 00:27:41.730 --> 00:27:49.619 Yeah. So this is an example of self- destructive art, which maybe not so 00:27:49.619 --> 00:27:55.749 surprisingly even made it worth even more. I think at this point it's valued at 00:27:55.749 --> 00:28:03.029 around three million U.S. dollars. So, yeah. Also, it was supposed to shred 00:28:03.029 --> 00:28:10.749 itself completely, but apparently some of the mechanism failed and so it's now half 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 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 00:28:25.110 --> 00:28:31.510 the section by the German artist Josef Beuys, who is often working with unusual 00:28:31.510 --> 00:28:37.649 material. And yeah, this is an artwork consisting of several kilograms of butter. 00:28:37.649 --> 00:28:43.200 It's called "Fettecke" which translates to Fat Corner, literally. And he just took 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 00:28:47.619 --> 00:28:56.960 years, which I'm pretty sure developed an interesting smell. Mm hmm. And after Beuys 00:28:56.960 --> 00:29:03.600 died, the custodian of the gallery where this was exhibited accidentally cleaned it 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 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 00:29:13.230 --> 00:29:21.119 really angry about this, went to the trash can to recover it, treasured the remains 00:29:21.119 --> 00:29:26.019 really deeply and I think also received a payment from the custodian because of this 00:29:26.019 --> 00:29:35.960 destruction. And now I also learned that not very long ago, a couple of artists got 00:29:35.960 --> 00:29:42.960 these remains of the butter and distilled liquor from it. I have a picture of it 00:29:42.960 --> 00:29:50.409 here like this. Yeah. Even another artistic intervention on top of this. So 00:29:50.409 --> 00:29:56.710 this is a really strong liquor. And they tasted that and said that it tasted really 00:29:56.710 --> 00:30:07.170 strongly of cheese. Yeah, that's all the strange artworks I wanted to show you in 00:30:07.170 --> 00:30:12.659 this section. bleeptrack bleeptrack: Oh, amazing, amazing. I think 00:30:12.659 --> 00:30:19.889 that's where the German "Ist das Kunst oder kann das weg?" comes from. Like "is 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 00:30:30.389 --> 00:30:34.549 lot enjoy watching machines work and especially pen plotters, and they are 00:30:34.549 --> 00:30:41.559 perfect to produce art. And I never, in an Operation Mindfuck talk, I never showed 00:30:41.559 --> 00:30:45.410 you different types of pen plotters and realized that's actually really 00:30:45.410 --> 00:30:50.419 interesting, because there are quite different constructions. So let's do a 00:30:50.419 --> 00:30:57.280 small walk through the history of pen plotters. And this is to my knowledge, one 00:30:57.280 --> 00:31:03.190 of the oldest pen plotters. It's a ZUSE Graphomat. And this one - I took 00:31:03.190 --> 00:31:08.080 the photo in the technical museum in Berlin, it's in an exhibition now, I think 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 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 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 00:31:22.700 --> 00:31:27.399 awesome. And these are... what you can't really see on these photos is that these 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 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... 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 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 00:31:56.692 --> 00:32:06.489 machine. And there is a person called Georg Nieß, who worked at Siemens in the 00:32:06.489 --> 00:32:12.280 60s and 70s, and he was one of the pioneers of generative art and plotter 00:32:12.280 --> 00:32:18.059 art. And he bought one of these ZUSE Graphomat machines for Siemens at that 00:32:18.059 --> 00:32:24.149 time. And it was extremely modern and futuristic thing to have, like a machine 00:32:24.149 --> 00:32:27.760 that can plot, of course you have to mention that they never know printers. 00:32:27.760 --> 00:32:34.220 Everything was, also in architecture was, of course, still drawn by hand. So these 00:32:34.220 --> 00:32:41.350 machines that can draw extremely precise lines, this is totally fancy. What you can 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 00:32:48.139 --> 00:32:51.309 buy them and they are still extremely expensive, but they are really nice for 00:32:51.309 --> 00:32:56.559 pen plotting because they work a bit different than most other pens. They have 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 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 00:33:12.570 --> 00:33:16.410 on the point and dragged along on the point. Because most modern pens like 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 00:33:24.970 --> 00:33:32.279 paper. So these are... the Graphomats are the, basically the first drawing machines. 00:33:32.279 --> 00:33:39.269 A few years later you will find machines that were more usable for companies and 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 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 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 00:34:03.629 --> 00:34:11.679 that the paper is moving forwards and backwards. And the pen, that's the blue 00:34:11.679 --> 00:34:19.230 thing you can see here. This is... ah, right. There are two. Like you can store 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 00:34:23.820 --> 00:34:33.200 right. And the paper will be dragged along with two little wheels, basically, these 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 00:34:39.970 --> 00:34:47.550 can find a lot still on on your local craigslist. And these are the other ones. 00:34:47.550 --> 00:34:55.440 This one is a Rolan Pen Plotter and it completely moves along two axes. So the 00:34:55.440 --> 00:35:00.849 paper stays in place. And these Rolan plotters, they have some really nice 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 00:35:10.410 --> 00:35:14.730 is an electrostatic bed. So you can put your paper on, press a button and the 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. 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. 00:35:28.440 --> 00:35:35.020 It's back. Like on the left side here. These are like basically parking stations 00:35:35.020 --> 00:35:42.320 for pens. So the pen plotter (incomprehensible) or exchange different 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 00:35:47.280 --> 00:35:52.180 plotters, make sure that they are not too hard to communicate with and make sure 00:35:52.180 --> 00:35:56.920 that they can do the thing that you want them that they can do. Because, for 00:35:56.920 --> 00:36:02.750 example, this older HP plotter, that was really hard to talk to, because it did 00:36:02.750 --> 00:36:10.250 only speak very... sort of proprietary language and only the newer HP plotters 00:36:10.250 --> 00:36:16.740 started to speak HPGL. And the Rolan plotter also can do this, for example. And 00:36:16.740 --> 00:36:22.680 Rolan also has its own language. So just make sure you know what the device 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 00:36:30.549 --> 00:36:34.809 these older plotters, they also often have a nice function that they have a direct 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 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 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 00:36:51.559 --> 00:36:55.549 letters and its own fonts store net. And that's super fun and makes a great 00:36:55.549 --> 00:37:04.760 tutorwall plotter, for example. And then, there are also a lot of, yeah, 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 00:37:09.530 --> 00:37:16.030 build. You can find them either under the name Michaelangelo or Polargraph. I think 00:37:16.030 --> 00:37:21.141 these are the two most common names for these. And they work super differently. So 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 00:37:25.641 --> 00:37:31.650 motors on - also, you need some sort of control device or a little computer. 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 00:37:42.809 --> 00:37:49.450 gondola that can hold a pen and that gondola usually also has a servo motor 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 00:37:55.049 --> 00:38:00.060 your pen. And to make this more stable, usually you put down some weight on the 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, 00:38:09.119 --> 00:38:13.579 these are super easy to build and they are really nice communities around them. And 00:38:13.579 --> 00:38:19.420 the very positive thing about this construction is that they scale extremely 00:38:19.420 --> 00:38:24.089 well, because like the way the old Rolan plotters, for example, worked, you have 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. 00:38:29.410 --> 00:38:33.440 But with this, you can basically scale it indefinitely. And I've seen some 00:38:33.440 --> 00:38:38.370 installations where, like, plotted over a whole five meters wall with this, because 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 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 00:38:48.320 --> 00:38:53.180 are also new commercial versions that are quite fun. This one is called Linus. It's 00:38:53.180 --> 00:38:59.180 super tiny and basically only consists of, I guess, two servo motors and a little 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 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 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 00:39:18.040 --> 00:39:23.030 hackable. So that's also a really neat device. And well, this is basically, I 00:39:23.030 --> 00:39:26.920 think, the most professional one that you can buy up to date, which is called 00:39:26.920 --> 00:39:34.600 AxiDraw. But I've also seen some self- built versions of this. And you also have 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 00:39:41.230 --> 00:39:46.510 that you can put in very different types of pens here. For example, this is a 00:39:46.510 --> 00:39:52.500 fountain pen, but you can basically put any pen in that you want. That's different 00:39:52.500 --> 00:39:58.720 to the old plotters. They had very specific, very little, specific plotter-pens 00:39:58.720 --> 00:40:02.230 and they are really expensive now if you want to buy them and if you actually 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 00:40:07.349 --> 00:40:12.830 certain angel that's especially nice for fountain pens or sort of brushes. And I've 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 00:40:19.460 --> 00:40:24.880 very different materials or also, this is one example, where someone just basically 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 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 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 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 00:40:48.400 --> 00:40:55.400 creative coding output. blinry: I really love how plotters combine 00:40:55.400 --> 00:41:01.788 this kind of handmade esthetic, which impositions and stuff with this digital input. 00:41:01.788 --> 00:41:04.250 bleeptrack: Yeah, totally. 00:41:04.250 --> 00:41:07.510 blinry: And I think people sometimes joke, that it's easier to get these plotters to 00:41:07.510 --> 00:41:12.990 run and to, like, produce something compared to actual printing devices we 00:41:12.990 --> 00:41:14.230 would use. bleeptrack: All right. 00:41:14.230 --> 00:41:18.339 blinry: Apparently like printing out a piece of paper because of driver issues 00:41:18.339 --> 00:41:24.700 and stuff. And these are very clear defined things, yes. I wanted to show you 00:41:24.700 --> 00:41:33.490 some RFCs. That abbreviation is short for "request for comments". And it's 00:41:33.490 --> 00:41:38.900 really... it's a really common way to define protocols for the Internet of how 00:41:38.900 --> 00:41:45.890 the Internet works. For example, TCP and IP would be defined in our RFCs and HTTP 00:41:45.890 --> 00:41:54.119 and how Mails work and stuff. And yeah, there are several thousands of those. And 00:41:54.119 --> 00:42:01.859 sometimes people publish RFCs on April Fools' Day. And these are sometimes really 00:42:01.859 --> 00:42:09.520 interesting to read. One really well known for example, is "RFC 1149: IP over Avian 00:42:09.520 --> 00:42:16.530 Carriers", which suggests to use like carrier pigeons to carry information from 00:42:16.530 --> 00:42:20.839 one place to another. So it specifies that you would like put your information on a 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. 00:42:26.589 --> 00:42:33.320 And it will fly to the target, maybe. And then you can retrieve the information 00:42:33.320 --> 00:42:42.319 there. And this RFC states some very good technical properties, systems like this 00:42:42.319 --> 00:42:46.549 have, for example, that the carriers have an intrinsic collision avoidance system 00:42:46.549 --> 00:42:53.050 which increases availability. Right. Or that multiple types of service can be 00:42:53.050 --> 00:42:59.107 provided with a prioritized pecking order. So this could be used to prioritize 00:42:59.107 --> 00:43:06.660 certain types of information over another. It says that "with time the carriers are 00:43:06.660 --> 00:43:12.250 self-regenerating", which is a nice property to have for a network and an 00:43:12.250 --> 00:43:18.710 additional property is "built-in worm detection and eradication". And some time 00:43:18.710 --> 00:43:24.069 ago, a user group, a Linux user group in Norway, I think, actually implemented this 00:43:24.069 --> 00:43:32.049 system. And they got the pigeons and they set up all of the required infrastructure 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 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 00:43:47.369 --> 00:43:53.010 runtimes of these ping commands are... it's like most often over an hour or 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 00:44:02.190 --> 00:44:07.960 these packets arrived back. So they stated here that they have 55 percent packet 00:44:07.960 --> 00:44:21.049 loss. But it works. Now. Another RFC is 6592, the "null packet". This specifies 00:44:21.049 --> 00:44:28.549 "null packet", which "are neither sent nor acknowledged when not received". There is 00:44:28.549 --> 00:44:34.809 like an informal definition where they say that "The Null Packet is a zero-dimensional packet" 00:44:34.809 --> 00:44:39.480 and that it "exists since it is non-self-contradictorily definable". 00:44:39.480 --> 00:44:46.590 And then in this specification follows the formal definition that it's 00:44:46.590 --> 00:44:56.040 intentionally 0 of the reference, not "NULL", and in the end of 00:44:56.040 --> 00:45:00.369 this document, there is like a list of references and related work and there is 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 00:45:06.290 --> 00:45:14.890 know about the NULL packet. It goes on and lists some properties of this packet, for 00:45:14.890 --> 00:45:20.440 example, that it is inherently good: "The Null Packet cannot have the Evil Bit set, 00:45:20.440 --> 00:45:24.970 by definition. Consequently, it is rather clear and undeniable that the null packet 00:45:24.970 --> 00:45:32.650 is harmless, having no evil intent." Now, what is the evil bit? - you might ask. 00:45:32.650 --> 00:45:40.570 RFC 3514, let's look at that one. The authors of this RFC noticed that the 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 00:45:48.329 --> 00:45:52.119 for anything, it is just undefined. It doesn't have... it doesn't carry any 00:45:52.119 --> 00:45:59.923 meaning. And the authors thought we should change that and play some meaning to this bit. 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 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: 00:46:13.230 --> 00:46:18.660 If it's set to zero, the packet has no "evil intent, host, network elements 00:46:18.660 --> 00:46:22.530 should assume that the packet is harmless and should not take any defensive 00:46:22.530 --> 00:46:29.950 measures." And another possible value is one. "If this bit is set to one, the 00:46:29.950 --> 00:46:35.880 packet has evil intent and secure systems should try to defend themselves", while 00:46:35.880 --> 00:46:42.770 "insecure systems may choose to crash, to be penetrated, etc." And then there's our 00:46:42.770 --> 00:46:47.130 seagull's and great detail about how exactly and in which situations this bit 00:46:47.130 --> 00:46:52.230 should be set. For example, if you are doing pentesting on a system, trying to 00:46:52.230 --> 00:46:59.549 attack it, you should set this bit so that the receiving system will recognize that 00:46:59.549 --> 00:47:05.059 this packet has evil intent and can take defensive measures. And you must do this 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 00:47:14.220 --> 00:47:20.910 interested in the stuff, you should check them out. Fun is the "Hypertext Coffee Pot 00:47:20.910 --> 00:47:31.349 Control Protocol", HTCPCP, which like gives some specific HTTP requests, for 00:47:31.349 --> 00:47:37.240 example, to make sure, that a coffeepot which is connected to the Internet, that 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 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 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 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 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 00:48:10.480 --> 00:48:15.010 packet if under some circumstances... I don't know, you're building a software and 00:48:15.010 --> 00:48:20.999 the software notices that there is a lot of delay in your communication and stuff, 00:48:20.999 --> 00:48:24.850 it could send an annoyed mood in the packets, that it is sending, to let the 00:48:24.850 --> 00:48:28.829 other system, that it is communicating with, know. And then the system could 00:48:28.829 --> 00:48:38.109 respond to that accordingly. And there is an RFC called "Scenic Routing for IPv6", 00:48:38.109 --> 00:48:45.500 which suggests, that traffic should be sent over specific, very nice pathways, 00:48:45.500 --> 00:48:51.430 along with nice landscape and in a lot of fresh air. For example, it says to 00:48:51.430 --> 00:48:58.650 prioritize communication channels that are wireless, for example, to give the data a 00:48:58.650 --> 00:49:06.260 very scenic pathway to its destination. That's the RFCs I wanted to show you. You 00:49:06.260 --> 00:49:12.109 will find a Wikipedia article with a list of April Fools' RFCs. If you are 00:49:12.109 --> 00:49:20.999 interested, there are several dozen of those and take those out. Yeah. 00:49:20.999 --> 00:49:28.019 bleeptrack: I especially love the packet mood, when you think about upcoming AI. 00:49:28.019 --> 00:49:32.131 That might be interesting. So it can communicate how it feels. I don't know. 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 00:49:41.930 --> 00:49:46.230 game development and indie game development and while doing some research, 00:49:46.230 --> 00:49:55.450 I stumbled upon some people who called it their own fancy, I guess, interesting 00:49:55.450 --> 00:50:02.289 applications. And so there are three short videos I wanted to show you around a bit 00:50:02.289 --> 00:50:09.920 and all three of them... I think they are very interesting because they try to 00:50:09.920 --> 00:50:17.620 implement game rules that could not exist in our world and are very different and 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 00:50:22.150 --> 00:50:25.630 the first one, as it's called Non- Euclidian game, which is, I think, is not 00:50:25.630 --> 00:50:31.050 really correct, because, I think, it would be still Euclidian, just insisting on 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 00:50:35.420 --> 00:50:41.010 that photo in the scene and suddenly everything appears there. And that's... 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 00:50:45.260 --> 00:50:50.660 just found that video and not a really playable version. But maybe there is one 00:50:50.660 --> 00:50:54.261 now and here also, for example, like gravity gets applied to stuff that is 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 00:50:58.950 --> 00:51:08.099 watch. Here it would like... like this scenario, I think that will be... would be 00:51:08.099 --> 00:51:13.770 a really nice parlor game. All right. That's the first example. Second one is 00:51:13.770 --> 00:51:24.430 this one. And this is actually really a Non-Euclidian room, basically. You can 00:51:24.430 --> 00:51:30.682 imagine that it works a bit like, for example, Herveini's back or the Tardis, if 00:51:30.682 --> 00:51:33.880 something looks small from the outside and very big from the inside. So you made some 00:51:33.880 --> 00:51:38.560 tunnels that have this effect. So this one looks super from the outside. But actually 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 00:51:43.750 --> 00:51:49.131 looks super, super small from the outside and extremely large from the inside. And 00:51:49.131 --> 00:51:54.240 here's... I think the YouTube channel is called Copen, and he has a lot of 00:51:54.240 --> 00:51:58.150 different versions of that. So this is also... this is also a nice example. So 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 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 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 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. 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 00:52:30.690 --> 00:52:38.609 fullscreen that I did not want to have fullscreen, give me a second. Here we go. 00:52:38.609 --> 00:52:44.770 I just... I think it's codeparade, yes, sorry. So check out the videos because he 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... 00:52:49.579 --> 00:52:54.160 he still has these tunnels, but some let shrink everything when you go through it, 00:52:54.160 --> 00:52:57.170 so everything... and you cover up at the end everything's smaller or everything 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 00:53:02.660 --> 00:53:08.660 tunnel games with that. We're already at the last one, which is a world in 00:53:08.660 --> 00:53:16.849 hyperbolic space. And it's also... yes, it's really fascinating for me to look at, 00:53:16.849 --> 00:53:22.360 because when you walk around here, everything is bended so weirdly, because 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 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. 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 00:53:36.590 --> 00:53:41.140 of problems with motion sickness. And I think this would not make it better for 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 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. 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 00:53:58.950 --> 00:54:02.701 then he reaches a point where he's basically from the world side on the 00:54:02.701 --> 00:54:09.410 opposite side of the house. So the house starts walking around him. That's super 00:54:09.410 --> 00:54:15.660 funky, and I think game engines and games are perfect, are a perfect medium to 00:54:15.660 --> 00:54:23.539 experience such mathematically fun ideas that you can have and I think some 00:54:23.539 --> 00:54:28.150 Operation Mindfuck talks back, blinry also explained a 4D puzzle game. 00:54:28.150 --> 00:54:32.099 blinry: In the very first one, yeah. bleeptrack: Yeah, exactly. And I think that goes 00:54:32.099 --> 00:54:41.650 like in the same direction as these games and these test engines. All right. 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 00:54:44.940 --> 00:54:49.520 are basically no pre-made tools for you and you have to do everything yourself. 00:54:49.520 --> 00:54:53.430 bleeptrack: Yes, right. blinry: Model a four dimensional object or 00:54:53.430 --> 00:54:57.419 hyperbolic one... you have to code your tools for that, basically. Yeah. 00:54:57.419 --> 00:55:01.880 bleeptrack: Yeah, yeah. blinry: It's really fun to look at. I also have 00:55:01.880 --> 00:55:08.950 some geometric things I wanted to show you, related to topology. That's a field 00:55:08.950 --> 00:55:14.530 of mathematics where you are looking like more at the geometric structure of the 00:55:14.530 --> 00:55:21.430 object, not its concrete, precise... dimensions, for example. There is this 00:55:21.430 --> 00:55:26.020 joke, that for a topologist there's basically no difference between a coffee 00:55:26.020 --> 00:55:33.430 pot and a donut. Because, if you... like all substance, which you can squeeze and 00:55:33.430 --> 00:55:39.400 pull, you can kind of transform the cup into a donut without making any cuts or 00:55:39.400 --> 00:55:44.780 without doing anything together. Now, that's often the rules in topological 00:55:44.780 --> 00:55:50.529 transformations, that you cannot create additional holes. And because this shape 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 00:55:54.931 --> 00:56:02.450 of the cup, these are basically the same object, topologically speaking. Right. And 00:56:02.450 --> 00:56:07.819 yeah, then you can do interesting observations with this. A really well 00:56:07.819 --> 00:56:13.269 known example is the Mobius strip, where you take a long piece of paper and you 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 00:56:18.240 --> 00:56:25.109 the strip once and then you paste it together. And then this is an object that 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 00:56:31.359 --> 00:56:35.390 and start drawing on the top of the surface here and follow it along the 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. 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 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 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 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 00:57:03.440 --> 00:57:07.760 and you would do the... all of the surface in one stroke, basically, because there 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 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 00:57:20.940 --> 00:57:28.200 this person is taking a Mobius strip and is then using scissors to cut along the 00:57:28.200 --> 00:57:34.420 middle line of the strip. Something to cut. And after cutting around the strip 00:57:34.420 --> 00:57:39.340 once, it doesn't fall apart into two pieces, it's just still a single strip. 00:57:39.340 --> 00:57:46.060 Yeah, "single strip", wow, surprise! Right. And yeah, the same thing could be 00:57:46.060 --> 00:57:51.650 done if you took a strip of paper and twisted it twice before doing it together 00:57:51.650 --> 00:57:58.390 and then you start cutting in the middle. I (incomprehensible) for yourself, if you are 00:57:58.390 --> 00:58:06.299 intersted, it's another really surprising thing that happens if you do that. But the 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 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 00:58:16.730 --> 00:58:24.569 Mindfuck, because it's so surprising.This tweet stated that if you have this, like, 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 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 00:58:35.900 --> 00:58:41.069 said, that it's possible to transform this shape so that the rod goes through both 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 00:58:47.400 --> 00:58:50.460 this tweet and looked at the video. Let's do that. 00:58:50.460 --> 00:58:58.311 [video runs] 00:58:58.311 --> 00:59:00.790 Let's look at it again, it's seven seconds. 00:59:00.790 --> 00:59:06.779 [video runs] 00:59:06.779 --> 00:59:09.720 Right. So by pushing and squeezing in the right way, you can 00:59:09.720 --> 00:59:15.599 actually get to a stage where this rod goes kind of through both of these holes 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 00:59:19.520 --> 00:59:25.510 you can transform it in this way. This is kind of, like proof by example, which 00:59:25.510 --> 00:59:30.829 feels a bit unsatisfying to me. And that really makes me want to learn more about 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 00:59:36.029 --> 00:59:41.950 the trick to, kind of, understand why this works, is that somewhere in the in the 00:59:41.950 --> 00:59:47.460 middle of this transformation, you get to the stage where you have this shape, 00:59:47.460 --> 00:59:53.289 that's basically like a symmetric... it's rotational symmetrical. If you hold the 00:59:53.289 --> 00:59:59.940 bottom and the top part with your fingers, then you can imagine that like the middle 00:59:59.940 --> 01:00:05.500 of this object is hollow. And there are three holes going in from the side, one 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 01:00:10.519 --> 01:00:16.539 these holes connect to the interior of this hollowed out shape now. And this rod 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 01:00:25.140 --> 01:00:29.539 you to choose in which direction you want to go. You can either, like, take the 01:00:29.539 --> 01:00:33.740 front hole and, like, pull it out and stretch it to make it really large and 01:00:33.740 --> 01:00:40.869 kind of disappear into the edge of the shape. And then you get in this situation 01:00:40.869 --> 01:00:46.269 where you have this rod picking through both holes at the back and the front one, 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, 01:00:53.490 --> 01:01:01.570 you can choose to take the right handle of the shape and push it inwards to 01:01:01.570 --> 01:01:06.450 go between the other two handles. And then it's a situation where you arrive, 01:01:06.450 --> 01:01:13.740 finally, at the shape like this one, where it appears to go through only one hole, 01:01:13.740 --> 01:01:19.041 but this is just this weird property of this object that you can do topologic 01:01:19.041 --> 01:01:23.730 transformations to go in both directions. And I think that's really fascinating and 01:01:23.730 --> 01:01:30.160 not very intuitive. And there is a second thing like that, where you start with this 01:01:30.160 --> 01:01:36.529 kind of Bretzel-like shape, which is, like, interlinked into itself. And then 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 01:01:41.390 --> 01:01:45.500 turns out of that you can, which is also, again, really surprising. And this is... 01:01:45.500 --> 01:01:51.059 like this diagram shows how to do it. You would start taking these two holes which 01:01:51.059 --> 01:01:57.760 interlink and stretch them out and stretch them down, make them larger until they 01:01:57.760 --> 01:02:04.440 almost touch the bottom here. And then you have this string of material, which you 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 01:02:08.670 --> 01:02:15.380 this little twists in the material. Then you can just start and twist this, twist 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 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 01:02:32.630 --> 01:02:42.030 the topological things I wanted to show. bleeptrack: That's so cool, o man. I could 01:02:42.030 --> 01:02:49.529 look at these forever. Also, that clay animation of the rod... it's nice to have 01:02:49.529 --> 01:02:52.749 really an animation that's a bit easier to get this... 01:02:52.749 --> 01:02:57.890 blinry: still after looking at it for ten times, it is so (incomprehensible) 01:02:57.890 --> 01:03:04.869 bleeptrack: Yeah. Like you can... yeah, completely. All right. We already reached our last 01:03:04.869 --> 01:03:12.380 section, which is about PCB art. So this year, I tried to learn more about PCB 01:03:12.380 --> 01:03:17.420 design and electronics and I found that nice little community about people who 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 01:03:22.660 --> 01:03:31.820 schematic, an image, what possibilities you have with PCBs or if you... I'm not sure, 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 01:03:39.269 --> 01:03:43.980 yellowish color. And on top and on the bottom of this plate, you have a copper 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 01:03:48.529 --> 01:03:55.180 coating that... you can cover contacts that you ... because we don't want to have 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 01:04:02.130 --> 01:04:06.339 cover that. So this is the solder mask in this example. This would be the purple 01:04:06.339 --> 01:04:13.170 color. And also, maybe you can have some screen printing on top. This is usually in 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 01:04:17.460 --> 01:04:22.119 different combinations of these materials, like you could have the copper and then 01:04:22.119 --> 01:04:27.309 put on solder mask, for example, and you will get a lighter color. This is the 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 01:04:32.289 --> 01:04:40.710 the solder mask onto your base plate, you will get usually the darker color. Now, 01:04:40.710 --> 01:04:45.519 this would be the number five. And then also you can have either just the base 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 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, 01:04:56.930 --> 01:05:04.700 gold or some... what's it called in English - and solder... solder.... Yeah. 01:05:04.700 --> 01:05:09.640 Which is also like a silverish color and, yeah. And the screen printing which is 01:05:09.640 --> 01:05:16.759 some white or black. So these five sorts of colors are your color palette that you 01:05:16.759 --> 01:05:21.190 can play with. And when you go to different manufacturers, you can also get 01:05:21.190 --> 01:05:26.421 different solder mask colors. I think that very typical one would be green. In this 01:05:26.421 --> 01:05:33.440 example, it's purple. You can also get blue or black or white, whatever you want. 01:05:33.440 --> 01:05:37.671 And yeah, get your stuff manufactured. That's super easy. And there's also some 01:05:37.671 --> 01:05:41.869 nice examples what else you can do, because you have these two-layered PCBs 01:05:41.869 --> 01:05:48.849 with copper on both sides. You can leave copper out on one side, only on certain 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 01:05:53.809 --> 01:06:00.070 shine through optic. Also, of course, when you work with electronics, you can very 01:06:00.070 --> 01:06:05.010 distinctively place some light sources on your board, if you want to, if you want to 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 01:06:09.380 --> 01:06:14.740 the right image, you can choose your cut- out shape anywhere you want, the 01:06:14.740 --> 01:06:21.030 manufacturers are usually quite open and can do, I guess, most of the shapes. And 01:06:21.030 --> 01:06:26.640 they can mill in extremely fine details, especially if they want to mill the copper 01:06:26.640 --> 01:06:33.069 on the copper layer. And that's super interesting because, when you design PCBs, 01:06:33.069 --> 01:06:38.610 you often want to have very extremely fine traces. And this is interesting for art, 01:06:38.610 --> 01:06:43.579 of course, because you can engrain extremely fine details like this very nice 01:06:43.579 --> 01:06:49.039 example of a broken, half broken-down leaf, where the copper layer is used to 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 01:06:57.440 --> 01:07:02.680 hole leaf cells that are starting to break down. And the yellowish color that you can 01:07:02.680 --> 01:07:07.200 see, that's the color of the base plate. So you can create extremely fine 01:07:07.200 --> 01:07:12.940 details. That's super fun. And then, there's, for example, boldport. I can 01:07:12.940 --> 01:07:18.539 highly recommend boldport. He does a lot of extremely crazy PCB art. And this one, 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 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 01:07:30.680 --> 01:07:36.650 uses it, yeah, upright. This is quite unusual. And you can see that he soldered 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 01:07:43.690 --> 01:07:50.910 lights, that is super fun. And he also somehow got two solder mask colors on one 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 01:07:56.359 --> 01:08:01.610 that it can be done. And he also used resistors for little feet. That's also 01:08:01.610 --> 01:08:09.349 really nice. So he thought about integrating parts into the shape of the 01:08:09.349 --> 01:08:14.089 end-design that are usually more functional and not used esthetically. And 01:08:14.089 --> 01:08:17.260 that's what's really interesting and really nice. And he has a lot of these 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. 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 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, 01:08:34.850 --> 01:08:40.140 you can then start to write code that generates shapes and patterns that you can 01:08:40.140 --> 01:08:49.020 put on your PCB for esthetic reasons and these boards that you can see here, they 01:08:49.020 --> 01:08:54.771 were produced or created generatically or procedurally, you would maybe say. And 01:08:54.771 --> 01:09:00.290 these three planets, they act as capacitive touch buttons, so you can touch 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 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 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 01:09:19.350 --> 01:09:22.660 material than paper or other stuff. And it's also really nice that you get these 01:09:22.660 --> 01:09:28.060 high quality coatings like gold or silver that make stuff a lot more valuable and 01:09:28.060 --> 01:09:34.130 really nice to look at. So I can highly recommend the hashtag #pcbart on Twitter 01:09:34.130 --> 01:09:38.960 and Instagram. There are a lot of people posting really, really nice stuff. All 01:09:38.960 --> 01:09:42.130 right. And I think it's time for us to wrap up. 01:09:42.130 --> 01:09:47.770 blinry: Yeah. Our last slide, we thought, because we are sending you into all kinds 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 01:09:51.351 --> 01:09:56.890 of them very quickly. Mention them, just maybe see what sticks in your heads. This 01:09:56.890 --> 01:10:04.200 is very mean. So, mechanical keyboards: There are huge communities around building 01:10:04.200 --> 01:10:10.020 your own keyboards, like picking different key-caps, different switches, different 01:10:10.020 --> 01:10:17.390 layout. Look into that. Some people are really interested in skin care and look 01:10:17.390 --> 01:10:25.180 into what different products do and their ingredients, communities are on this. 01:10:25.180 --> 01:10:31.220 Amateur astronomy. You can... if you know where to look, you can find some really 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 01:10:37.700 --> 01:10:46.660 good environment. You can try baking your own bread, make your own sourdough with 01:10:46.660 --> 01:10:54.330 bacteria just from the air and use it to bake your bread. Some people are into 01:10:54.330 --> 01:11:01.980 backpacking and optimize for weight, so they try to have equipment that weighs as 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 01:11:06.180 --> 01:11:10.980 with really interesting shapes for their tents, where they spend these thin tarps 01:11:10.980 --> 01:11:18.330 basically between trees, for example, with ropes to sleep under that.Oh yeah. And if 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 01:11:22.060 --> 01:11:28.330 annoyed about, you can get wet stones, which is this abrasive material, and you 01:11:28.330 --> 01:11:33.500 put water on it and then you can remove material from your knives to make chop. 01:11:33.500 --> 01:11:44.510 There are really good YouTube videos about that. Yeah. And with that, we say thank 01:11:44.510 --> 01:11:51.220 you for listening to this. Greetings to the future, I guess. I hope you are having 01:11:51.220 --> 01:11:59.140 a good Remote Chaos Experience right now. And yeah, you have a link to the slides 01:11:59.140 --> 01:12:06.110 here if you are interested in any of those. And I guess, yeah, thanks for being 01:12:06.110 --> 01:12:14.020 here, and see you soon. bleeptrack: All right. 01:12:14.020 --> 01:12:19.200 wikipaka outro music 01:12:19.200 --> 01:12:24.000 Subtitles created by c3subtitles.de in the year 2021. Join, and help us!