1 00:00:03,310 --> 00:00:07,320 PROFESSOR: All right, lecture 19 is about mostly refolding, 2 00:00:07,320 --> 00:00:11,330 common unfoldings of polyhedra, convex polyhedra, and also 3 00:00:11,330 --> 00:00:12,840 about Mozartkugel. 4 00:00:12,840 --> 00:00:17,390 But most questions were about the common unfolding 5 00:00:17,390 --> 00:00:20,280 stuff, so let me start with that. 6 00:00:20,280 --> 00:00:23,330 First question-- is this fractal unfolding 7 00:00:23,330 --> 00:00:27,150 of regular tetrahedron and the cube, 8 00:00:27,150 --> 00:00:33,350 which looks like this-- is it resolved? 9 00:00:33,350 --> 00:00:36,230 The answer is no, but it is at least published now. 10 00:00:36,230 --> 00:00:38,500 This is at EuroCG. 11 00:00:38,500 --> 00:00:40,970 One of the authors is here, Ryuhei Uehara. 12 00:00:40,970 --> 00:00:45,740 And it's still conjecture, although there 13 00:00:45,740 --> 00:00:47,465 is a way to explicitly construct this. 14 00:00:47,465 --> 00:00:49,820 This does actually fold into two things. 15 00:00:49,820 --> 00:00:53,270 It folds into a cube and a tetramonohedron, a tetrahedron 16 00:00:53,270 --> 00:00:55,110 with equal sides. 17 00:00:55,110 --> 00:00:58,270 It's not a regular tetrahedron, though, 18 00:00:58,270 --> 00:01:02,130 but this is actually an unfolding. 19 00:01:02,130 --> 00:01:06,180 And they have another one, which they haven't drawn because it 20 00:01:06,180 --> 00:01:12,050 has 10 to the 180 edges or so, but it is within 3 times 10 21 00:01:12,050 --> 00:01:16,690 to the minus 1796 of regular. 22 00:01:16,690 --> 00:01:21,116 So that's pretty good evidence that this is gonna work out. 23 00:01:21,116 --> 00:01:22,240 Let me write that down. 24 00:01:27,140 --> 00:01:29,820 So they have a particular iteration procedure. 25 00:01:29,820 --> 00:01:33,230 It's not always guaranteed to make a connected unfolding, is 26 00:01:33,230 --> 00:01:34,770 the troubling part. 27 00:01:34,770 --> 00:01:36,960 I think it will converge, but the challenge 28 00:01:36,960 --> 00:01:40,030 is to find an infinite sequence of examples 29 00:01:40,030 --> 00:01:43,950 like this one, that form a connected polygon, that 30 00:01:43,950 --> 00:01:46,520 would limit to the fractal. 31 00:01:46,520 --> 00:01:47,870 They have that instance. 32 00:01:47,870 --> 00:01:51,600 They have another instance which is very, very good. 33 00:01:51,600 --> 00:01:53,897 This is the error. 34 00:01:53,897 --> 00:01:55,980 But we don't yet know whether there are infinitely 35 00:01:55,980 --> 00:02:00,720 many examples the converge all the way to some fractal set. 36 00:02:00,720 --> 00:02:03,590 So that is a state of the fractal. 37 00:02:03,590 --> 00:02:07,220 Next we have a question about boxes. 38 00:02:07,220 --> 00:02:09,490 When that lecture was given, it was open 39 00:02:09,490 --> 00:02:11,700 whether there was a common unfolding of three boxes. 40 00:02:11,700 --> 00:02:14,130 That problem is now solved. 41 00:02:14,130 --> 00:02:15,790 There's two papers about this topic. 42 00:02:15,790 --> 00:02:19,070 The first one we wrote together. 43 00:02:19,070 --> 00:02:21,180 And this is just a fun example, not 44 00:02:21,180 --> 00:02:22,790 yet related to the three box problem, 45 00:02:22,790 --> 00:02:25,820 but you may recall there were some unfoldings of two 46 00:02:25,820 --> 00:02:29,530 boxes where one was 45 degrees to the other. 47 00:02:29,530 --> 00:02:31,010 This was the challenge of making it 48 00:02:31,010 --> 00:02:33,300 not 45 degrees, something else. 49 00:02:33,300 --> 00:02:39,430 And here it's a 3 by 1 triangle that is the axis. 50 00:02:39,430 --> 00:02:44,670 So you end up with root 10, root of 3 squared plus 1 squared. 51 00:02:44,670 --> 00:02:48,080 So that's still two boxes, but at least at a funny angle. 52 00:02:48,080 --> 00:02:50,590 And this was actually found computationally, 53 00:02:50,590 --> 00:02:53,720 with an integer linear program for this. 54 00:02:53,720 --> 00:02:56,360 Integer linear programming-- set up 55 00:02:56,360 --> 00:02:58,860 the problem of which pixels are in and which pixels are out 56 00:02:58,860 --> 00:03:00,510 in this representation, and could you 57 00:03:00,510 --> 00:03:03,719 fit-- we started with these parameters. 58 00:03:03,719 --> 00:03:05,260 You have to be very careful about how 59 00:03:05,260 --> 00:03:07,960 you choose the numbers to make the surface areas match. 60 00:03:07,960 --> 00:03:10,780 So we just chose that by hand, and then tried 61 00:03:10,780 --> 00:03:13,031 to find whether there was such a thing. 62 00:03:13,031 --> 00:03:15,280 You could formulate that as an integer linear program. 63 00:03:15,280 --> 00:03:17,330 It's not guaranteed to be solvable 64 00:03:17,330 --> 00:03:19,750 especially efficiently, but this one we found a solution. 65 00:03:19,750 --> 00:03:22,514 For fun we also turned it into a puzzle, where we were just 66 00:03:22,514 --> 00:03:24,430 modified the boundaries in corresponding ways, 67 00:03:24,430 --> 00:03:28,214 so now finding either folding is actually pretty challenging. 68 00:03:28,214 --> 00:03:29,630 Well, one of them's probably easy, 69 00:03:29,630 --> 00:03:34,910 but the off center one is challenging. 70 00:03:34,910 --> 00:03:38,250 But this paper also had a first kind of solution 71 00:03:38,250 --> 00:03:39,560 to the three box problem. 72 00:03:39,560 --> 00:03:44,360 So this is one net-- it's a grid unfolding, even-- 73 00:03:44,360 --> 00:03:49,740 and it folds into 1 by 1 by 5, 1 by 2 by 3, and 0 by 1 by 11. 74 00:03:49,740 --> 00:03:52,290 So this is a flat box, a doubly covered rectangle. 75 00:03:52,290 --> 00:03:54,516 It's also not technically a grid unfolding-- we're 76 00:03:54,516 --> 00:03:56,140 cutting in the middle of a pixel, here. 77 00:03:56,140 --> 00:04:01,310 But if you just refine by 2 and call this 0 by 2 by 22, 78 00:04:01,310 --> 00:04:04,530 2 by 4 by 6 and then 2 by 2 by 10, then 79 00:04:04,530 --> 00:04:06,939 this is a grid unfolding. 80 00:04:06,939 --> 00:04:09,230 I don't know if you care whether it's a grid unfolding, 81 00:04:09,230 --> 00:04:12,090 but you can make it one if you want. 82 00:04:12,090 --> 00:04:15,260 So this is the first solution, and this is actually 83 00:04:15,260 --> 00:04:16,435 found by computer search. 84 00:04:19,810 --> 00:04:22,070 This came from a long series of research 85 00:04:22,070 --> 00:04:23,320 in the two box problem. 86 00:04:23,320 --> 00:04:25,820 We started by looking at all common unfoldings of 1 87 00:04:25,820 --> 00:04:29,240 by 1 by 5, 1 by 2 by 3, and then saw whether any of them 88 00:04:29,240 --> 00:04:31,930 folded in to 0 by one by 11. 89 00:04:31,930 --> 00:04:34,445 So the just for fun, the way that search 90 00:04:34,445 --> 00:04:37,350 was done-- which is in the same paper-- 91 00:04:37,350 --> 00:04:41,020 is essentially to try to construct incrementally 92 00:04:41,020 --> 00:04:43,270 a common unfolding of those two polygons 93 00:04:43,270 --> 00:04:46,155 so they both have surface area 22. 94 00:04:46,155 --> 00:04:47,905 The idea is, you start with a single pixel 95 00:04:47,905 --> 00:04:51,100 and you say, oh, a single pixel can fit on both surfaces. 96 00:04:51,100 --> 00:04:53,722 Then you try all possible ways to add a second pixel, 97 00:04:53,722 --> 00:04:55,430 and make sure that at all times the thing 98 00:04:55,430 --> 00:04:59,306 you have is a partial unfolding of both shapes. 99 00:04:59,306 --> 00:05:00,680 So that way you get to throw away 100 00:05:00,680 --> 00:05:02,440 anything that's guaranteed to be bad, 101 00:05:02,440 --> 00:05:05,060 that won't fit on either shape. 102 00:05:05,060 --> 00:05:12,690 And so as you grow your polygon, you get more and more options. 103 00:05:12,690 --> 00:05:16,600 So the max we get to here is about 5 million 104 00:05:16,600 --> 00:05:19,850 common partial unfoldings of size 17. 105 00:05:19,850 --> 00:05:21,850 And for comparison, the total number 106 00:05:21,850 --> 00:05:26,700 of ways to build polyominals of size 17-- 107 00:05:26,700 --> 00:05:28,640 this is only looking at grid unfoldings-- 108 00:05:28,640 --> 00:05:33,450 so all possible polyominals of size 17 is 10 times that. 109 00:05:33,450 --> 00:05:35,620 So we're getting a lot of savings in time 110 00:05:35,620 --> 00:05:39,580 by throwing away things that are not common partial unfoldings. 111 00:05:39,580 --> 00:05:42,230 And then, conveniently, things start getting smaller. 112 00:05:42,230 --> 00:05:44,430 You get to throw away more and more stuff, 113 00:05:44,430 --> 00:05:51,640 and you end up with only 2,263 common unfoldings of these two 114 00:05:51,640 --> 00:05:53,640 shapes, top. 115 00:05:53,640 --> 00:05:57,110 And surprisingly, exactly one of them folds into a 0 116 00:05:57,110 --> 00:05:58,870 by 1 by 11 box. 117 00:05:58,870 --> 00:06:02,680 So this is unique for these three parameters. 118 00:06:02,680 --> 00:06:04,570 And unfortunately that's kind of the limit 119 00:06:04,570 --> 00:06:07,110 of how far we could easily go with a computer search. 120 00:06:07,110 --> 00:06:09,000 And we could maybe get a little bit bigger, 121 00:06:09,000 --> 00:06:10,500 but it seemed like we were not going 122 00:06:10,500 --> 00:06:13,430 to be able to find three boxes just by computer search 123 00:06:13,430 --> 00:06:16,757 if we wanted a non-flat example, because numbers are just 124 00:06:16,757 --> 00:06:18,340 going to have to get bigger, and we're 125 00:06:18,340 --> 00:06:21,570 not to be able to do this enumeration procedure. 126 00:06:21,570 --> 00:06:26,680 So we need to think, instead of computer search. 127 00:06:26,680 --> 00:06:29,590 Before we get to that, one other fun result 128 00:06:29,590 --> 00:06:34,130 we got from thinking is, if you allow these flat doubly covered 129 00:06:34,130 --> 00:06:39,220 rectangles, there's one polygon, namely a long strip, 130 00:06:39,220 --> 00:06:44,610 that will fold into arbitrarily many distinct rectangles. 131 00:06:44,610 --> 00:06:48,410 So if you take a long strip, you can do this zigzag pattern. 132 00:06:48,410 --> 00:06:52,610 In this case it's height 2, and you alternate covered on top, 133 00:06:52,610 --> 00:06:55,210 covered on the bottom, covered on top, covered on the bottom, 134 00:06:55,210 --> 00:06:58,020 and you turn around and do the same. 135 00:06:58,020 --> 00:07:01,200 And if provided your dimensions are properly divisible, 136 00:07:01,200 --> 00:07:04,200 this will make a doubly covered rectangle of this size. 137 00:07:04,200 --> 00:07:06,650 And you could also do it with-- this 138 00:07:06,650 --> 00:07:09,920 is height 1, height 2, height 3, and so on. 139 00:07:09,920 --> 00:07:14,970 In general , if you have and l by one strip you can make about 140 00:07:14,970 --> 00:07:18,140 l different rectangles, depending on how you choose 141 00:07:18,140 --> 00:07:22,040 your angle to be one of some integer thing. 142 00:07:22,040 --> 00:07:22,832 So that's cool. 143 00:07:22,832 --> 00:07:24,290 If you allow doubly covered things, 144 00:07:24,290 --> 00:07:26,680 then you can actually make many, many boxes. 145 00:07:26,680 --> 00:07:29,180 If you really want 3D boxes, that's 146 00:07:29,180 --> 00:07:31,090 where the next paper comes in. 147 00:07:31,090 --> 00:07:35,460 So next paper is about three different orthogonal boxes, 148 00:07:35,460 --> 00:07:37,115 all not flat. 149 00:07:37,115 --> 00:07:41,510 It's by Shirakawa and Uehara again. 150 00:07:41,510 --> 00:07:42,860 And here's one of the solutions. 151 00:07:42,860 --> 00:07:47,110 So this one polygon is a grid unfolding-- folds into a 7 152 00:07:47,110 --> 00:07:51,910 by 8 by 14, a 2 by 4 by 43, and a 2 by 13 by 16. 153 00:07:51,910 --> 00:07:54,500 And this is almost certainly beyond what we could ever 154 00:07:54,500 --> 00:07:58,430 do by computer search, by just exhaustion. 155 00:07:58,430 --> 00:08:02,420 This is found using human intelligence, and this grid 156 00:08:02,420 --> 00:08:03,670 pattern. 157 00:08:03,670 --> 00:08:04,930 And they have another example. 158 00:08:04,930 --> 00:08:09,720 This one falls into 2 by 13 by 58, 7 by 14 by 38, and 7 by 56. 159 00:08:09,720 --> 00:08:12,900 This is actually-- this a little more complicated, 160 00:08:12,900 --> 00:08:15,510 or a little bigger, I should say. 161 00:08:15,510 --> 00:08:18,780 They're both based on a common principle, which 162 00:08:18,780 --> 00:08:22,260 is to start from a solution to the two box problem 163 00:08:22,260 --> 00:08:25,770 and then modify it to make three boxes. 164 00:08:25,770 --> 00:08:30,120 So this is a common unfolding event a by b by 8a box, 165 00:08:30,120 --> 00:08:32,799 and an a by two a by 2a plus 3b box 166 00:08:32,799 --> 00:08:36,419 for, I think, for any values of a and b. 167 00:08:36,419 --> 00:08:40,929 And essentially the way you see that is, you either wrap it 168 00:08:40,929 --> 00:08:43,409 around this way, or you wrap it around this way. 169 00:08:43,409 --> 00:08:46,350 I think that's how the two foldings work. 170 00:08:46,350 --> 00:08:49,150 You have to figure out which of these lines to keep, 171 00:08:49,150 --> 00:08:51,470 and which ones to throw. 172 00:08:51,470 --> 00:08:53,020 I haven't color coded them here. 173 00:08:53,020 --> 00:08:57,800 But that's a general thing that's known before. 174 00:08:57,800 --> 00:08:59,610 I think maybe we even saw in lecture 175 00:08:59,610 --> 00:09:02,740 this-- there was an example where you could just repeat, 176 00:09:02,740 --> 00:09:06,010 and get infinitely many examples of two different boxes. 177 00:09:06,010 --> 00:09:09,730 Now we want to modify it to make three different boxes, 178 00:09:09,730 --> 00:09:12,340 or to add a third box. 179 00:09:12,340 --> 00:09:16,230 It's not known how to do a fourth box of nonzero volume. 180 00:09:16,230 --> 00:09:19,620 So the basic idea, which doesn't work, 181 00:09:19,620 --> 00:09:22,840 is following-- if I built some box, 182 00:09:22,840 --> 00:09:26,270 and I slit it in this sort of h pattern, 183 00:09:26,270 --> 00:09:31,010 and then I refold it to be like this, 184 00:09:31,010 --> 00:09:32,880 I should get a different box. 185 00:09:32,880 --> 00:09:34,530 That would be really cool. 186 00:09:34,530 --> 00:09:36,290 The problem is, if you look at what 187 00:09:36,290 --> 00:09:37,750 lengths have to be equal for this. 188 00:09:37,750 --> 00:09:42,220 So these two lengths end up being these two lengths, 189 00:09:42,220 --> 00:09:44,360 so those sums must be equal. 190 00:09:44,360 --> 00:09:47,800 And over here that same length must 191 00:09:47,800 --> 00:09:51,810 equal the two heights of the boxes. 192 00:09:51,810 --> 00:09:54,530 That implies that actually this length equals this length, 193 00:09:54,530 --> 00:09:57,040 and so this is actually a square. 194 00:09:57,040 --> 00:09:59,625 It's drawn here magically to not be squares, 195 00:09:59,625 --> 00:10:01,000 but in fact they must be squares, 196 00:10:01,000 --> 00:10:03,946 so it's good example of misleading figure. 197 00:10:03,946 --> 00:10:06,320 Think about it as like, oh, man, they have to be squares. 198 00:10:06,320 --> 00:10:08,910 That means you're converting a 2 by 1 rectangle to a 1 199 00:10:08,910 --> 00:10:10,112 by 2 rectangle. 200 00:10:10,112 --> 00:10:12,070 And that's really not going to change anything. 201 00:10:12,070 --> 00:10:15,310 You just rotated your box, which is frustrating. 202 00:10:15,310 --> 00:10:18,260 Fortunately, there's a tweak to make it work. 203 00:10:18,260 --> 00:10:24,680 The tweak is, you add wiggly tabs and you refold things. 204 00:10:24,680 --> 00:10:30,610 So this is a-- in terms of the grid, here, we've got an 8 205 00:10:30,610 --> 00:10:35,820 by 7 rectangle originally on this face. 206 00:10:35,820 --> 00:10:39,280 We do all these cuts that are in bold, 207 00:10:39,280 --> 00:10:42,510 and then when we refold we also add in these dash creases. 208 00:10:42,510 --> 00:10:44,670 That's kind of part of the magic. 209 00:10:44,670 --> 00:10:47,030 And we end up with a 2 by 13 rectangle. 210 00:10:47,030 --> 00:10:49,350 These don't even have the same surface area. 211 00:10:49,350 --> 00:10:53,662 Some of the material got moved into the adjacent sides. 212 00:10:53,662 --> 00:10:55,120 But if you stare at it long enough, 213 00:10:55,120 --> 00:10:59,070 this is a valid transformation of an existing box. 214 00:10:59,070 --> 00:11:01,700 Now, of course, the challenge is to get this trick 215 00:11:01,700 --> 00:11:07,029 to work with this unfolding of two boxes. 216 00:11:07,029 --> 00:11:08,570 And it'll be really nice if you could 217 00:11:08,570 --> 00:11:10,111 make it work for both the boxes, then 218 00:11:10,111 --> 00:11:11,450 you'd get four boxes, total. 219 00:11:11,450 --> 00:11:12,900 We don't know how to do that. 220 00:11:12,900 --> 00:11:15,370 But with this particular augmentation-- 221 00:11:15,370 --> 00:11:19,030 so, same picture, particular values of a and b chosen here, 222 00:11:19,030 --> 00:11:23,740 but these extra tabs and pockets are put in there. 223 00:11:23,740 --> 00:11:28,330 Then we get a common unfolding of three boxes. 224 00:11:28,330 --> 00:11:30,210 And you can see from the numbers here you've 225 00:11:30,210 --> 00:11:34,100 got the 2 by 13 and the 7 by 8 appearing, 226 00:11:34,100 --> 00:11:38,380 And this comes from the other folding. 227 00:11:38,380 --> 00:11:40,640 So, pretty cool, right? 228 00:11:40,640 --> 00:11:43,466 And the same gadget is being used 229 00:11:43,466 --> 00:11:45,090 in this the first example I showed you, 230 00:11:45,090 --> 00:11:47,200 which is a somewhat smaller one. 231 00:11:47,200 --> 00:11:50,335 Again you get 7 by 8 here, and 2 by 13. 232 00:11:53,360 --> 00:11:58,504 So, this is how we know how to do boxes. 233 00:11:58,504 --> 00:11:59,920 Now, in fact, there are infinitely 234 00:11:59,920 --> 00:12:02,590 many examples along these lines. 235 00:12:02,590 --> 00:12:04,360 You can change that grid. 236 00:12:04,360 --> 00:12:08,620 Parities have to be right and maintain some proportions, 237 00:12:08,620 --> 00:12:11,660 but there are lots of examples of taking that grid, 238 00:12:11,660 --> 00:12:16,670 applying it to this net, and then you get these three boxes. 239 00:12:16,670 --> 00:12:20,950 For any integer, k greater or equal to zero will work. 240 00:12:20,950 --> 00:12:27,080 And so you get a nice infinite series of examples, I think. 241 00:12:27,080 --> 00:12:31,212 The rough ratios are almost the same, but-- is that right? 242 00:12:31,212 --> 00:12:33,295 No, no, actually they're changing the proportions. 243 00:12:33,295 --> 00:12:40,805 You've got k, 4k, 16k, versus 4k, 4k, 7k, versus 4k, k, 4k. 244 00:12:40,805 --> 00:12:44,224 So-- sorry? 245 00:12:44,224 --> 00:12:49,841 Oh, 4k, 2k, and 24k, sorry-- and this is 32. 246 00:12:49,841 --> 00:12:50,340 Yeah, sorry. 247 00:12:50,340 --> 00:12:53,250 I need to expand on that that. 248 00:12:53,250 --> 00:12:55,240 So, pretty cool, and this is the state 249 00:12:55,240 --> 00:12:57,490 of the art of common unfoldings. 250 00:12:57,490 --> 00:13:01,110 Next open problem is for non-zero volume boxes. 251 00:13:01,110 --> 00:13:04,930 Can you prove that 100 nonzero volume boxes are impossible? 252 00:13:04,930 --> 00:13:07,100 Who knows. 253 00:13:07,100 --> 00:13:10,300 Maybe even four or five is impossible. 254 00:13:10,300 --> 00:13:12,540 It seems pretty tricky. 255 00:13:12,540 --> 00:13:16,180 OK, I have one more question, which 256 00:13:16,180 --> 00:13:18,160 is about the smooth unfolding stuff. 257 00:13:21,850 --> 00:13:25,490 I call this a limit, and there's this is issue about the area. 258 00:13:25,490 --> 00:13:26,640 So I want to go into this. 259 00:13:26,640 --> 00:13:29,620 Remember this picture-- we take a smooth prismatoid, which 260 00:13:29,620 --> 00:13:34,090 is two convex-- not polygons, but two convex 261 00:13:34,090 --> 00:13:35,330 bodies, parallel. 262 00:13:35,330 --> 00:13:36,550 Take the convex hull. 263 00:13:36,550 --> 00:13:38,830 You get the smooth surface. 264 00:13:38,830 --> 00:13:41,820 And then we unfold it in the volcano way 265 00:13:41,820 --> 00:13:44,860 of taking every rib here, every rule line, 266 00:13:44,860 --> 00:13:48,480 and developing it out flat. 267 00:13:48,480 --> 00:13:50,540 And when you do that, you take the union 268 00:13:50,540 --> 00:13:53,040 of the ribs and the unfolding, does not 269 00:13:53,040 --> 00:13:55,410 have the same area as the original surface 270 00:13:55,410 --> 00:13:57,960 area of the polyhedron, which seems a little weird. 271 00:14:01,255 --> 00:14:03,630 Sometimes we might call I might have called this a limit. 272 00:14:03,630 --> 00:14:06,599 It's not really a limit of the discrete case. 273 00:14:06,599 --> 00:14:09,140 And this is why we don't know how to solve the discrete case, 274 00:14:09,140 --> 00:14:13,710 and yet, we can solve the smooth case. 275 00:14:13,710 --> 00:14:17,330 The issue is, if you wanted to form this structure 276 00:14:17,330 --> 00:14:20,960 as a limit of discrete prismatoids, 277 00:14:20,960 --> 00:14:23,150 you want to subdivide this into a very fine polygon, 278 00:14:23,150 --> 00:14:25,810 subdivide this into a very fine polygon, 279 00:14:25,810 --> 00:14:27,710 and then try to unfold those discreetly, 280 00:14:27,710 --> 00:14:30,210 and then take the limit as you take finer and finer, 281 00:14:30,210 --> 00:14:32,660 closer and closer approximations of the smooth things 282 00:14:32,660 --> 00:14:35,080 as polygons. 283 00:14:35,080 --> 00:14:39,250 It really depends how you discretize-- maybe one way 284 00:14:39,250 --> 00:14:42,360 to think about that is, if I start here 285 00:14:42,360 --> 00:14:45,460 and I do uniform spacing from this point-- 286 00:14:45,460 --> 00:14:48,390 or I do it from this, point or from this point-- each of those 287 00:14:48,390 --> 00:14:50,810 is going to have a different-- it's going to capture 288 00:14:50,810 --> 00:14:53,612 a somewhat different discrete structure. 289 00:14:53,612 --> 00:14:55,070 I think the way to think about that 290 00:14:55,070 --> 00:14:57,690 is, the gaps will be spread out in different ways. 291 00:14:57,690 --> 00:14:59,650 If I always cut here, there will always 292 00:14:59,650 --> 00:15:02,500 be a gap incident to that point, whereas if I always cut here, 293 00:15:02,500 --> 00:15:04,583 there will always be a gap incident to this point, 294 00:15:04,583 --> 00:15:07,830 and not necessarily at this point. 295 00:15:07,830 --> 00:15:10,810 Depending on your discrete approximation, 296 00:15:10,810 --> 00:15:13,020 you'll get a very different unfolded diagram. 297 00:15:13,020 --> 00:15:14,020 You're going to get holes out here, 298 00:15:14,020 --> 00:15:15,645 because when you do the discrete thing, 299 00:15:15,645 --> 00:15:17,740 the discrete thing does preserve area. 300 00:15:17,740 --> 00:15:20,150 And yet, you imagine, as you take the limit somehow 301 00:15:20,150 --> 00:15:21,440 the area jumps at the end. 302 00:15:21,440 --> 00:15:24,480 That shouldn't happen for a limit, so this is not a limit. 303 00:15:24,480 --> 00:15:26,820 What happens is, you have many different limit points 304 00:15:26,820 --> 00:15:29,110 depending on your discrete representation. 305 00:15:29,110 --> 00:15:30,630 And this green thing is essentially 306 00:15:30,630 --> 00:15:35,760 the union of all those limit points. 307 00:15:35,760 --> 00:15:37,820 When you take the union, the area goes up. 308 00:15:37,820 --> 00:15:40,290 That's essentially what's going on here. 309 00:15:40,290 --> 00:15:41,540 That's my best interpretation. 310 00:15:45,750 --> 00:15:48,554 But yeah, shouldn't use the word limit. 311 00:15:48,554 --> 00:15:50,220 OK that's it for questions, unless there 312 00:15:50,220 --> 00:15:54,460 are other questions about this or anything 313 00:15:54,460 --> 00:15:57,250 we talked about in lecture. 314 00:15:57,250 --> 00:16:01,780 So the next topic I want to talk about-- this is a bonus, 315 00:16:01,780 --> 00:16:04,190 extra topic hasn't been covered in this class before, 316 00:16:04,190 --> 00:16:05,630 but I've always wanted to. 317 00:16:05,630 --> 00:16:07,975 I think there was a final project about it once. 318 00:16:07,975 --> 00:16:11,980 It's this guy, Theo Jansen, and he 319 00:16:11,980 --> 00:16:13,695 builds these crazy linkage structures. 320 00:16:13,695 --> 00:16:16,070 And the next two classes are about protein folding, which 321 00:16:16,070 --> 00:16:21,080 is more on the linkage folding aspect, and so 322 00:16:21,080 --> 00:16:24,280 thought it'd be fun to transition over. 323 00:16:24,280 --> 00:16:26,000 Maybe first I'll just show you some. 324 00:16:26,000 --> 00:16:32,620 These are two kits you can buy of his constructions. 325 00:16:32,620 --> 00:16:36,476 This guy-- I will blow. 326 00:16:36,476 --> 00:16:40,380 [BLOWS] 327 00:16:49,180 --> 00:16:50,450 This guy's on here. 328 00:16:59,190 --> 00:17:03,500 If I turn this guy, he walks-- and walks 329 00:17:03,500 --> 00:17:06,230 pretty elegantly if I turn this very uniformly. 330 00:17:06,230 --> 00:17:06,983 It's pretty cool. 331 00:17:06,983 --> 00:17:08,149 It can walk both directions. 332 00:17:13,220 --> 00:17:14,329 It's also unpowered. 333 00:17:14,329 --> 00:17:15,589 You blow it, and it works. 334 00:17:15,589 --> 00:17:16,970 Here's another example. 335 00:17:16,970 --> 00:17:18,261 You see just the legs. 336 00:17:18,261 --> 00:17:20,510 It's more clearly a linkage, although this is actually 337 00:17:20,510 --> 00:17:22,599 just implementing the same linkage. 338 00:17:22,599 --> 00:17:25,800 It's just got some thicker-- filled in some rigid triangles 339 00:17:25,800 --> 00:17:26,934 here. 340 00:17:26,934 --> 00:17:30,140 [BLOWS] 341 00:17:30,140 --> 00:17:33,380 This is fun, because the wind's going in one direction, 342 00:17:33,380 --> 00:17:35,710 and the guy's going in the opposite direction. 343 00:17:35,710 --> 00:17:37,650 Here it's going in the direction of the wind. 344 00:17:37,650 --> 00:17:39,884 Here it's going perpendicular to the wind. 345 00:17:39,884 --> 00:17:41,700 [BLOWS] 346 00:17:41,700 --> 00:17:43,523 A little bit slower, though. 347 00:17:48,150 --> 00:17:53,280 I'll just manually turn this guy. 348 00:17:53,280 --> 00:17:54,785 Is he going a little faster? 349 00:17:54,785 --> 00:17:58,000 So it's got really cool leg mechanism. 350 00:18:02,330 --> 00:18:04,060 Looks almost like an animal. 351 00:18:04,060 --> 00:18:08,290 Theo calls these his children, his animals. 352 00:18:08,290 --> 00:18:10,570 His goal is for them to be self sufficient 353 00:18:10,570 --> 00:18:13,440 and to live on their own in the beach. 354 00:18:13,440 --> 00:18:15,270 How many people have seen his TED Talk? 355 00:18:15,270 --> 00:18:16,057 A few people. 356 00:18:16,057 --> 00:18:16,890 You should watch it. 357 00:18:16,890 --> 00:18:19,181 I'm not going to show it here, because some people have 358 00:18:19,181 --> 00:18:20,820 seen it. 359 00:18:20,820 --> 00:18:23,300 He has this vision. 360 00:18:23,300 --> 00:18:24,970 He makes them all out of PVC. 361 00:18:24,970 --> 00:18:31,259 These are just injection molded plastic kits which you can buy. 362 00:18:31,259 --> 00:18:32,050 They're super cool. 363 00:18:32,050 --> 00:18:33,740 Let me show you the bigger ones. 364 00:18:33,740 --> 00:18:36,511 This is living on the beach. 365 00:18:36,511 --> 00:18:38,260 At this point they're not self sufficient, 366 00:18:38,260 --> 00:18:41,220 he has to correct them occasionally. . 367 00:18:41,220 --> 00:18:45,320 But this guy's just walking in the direction of the wind. 368 00:18:45,320 --> 00:18:50,420 I think here the wind slows down a little bit, so lose momentum, 369 00:18:50,420 --> 00:18:53,170 then picks up. 370 00:18:53,170 --> 00:18:54,600 He does this in the Netherlands. 371 00:18:54,600 --> 00:18:56,470 He's got this crazy beach. 372 00:18:56,470 --> 00:18:59,620 Here's a much bigger one. 373 00:18:59,620 --> 00:19:03,160 It's got a lot more wind collectors at the top. 374 00:19:03,160 --> 00:19:05,060 So these are all self powered. 375 00:19:05,060 --> 00:19:10,330 Originally he pushed them along, but now they've 376 00:19:10,330 --> 00:19:12,540 learned to move by themselves. 377 00:19:12,540 --> 00:19:16,540 And very cool legs-- I want to talk more about the leg 378 00:19:16,540 --> 00:19:21,050 linkage, because that's the more mathematical part. 379 00:19:21,050 --> 00:19:23,900 So this is his original drawing of the leg. 380 00:19:23,900 --> 00:19:25,580 It's a pretty simple idea. 381 00:19:25,580 --> 00:19:27,350 It's a pretty simple linkage. 382 00:19:27,350 --> 00:19:34,740 You've got a quadrilateral here, 4 bar linkage, C-K-J-B, 383 00:19:34,740 --> 00:19:37,090 and you've got a rigid triangle attached here. 384 00:19:37,090 --> 00:19:40,670 Then another quadrilateral here, and then a rigid triangle 385 00:19:40,670 --> 00:19:41,750 at the bottom. 386 00:19:41,750 --> 00:19:44,120 So it's really just two quadrilaterals 387 00:19:44,120 --> 00:19:45,980 connected by two rigid triangles. 388 00:19:45,980 --> 00:19:48,230 And so it's a one degree of freedom mechanism. 389 00:19:48,230 --> 00:19:50,370 As you flex this quad, this one has 390 00:19:50,370 --> 00:19:53,960 to adapt because that quad controls all three 391 00:19:53,960 --> 00:19:56,000 of these points because of the rigid triangles, 392 00:19:56,000 --> 00:19:58,400 and so the fourth one is determined. 393 00:19:58,400 --> 00:19:59,980 And then the crank is here. 394 00:20:02,880 --> 00:20:07,850 So this says vaste printer, which means fixed points. 395 00:20:07,850 --> 00:20:09,940 So you've got these two fixed points-- 396 00:20:09,940 --> 00:20:11,810 this is actually also fixed. 397 00:20:11,810 --> 00:20:14,360 This is just an x to y ratio. 398 00:20:14,360 --> 00:20:17,240 So these two guys are pinned, and this guy 399 00:20:17,240 --> 00:20:24,150 is rotating around this fixed point-- that's the actuation, 400 00:20:24,150 --> 00:20:28,130 and that causes this quadrilateral to fold. 401 00:20:28,130 --> 00:20:31,070 We are basically setting the center of rotation of this guy 402 00:20:31,070 --> 00:20:32,760 relative to this guy by measuring 403 00:20:32,760 --> 00:20:34,270 these lengths, a and l. 404 00:20:36,930 --> 00:20:40,170 He has these numbers, which he calls the 11 holy numbers. 405 00:20:40,170 --> 00:20:42,820 It's a little cause because there's actually 13 of them. 406 00:20:42,820 --> 00:20:45,305 There are 11 edge lengths, and then there's 407 00:20:45,305 --> 00:20:47,180 these two, which are not really edge lengths. 408 00:20:47,180 --> 00:20:49,810 It's just a measurement of how to put the center of rotation 409 00:20:49,810 --> 00:20:53,330 relative to this guy. 410 00:20:53,330 --> 00:20:55,160 And the reason why x and y matter here 411 00:20:55,160 --> 00:20:57,410 is because there's actually a floor at the bottom, 412 00:20:57,410 --> 00:21:01,650 and you have to orient yourself correctly relative to the floor 413 00:21:01,650 --> 00:21:04,300 so you can actually walk. 414 00:21:04,300 --> 00:21:09,310 So he found these numbers by genetic algorithm. 415 00:21:09,310 --> 00:21:12,170 In the early days there weren't-- I guess, 416 00:21:12,170 --> 00:21:14,590 before there were a lot of genetic algorithms around. 417 00:21:14,590 --> 00:21:16,349 So he tried lots of different values, 418 00:21:16,349 --> 00:21:17,890 simulated them on the computer, found 419 00:21:17,890 --> 00:21:21,420 which ones walked best, basically. 420 00:21:21,420 --> 00:21:23,830 Ones that were walking well in various kinds of terrain 421 00:21:23,830 --> 00:21:25,750 would survive to the next generation, 422 00:21:25,750 --> 00:21:28,260 try various random mutations, perturbing 423 00:21:28,260 --> 00:21:32,350 all of these numbers, and eventually finding this set 424 00:21:32,350 --> 00:21:35,690 to be especially good in simulation, 425 00:21:35,690 --> 00:21:38,930 and that's what all of the built linkages are based on. 426 00:21:42,160 --> 00:21:44,730 This is his computer drawing, plus some markings 427 00:21:44,730 --> 00:21:46,390 on top of it. 428 00:21:46,390 --> 00:21:48,800 If you take this linkage and go through the one 429 00:21:48,800 --> 00:21:51,260 degree of freedom, this point, of course, 430 00:21:51,260 --> 00:21:52,730 moves along a circle. 431 00:21:52,730 --> 00:21:55,860 Then we're just drawing lots of instances on top of each other. 432 00:21:55,860 --> 00:21:58,750 The foot-- this guy down here moves 433 00:21:58,750 --> 00:22:01,790 in this pattern, which is pretty cool. 434 00:22:01,790 --> 00:22:05,240 This is basically lifting your foot up off the ground, 435 00:22:05,240 --> 00:22:08,199 pushing it down, and then dragging along the floor. 436 00:22:08,199 --> 00:22:09,990 That's how you walk, if you think about it. 437 00:22:09,990 --> 00:22:14,540 You push and propel yourself forward. 438 00:22:14,540 --> 00:22:16,710 So this scraping along the floor, 439 00:22:16,710 --> 00:22:18,330 if you've got a high friction foot, 440 00:22:18,330 --> 00:22:21,100 will actually move you forward. 441 00:22:21,100 --> 00:22:24,162 In some sense, all of this design-- and the one way 442 00:22:24,162 --> 00:22:25,620 you would choose these numbers-- is 443 00:22:25,620 --> 00:22:27,590 to guarantee that A- you get lift, 444 00:22:27,590 --> 00:22:30,840 because if you have non-uniform terrain, you want to walk. 445 00:22:30,840 --> 00:22:33,730 He likes to call this mechanism better than the wheel. 446 00:22:33,730 --> 00:22:37,000 It's like every invention of something like the wheel, 447 00:22:37,000 --> 00:22:39,100 but even better because wheels don't really 448 00:22:39,100 --> 00:22:40,990 work if you have steps on the ground. 449 00:22:40,990 --> 00:22:42,740 Walking is superior, cause you could 450 00:22:42,740 --> 00:22:46,050 walk over bumps and steps and things like that. 451 00:22:46,050 --> 00:22:47,810 So you want a good amount of lift, 452 00:22:47,810 --> 00:22:51,320 and then you want a good amount, and ideally-- you 453 00:22:51,320 --> 00:22:52,790 can kind of see this here. 454 00:22:52,790 --> 00:22:55,600 These are uniformly spaced as you rotate around, 455 00:22:55,600 --> 00:22:57,590 and these are all-- they look uniformly 456 00:22:57,590 --> 00:23:00,560 spaced on the bottom, which means you're applying 457 00:23:00,560 --> 00:23:04,420 uniform force all along the floor contact. 458 00:23:04,420 --> 00:23:10,120 It's not uniform here, but it's uniform down here, mostly. 459 00:23:10,120 --> 00:23:12,370 It's not actually straight in the true mechanism. 460 00:23:12,370 --> 00:23:15,630 I think this is another drawing, two other people's 461 00:23:15,630 --> 00:23:17,467 drawings of the same mechanism. 462 00:23:17,467 --> 00:23:19,050 Here the triangles have been filled in 463 00:23:19,050 --> 00:23:23,900 to be-- I think this is a design for a metal version. 464 00:23:23,900 --> 00:23:25,860 And then this is a mathematical simulation. 465 00:23:25,860 --> 00:23:30,480 Again, uniformly spaced rotary cranking here. 466 00:23:30,480 --> 00:23:32,410 You get to see the spacing of the points here. 467 00:23:32,410 --> 00:23:35,970 So it's moving a little bit faster over the lift, 468 00:23:35,970 --> 00:23:38,350 and then pushing down and spending a fair amount of time 469 00:23:38,350 --> 00:23:42,940 here, and pretty uniformly applying . force. 470 00:23:42,940 --> 00:23:45,430 Also not completely flat. 471 00:23:45,430 --> 00:23:47,490 It looks like it's convex-- in fact 472 00:23:47,490 --> 00:23:50,180 there's a little upward dip here. 473 00:23:50,180 --> 00:23:53,850 But it's pretty good, pretty straight, and a really good 474 00:23:53,850 --> 00:23:57,160 walking mechanism, possibly the best within this family. 475 00:23:57,160 --> 00:24:00,770 Depends how you define best, of course. 476 00:24:00,770 --> 00:24:05,370 And here's a fun animation of how 477 00:24:05,370 --> 00:24:07,860 the parts of the linkage and adding multiple legs, which 478 00:24:07,860 --> 00:24:09,910 is I wanted to show it. 479 00:24:09,910 --> 00:24:12,110 So you start with one 4 bar mechanism. 480 00:24:12,110 --> 00:24:15,570 These are probably not quite the right lengths, but close. 481 00:24:15,570 --> 00:24:19,090 You add two rigid triangles it's a little 482 00:24:19,090 --> 00:24:22,190 add another quadrilateral on there you see the spitting 483 00:24:22,190 --> 00:24:25,940 part offset relative to that and then here you 484 00:24:25,940 --> 00:24:28,250 get the trajectory of the foot. 485 00:24:28,250 --> 00:24:31,660 And you see on a terrain how it would move you forward, 486 00:24:31,660 --> 00:24:34,170 especially if you have multiple legs, then one of them 487 00:24:34,170 --> 00:24:37,650 is always in contact so you're moving forward. 488 00:24:37,650 --> 00:24:40,570 And then if you want to be even cooler, 489 00:24:40,570 --> 00:24:45,120 you go to three dimensions, use even more legs. 490 00:24:45,120 --> 00:24:48,290 And you have a little crank in the center that 491 00:24:48,290 --> 00:24:53,229 offsets the timing of the feet so they're all sporadically 492 00:24:53,229 --> 00:24:54,770 moving, and that's essentially what's 493 00:24:54,770 --> 00:24:59,100 going on in this structure where they're nicely, 494 00:24:59,100 --> 00:25:01,800 evenly distributed. 495 00:25:01,800 --> 00:25:03,810 There's a central crank here that 496 00:25:03,810 --> 00:25:08,900 just offsets the timing of all these feet, 497 00:25:08,900 --> 00:25:11,174 and it's super cool. 498 00:25:11,174 --> 00:25:12,590 I mean, some ways the coolest part 499 00:25:12,590 --> 00:25:16,360 is how it looks like a real animal walking-- 500 00:25:16,360 --> 00:25:18,764 the funny timing, and the way you lift and then spend 501 00:25:18,764 --> 00:25:20,930 most your time with a foot on the ground, and so on. 502 00:25:20,930 --> 00:25:25,280 So, fun stuff. 503 00:25:25,280 --> 00:25:26,004 Let's see. 504 00:25:26,004 --> 00:25:27,420 Of course, other people have tried 505 00:25:27,420 --> 00:25:28,880 to improve it in various ways. 506 00:25:28,880 --> 00:25:32,410 There's a couple of papers proposing alternate walking 507 00:25:32,410 --> 00:25:34,030 linkage mechanisms. 508 00:25:34,030 --> 00:25:37,490 This is the Theo Jansen version, this 509 00:25:37,490 --> 00:25:40,750 is another version by Ghassaei. 510 00:25:40,750 --> 00:25:44,060 And it's actually a simpler linkage, just 511 00:25:44,060 --> 00:25:48,100 a 4 bar linkage over here too rigid triangles and another 4 512 00:25:48,100 --> 00:25:49,360 bar linkage. 513 00:25:49,360 --> 00:25:51,160 I guess roughly the same number of parts 514 00:25:51,160 --> 00:25:54,352 but, I think, one fewer edge if I counted correctly, 515 00:25:54,352 --> 00:25:56,060 just because of the way they're combined. 516 00:25:59,160 --> 00:26:02,960 And some fun things as you get-- this is the foot pattern down 517 00:26:02,960 --> 00:26:05,890 here, still has a nice straight part, looks pretty uniform, 518 00:26:05,890 --> 00:26:07,240 speeds up for the lift. 519 00:26:07,240 --> 00:26:12,506 Does not lift as high-- this one has a 30 percent higher step, 520 00:26:12,506 --> 00:26:13,630 which is considered better. 521 00:26:13,630 --> 00:26:15,900 You could move over rougher terrain. 522 00:26:15,900 --> 00:26:18,750 This one has other Jansen's has other advantages, 523 00:26:18,750 --> 00:26:20,807 like if you have two of them in the same plane 524 00:26:20,807 --> 00:26:22,390 they will not collide with each other. 525 00:26:22,390 --> 00:26:24,682 Two legs reflected around each other. 526 00:26:24,682 --> 00:26:25,890 This one, they would collide. 527 00:26:25,890 --> 00:26:28,982 You have to move them to separate planes. 528 00:26:28,982 --> 00:26:30,440 But some fun things here as you get 529 00:26:30,440 --> 00:26:34,170 that this foot pattern is symmetric, down the y-axis, 530 00:26:34,170 --> 00:26:38,030 and you get much less variation in the height, 531 00:26:38,030 --> 00:26:42,680 sort of more uniform, and a little less 532 00:26:42,680 --> 00:26:46,956 velocity variation on the stride part, the walking. 533 00:26:46,956 --> 00:26:48,330 And then the other thing, which I 534 00:26:48,330 --> 00:26:50,250 think was the main purpose of the design, 535 00:26:50,250 --> 00:26:52,690 was that the center of mass of the whole structure 536 00:26:52,690 --> 00:26:54,450 doesn't move very much. 537 00:26:54,450 --> 00:26:56,090 The blue dots here are the center 538 00:26:56,090 --> 00:26:59,960 of mass over the motion of the Jansen mechanism. 539 00:26:59,960 --> 00:27:05,471 And this one, the blue dots are much smaller areas, 85% less 540 00:27:05,471 --> 00:27:05,970 movement. 541 00:27:05,970 --> 00:27:09,920 I'm not sure of the exact definition of 85% there. 542 00:27:12,850 --> 00:27:15,400 This should be, if you were like riding on the thing, 543 00:27:15,400 --> 00:27:18,740 you should feel less wobble, in principle. 544 00:27:18,740 --> 00:27:22,110 They did build one of these out of PVC tubing as well, 545 00:27:22,110 --> 00:27:25,260 but I haven't seen any video so I don't know how it looks. 546 00:27:25,260 --> 00:27:27,830 Be kind of neat to see 547 00:27:27,830 --> 00:27:34,000 So this is a two fat example, apparently. 548 00:27:34,000 --> 00:27:39,175 Said this one was over eating, and so it tends to fall over. 549 00:27:39,175 --> 00:27:41,550 So it's a challenge to get these things to work and you-- 550 00:27:41,550 --> 00:27:44,250 I can't imagine how many hours he spends building these, 551 00:27:44,250 --> 00:27:47,680 and then for one of them to not live. 552 00:27:47,680 --> 00:27:52,759 He does things like, he'll run these experiments. 553 00:27:52,759 --> 00:27:54,300 Like genetic algorithms is one thing, 554 00:27:54,300 --> 00:27:56,070 but he'll do the real genetics thing 555 00:27:56,070 --> 00:27:58,820 of building lots of different variations, 556 00:27:58,820 --> 00:28:01,920 put them on the sand, see which one goes the fastest. 557 00:28:01,920 --> 00:28:03,450 The other ones he kills. 558 00:28:03,450 --> 00:28:05,750 The one who went was the fastest survives 559 00:28:05,750 --> 00:28:06,740 to the next generation. 560 00:28:06,740 --> 00:28:09,610 But each experiment must take hours and hours-- 561 00:28:09,610 --> 00:28:10,360 really impressive. 562 00:28:13,020 --> 00:28:16,140 So there are issues in getting these things to work, 563 00:28:16,140 --> 00:28:19,590 and just having the leg mechanism is one thing. 564 00:28:19,590 --> 00:28:21,800 These guys have a lot of very interesting mechanisms 565 00:28:21,800 --> 00:28:25,150 beyond the legs, in order to-- they're sensors, essentially. 566 00:28:25,150 --> 00:28:28,830 They're purely mechanical-- there's no electronics here 567 00:28:28,830 --> 00:28:30,900 that are physical, I should say. 568 00:28:30,900 --> 00:28:33,550 There are sensors to detect things like the wind direction. 569 00:28:33,550 --> 00:28:37,310 Recently we had the honor of co-exhibiting with Theo Jansen. 570 00:28:37,310 --> 00:28:40,850 So this is some of our curve crease paper folding in this, 571 00:28:40,850 --> 00:28:42,570 or some of his structures. 572 00:28:42,570 --> 00:28:45,510 Some of these small kits and photographs of his larger ones 573 00:28:45,510 --> 00:28:50,640 were at this show in Stonybrook, New York, earlier this year. 574 00:28:50,640 --> 00:28:52,610 It's kind of fun. 575 00:28:52,610 --> 00:28:56,460 And while we're on the topic of kinetic sculpture, 576 00:28:56,460 --> 00:28:58,685 I have to show Arthur Ganson. 577 00:28:58,685 --> 00:29:02,680 It's funny, Ganson and Jensen are so close. 578 00:29:02,680 --> 00:29:06,480 This is our local kinetic expert-- kinetic sculpture 579 00:29:06,480 --> 00:29:06,980 expert. 580 00:29:06,980 --> 00:29:10,950 These are four examples I took from the web, 581 00:29:10,950 --> 00:29:13,020 but all of these examples and many, many more 582 00:29:13,020 --> 00:29:13,900 at the MIT Museum. 583 00:29:13,900 --> 00:29:16,820 If you haven't seen his exhibit, you must. 584 00:29:16,820 --> 00:29:21,960 He hand builds lots of gears and cranks, 585 00:29:21,960 --> 00:29:24,330 and uses them to build crazy things. 586 00:29:24,330 --> 00:29:28,120 This is called the self-oiling machine. 587 00:29:28,120 --> 00:29:30,430 it just grabbed a bunch of oil and it' 588 00:29:30,430 --> 00:29:33,460 about to pour all that oil onto itself. 589 00:29:33,460 --> 00:29:35,935 It's really gross. 590 00:29:35,935 --> 00:29:40,190 There it goes, pour-- and should never get rusty. 591 00:29:40,190 --> 00:29:45,700 This is a very simple mechanism that's just the random and cool 592 00:29:45,700 --> 00:29:48,057 how the changes kind of move, wiggles around. 593 00:29:48,057 --> 00:29:49,640 It's a force to be planar, essentially 594 00:29:49,640 --> 00:29:51,360 because of that chain. 595 00:29:51,360 --> 00:29:54,350 This one-- you've got various handmade gears and so on, 596 00:29:54,350 --> 00:29:59,510 and hand cut pieces of rough paper, to make them fly. 597 00:29:59,510 --> 00:30:02,460 And this is another beautiful, relatively simple one. 598 00:30:02,460 --> 00:30:06,690 You've got a big counterweight to make this chair almost zero 599 00:30:06,690 --> 00:30:09,871 weight, and then there's a little cat here 600 00:30:09,871 --> 00:30:11,620 that's just rigid and going back and forth 601 00:30:11,620 --> 00:30:15,350 and it causes that chair to dance around in very cool ways. 602 00:30:19,367 --> 00:30:20,200 It's pretty amazing. 603 00:30:20,200 --> 00:30:24,310 He lives locally, and has made a huge array of sculptures, 604 00:30:24,310 --> 00:30:27,570 one which I don't have a video of, which is a lot of fun, 605 00:30:27,570 --> 00:30:30,700 is just-- there's a big crank, and then 606 00:30:30,700 --> 00:30:33,510 a series of like 20 to 1 gear reductions, 607 00:30:33,510 --> 00:30:35,440 and at the other end the turning element 608 00:30:35,440 --> 00:30:37,095 is in a solid block of concrete. 609 00:30:37,095 --> 00:30:38,970 And there's some computation, like it'll 610 00:30:38,970 --> 00:30:42,950 take 100,000 years before that before it turns that concrete 611 00:30:42,950 --> 00:30:45,760 around, which it can't do. 612 00:30:45,760 --> 00:30:47,585 Initially the gears are going pretty fast, 613 00:30:47,585 --> 00:30:48,970 and then, slower and slower, and then 614 00:30:48,970 --> 00:30:50,850 you just can't see them for like five iterations 615 00:30:50,850 --> 00:30:52,270 and then it's wedged into concrete 616 00:30:52,270 --> 00:31:00,050 It's a fun, practical example-- practical Anyway, lots 617 00:31:00,050 --> 00:31:03,840 of very cool kinetic sculpture and all somehow based 618 00:31:03,840 --> 00:31:08,150 around linkages although not necessarily strictly following 619 00:31:08,150 --> 00:31:08,890 our definition. 620 00:31:08,890 --> 00:31:12,680 And next week we'll be talking about protein folding.