Showing posts with label engineering. Show all posts
Showing posts with label engineering. Show all posts

Wednesday, October 23, 2013

Several resources about Quantum Entanglement

Since we now have our first experiment demonstrating that time is an emergent quantum phenomenon, it's about time we rounded up some info on this quantum entanglement idea and see if we can corner it.

The Wiki.

A friendly introduction to the fundamental problem we're trying to solve:


Here's Neil DeGrasse Tyson explaining it some more:
So what's the big deal? Putting it into the most basic possible terms: We've observed small particles in the universe that act like they're "talking to each other" and determining how to be, even after they're separated and shouldn't be able to affect each other. It's like we can slice a red apple in half, put each half in a box and send the two boxes to opposite sides of the world, then have somebody open one box and paint their half of the apple green, and then when somebody on the other side of the world opens the box with their half-apple in it, it's turned green too.

And we don't know how this works. We've been trying to find out since the time of Einstein. Einstein himself called this "a spooky action at a distance."

Not only are we observing the effect that two particles can have on each other, and not only is it instantaneous (defying everything we know about the speed of information alone), but it appears to even be possible to have the same thing happen when the entangled elements are separated not only by space, but time as well. So Israeli scientists have made photons affect each other even when they didn't coexist at the same time.

So either we're dead wrong about this, or we have a way to both time travel and teleport either information or physical actions instantly. It could be a flaw in our reasoning based on some fundamental shortcoming of human perception and reasoning.

A LiveScience infographic:


And finally, quantum entanglement has been simulated within the world of, of all things, Minecraft.

Are we nuts? Maybe. Maybe the universe is nuts, too.

Saturday, August 17, 2013

How one hack for playing a TRON lightcycle game went on an Apple IIgs

Folks, I was there in those ancient days of computing yore, and reading pixels off the screen for collision detection was exactly how I did games, too. I even still have code that does that lying around somewhere for some silly screensaver modules I wrote. Anyway:
"The algorithm to determine which pixel to check next used some fast assembler math to calculate a memory address – either one pixel above, below, to the left, or to the right of the current pixel.  But since any given pixel on the screen was really just a memory address, the algorithm simply calculated a new memory location to read.  So when the light cycle left the screen, the game happily calculated the next location in system memory to check for a wall crash.  This meant that the cycle was now cruising through system RAM, wantonly turning on bits and “crashing” into memory.

Writing to random locations in system memory isn't generally a wise design practice. Unsurprisingly, the game would generate spectacular crashes as a result.  A human player would be driving blind and usually crash right away, limiting the scope of system casualties.  The AI opponents had no such weakness.  The computer would scan immediately in front, to the left, and to the right of its position to determine if it was about to hit a wall and change directions accordingly.  So as far as the computer was concerned, system memory looked no different than screen memory."
Real Life Tron on an Apple IIgs

You young'uns might recognize this game better as 'Snake' as played on your phone.

Saturday, July 27, 2013

Japanese sewer system makes an excellent place to stage a Quake match

That's a normal-sized person on the floor of the place. The storm sewer system underground in Saitama, Japan, is one of the largest in the world and a steady tourist attraction.
Saitama has a population of about 1.2 million, making it the most populous cities in the prefecture. And situated where it is on the coast and Japan being prone to the sea-related disasters as it is, the storm control system is no joke.

Thursday, July 25, 2013

Norwegian town engineers mirrors reflecting sunlight to shine into town during dark winter months



I know this isn't the first time this has been done, but the town of Rjukan, Norway, is installing mirrors on top of local mountains to reflect light into the town square during the sunless winter months of the far north.

I always love stories like this, because they show off the clever audacity of the crafty ape we call man.

A related concept is that of daylighting, where architectural measures are taken to treat buildings with natural sunlight where possible.

And I mentioned this has been done before; specifically, in Viganella, Italy, mirrors were constructed on local mountaintops to reflect sunlight into the city's valley, which, due to the depth of the valley, was resigned to shadows for so long in the year. Here's the trailer for the documentary about Viganella's mirror:

Oh, and the town of Rattenberg, Austria, also did the same thing, for the same reason as Rjukan.

Monday, July 22, 2013

If it walks like a duck, eats like a duck, and shits like a duck...

 ...it might only be a mechanical "digesting" duck.

Such was one of the iconic inventions of the dawn of the mechanical age, "The Duck." The steampunk creature of clockwork limbs could not only move, but simulate eating food and - sparing no effort in attention to detail - pass droppings as well, although the actual product was pre-stored and didn't involve actual biological digestion.
Such was the invention of Jacques de Vaucanson, widely considered to be one of the fathers of robotics or at least automata. He created this duck in 1738, for demos to the elite, using it to finance further creations.

Before you scoff too loudly at such frivolity, keep in mind that Vaucanson's major accomplishments included automated, programmable looms, which could be programmed with punch cards - in 1745. Later this same media storage format would be used to input data into the world's first computers.

You can still generate a punched-card design at emulators like this. I would recommend the 'bcd' command from the bsdgames package on Unix systems, but that's such lost technology that it's barely worth mentioning.

Sunday, April 28, 2013

What it's like to crash on a monocycle.

This is a monocycle, which looks cool as blazes and fun to drive. But not so fun to wipe out in at the 2:56 mark. It bounces a few times, maybe not as bad as the equivalent crash on a motorcycle.

Monowheel vehicles have been an area of enthusiastic exploration by inventors. They go back to the 1800s even.

Sunday, April 21, 2013

A Riotous Robot Roundup

Every now and then I like to touch base with the robotics field just to see if their inventions are getting either any more useful or any less creepy.

Einstein robot:

A female walking robot, because otaku boys need some dates:
That's a vast improvement over the Honda ASIMO from a few years back, which had a gait that suggested that it had just crapped its pants.

Finally, this other-worldly specimen in development:
Yeah, if you could stay out of my nightmares, that'd be great.

Friday, April 12, 2013

For a morbid (but educational) time, read OSHA's published workplace fatalities report

OSHA (Occupational Safety & Health Administration) publishes weekly industrial accident reports on their site. A handful of some mind--blowing fatalities:
  • "Employee crushed and killed by conveyor belt rollers undergoing maintenance."
  • "Worker was killed when nail from a nail gun struck him in the eye."
  • "Employee died after an explosion occurred while he was checking levels on a 400 barrel brine water holding tank."
  • "Worker died after being caught in a stamping machine."
  • "Worker was crushed to death when the trash compactor he was repairing was energized."
  • "Worker died after being hit by several cars while handing out flyers."
  • "Worker died after collapsing on the ground with seizures while working in a tobacco field with a heat index of 108 degrees."
  • "Worker died after falling eight feet when the core drilling machine he was using hit rebar."
  • "Worker died from exposure to hydrogen sulfide after stepping into 5-foot-deep hole containing oil slush."
  • "Employee died from head injuries after a concrete block fell from a ceiling being repaired."
And those are just from this year!

And since you're here, here's some gruesome (but effective) workplace safety PSAs around YouTube:



There, now you'll NEVER go to work again! Happy Friday!

Tuesday, March 12, 2013

Steampunk automatons

Not many artifacts from 500 years ago strike this kind of balance between "astounding" and "skin-crawlingly creepy", but this windup toy mechanical monk certainly claims the title. The thing works perfectly; on winding, it marches around in a square moving its arms and head, mouthing (presumably) Latin chants. Here's a video of the device in action:


It's just one example of automatons, a lost art of entirely clockwork mechanical toys and figures. In this day and age, the sum total of animated figures most people may encounter in a lifetime is at a theme park. We know some of the arts from this era, such as cuckoo clocks and coin-operated fortune tellers, but few appreciate just how hard Renaissance people worked to try to make convincing androids using only gears, chains, and springs.

You'll find many more examples at the UK site House of Automata. Here's a few more fascinating artifacts from this lost, magical era:

And there were quite a variety of clever mechanisms deployed for these. For instance, why wind a toy when you can power it entirely by dumping in a bucket of sand?
And here's a Chinese magician set from 1920 - doing an actual magic trick!