WEBVTT - The Future of Sound: Part Two

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<v Speaker 1>Brought to you by Toyota. Let's go places. Welcome to

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<v Speaker 1>Forward Thinking. Pay the everyone, and welcome to Forward Thinking,

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<v Speaker 1>the podcast that looks at the future and says, there's

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<v Speaker 1>a new sound, the newest sound around, the strangest sound

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<v Speaker 1>that you have ever heard. I'm Jovin Strickland and I'm

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<v Speaker 1>Joe McCormick, and today we're gonna dive right into part

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<v Speaker 1>two of our two part episode on the future of sound,

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<v Speaker 1>in which we discuss many that's certainly not all of

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<v Speaker 1>the ways that scientists and engineers and techno geeks of

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<v Speaker 1>all kinds are using sound to change the world of tomorrow. Right. So,

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<v Speaker 1>previously on Forward Thinking, we talked about how sound works

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<v Speaker 1>and talked a lot about ultrasonic applications in medicine. So

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<v Speaker 1>if you haven't heard that episode, I highly recommend you

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<v Speaker 1>check that one out because we kind of lay the

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<v Speaker 1>foundation for what we're gonna be talking about today. Right,

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<v Speaker 1>So what are we going to be talking about, Well,

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<v Speaker 1>we're gonna pick up. I had said in the end

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<v Speaker 1>of the last episode that our first story was going

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<v Speaker 1>to be again about ultrasonic frequencies, but in a non

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<v Speaker 1>medical application, and this is actually going to be about

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<v Speaker 1>how UH Disney has partnered with Carnegie Mellon University to

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<v Speaker 1>create UH controls physical controls for smartphones, and that you're

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<v Speaker 1>they're using ultrasonic frequencies as the means for these controls

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<v Speaker 1>to interact with the phone. Okay, so we're gonna have

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<v Speaker 1>to explain that a little better. You're you're not saying

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<v Speaker 1>that you sing let it go at your phone to

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<v Speaker 1>unlock it. No, if you could sing let it go

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<v Speaker 1>at ultrasonic frequencies, I would be real impressed. Yeah. I've

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<v Speaker 1>got a friend whose little daughter I think can do that,

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<v Speaker 1>and then she should go on American bats have talent

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<v Speaker 1>and sing that out. That's fantastic. Well, now, in this case,

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<v Speaker 1>the ultrasonic frequencies are being used in a similar way

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<v Speaker 1>to what we've talked about before with the echolocation end

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<v Speaker 1>of approach, where UH you measure you emit sound from

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<v Speaker 1>one device like essentially a speaker transponder transmitter, yeah, and

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<v Speaker 1>then you end up picking it up through another one

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<v Speaker 1>receiver of some sort and by measuring the time it

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<v Speaker 1>took for the sound travel from one and get back

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<v Speaker 1>to the other, as well as any changes in the

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<v Speaker 1>frequency or wavelengths of that sound. You then can start

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<v Speaker 1>to draw some conclusions. Well, in this case, Disney and

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<v Speaker 1>Carnegie meil and have developed some hardware that could connect

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<v Speaker 1>to a smartphone, and that hardware could allow you to

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<v Speaker 1>control the smartphone in different ways. Usually the idea being

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<v Speaker 1>that this is a proof of concept and that the

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<v Speaker 1>apps will eventually allow you the different control schemes. So

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<v Speaker 1>we're talking about physical controls like a case. Imagine that

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<v Speaker 1>you have a case that's essentially got a tube that

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<v Speaker 1>runs around the perimeter of your phone. Now, one of

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<v Speaker 1>the that tube is hooked up to the speaker of

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<v Speaker 1>your phone, and one and the other end goes to

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<v Speaker 1>the receiver. And then there's an ultrasonic frequency that's being

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<v Speaker 1>emitted by your phone. So you cannot hear it. It

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<v Speaker 1>is above the range of human hearing. But this can

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<v Speaker 1>be played just through a regular MP three. Yeah, yeah,

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<v Speaker 1>I mean a phone can certainly play sounds that are

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<v Speaker 1>well beyond the frequency of human hearing. For instance, every

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<v Speaker 1>conversation I have with my wife, I can't hear half

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<v Speaker 1>of what she says. Oh, so these frequencies, even though

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<v Speaker 1>you can't hear them, your phone can admit them and

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<v Speaker 1>detect them. Right, It's it's not limited by the same

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<v Speaker 1>physical limitations we mirror mortals are subject to have human ears, right,

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<v Speaker 1>so it has tiny bad ears. Creepy if your phone

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<v Speaker 1>had human ears attached to it. Though, well, yeah, you're right.

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<v Speaker 1>I can't wait to see all the photoshop work that

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<v Speaker 1>comes out of this anyway, So very Cronenberg. Okay, I'm sorry,

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<v Speaker 1>Please go ahead. All right. So, so you've got this

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<v Speaker 1>case and it's got essentially this tubing that allows the

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<v Speaker 1>sound to pass through. Now, if you were to have

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<v Speaker 1>the the case sitting on a table and the phone,

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<v Speaker 1>of course is in the case, it would be able

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<v Speaker 1>to detect that because there's not any you know, there's

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<v Speaker 1>no deformation of the case. You aren't holding it. If

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<v Speaker 1>you are gripping it, it would deform the case just

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<v Speaker 1>enough so that the receiver would detect that difference from

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<v Speaker 1>the sound waves that are coming in. And in fact,

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<v Speaker 1>the harder you grip it, the more it would change

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<v Speaker 1>that the nature of those sound waves. So you could

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<v Speaker 1>create a physical control based on this, So you could

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<v Speaker 1>end up creating a game that relies on this control system.

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<v Speaker 1>So imagine that you've got a maze and then by

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<v Speaker 1>gripping your phone with a certain strength, it makes the

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<v Speaker 1>character in the maze turn in one direction, and by

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<v Speaker 1>releasing the pressure, it makes it turn in a different direction.

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<v Speaker 1>That's a simple example of how this could be used.

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<v Speaker 1>But they showed up tons of different ways of doing this,

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<v Speaker 1>including methodologies that would have like a joystick or a

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<v Speaker 1>valve control, or just a switch or toggle, things like

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<v Speaker 1>pressure switches that would do things like allow you to

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<v Speaker 1>change the volume on your phone or a lighting effect

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<v Speaker 1>on your phone. Lots of different potential uses. Now, the

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<v Speaker 1>control system is just a platform, right. They haven't designed

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<v Speaker 1>the apps around this, but they could do things like

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<v Speaker 1>an alarm clock where you reach over and you squeeze

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<v Speaker 1>part of the case around it and that's what tells

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<v Speaker 1>it to go to sleep or turn off or whatever. Um.

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<v Speaker 1>So what we're seeing now is the development of the hardware.

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<v Speaker 1>The software is going to follow. I expect we'll see

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<v Speaker 1>a lot of it because Disney is known for that

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<v Speaker 1>kind of thing. But this kind of interesting that again,

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<v Speaker 1>they're using ultrasonic signals for this control system. It's not

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<v Speaker 1>you know, using capacitors or electrical circuitry or anything like

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<v Speaker 1>that is simply sound. Yeah, well, I mean, the the

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<v Speaker 1>tricky thing in introducing anything electromagnetic into a system like

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<v Speaker 1>a phone is that it has the capacity to interfere

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<v Speaker 1>with what the computer in the phone is doing. That's true. Yeah, yeah,

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<v Speaker 1>I mean, you know, that's that's the truth with lots

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<v Speaker 1>of different electrical components, is that, you know, electricity and

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<v Speaker 1>magnetism have this relationship with each other, and obviously if

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<v Speaker 1>your control system depends upon that, it could, depending upon

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<v Speaker 1>the design, have the potential to impact other operations in

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<v Speaker 1>a negative way or even just an unpredictable ways. This

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<v Speaker 1>is using a control system based on sound that's not

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<v Speaker 1>going to interfere with other operations of the phone. So

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<v Speaker 1>pretty interesting and also very different use of ultrasonic technology

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<v Speaker 1>from what we were talking about before. So what if

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<v Speaker 1>we were to talk about using ultrasonic frequencies not to

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<v Speaker 1>create a control a physical control system, but a virtual

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<v Speaker 1>control system, like virtual controls? Yeah, like like like there's

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<v Speaker 1>no physical controls in front of you, but you can

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<v Speaker 1>yet control electronic compos and it's based upon gestures and

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<v Speaker 1>it has nothing to do with camera technology. There are

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<v Speaker 1>no cameras involved. It's only using ultrasonic frequencies. I like

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<v Speaker 1>this idea because I'm creeped out by cameras watching me

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<v Speaker 1>and this this would not be cameras watching you. This

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<v Speaker 1>would just be essentially cameras listening to you. The the

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<v Speaker 1>equivalent of sonar. Well really, really, it would just be

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<v Speaker 1>sonar tracking your movements because again it's ultrasonic frequencies reflecting

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<v Speaker 1>off of surfaces. In this case you and the motions

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<v Speaker 1>you make, and thus the motions you make can be

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<v Speaker 1>converted into commands for a system. Lauren, this is your

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<v Speaker 1>life in the future surveilled by a fish finder. So

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<v Speaker 1>here's the other thing that they can do though, beyond

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<v Speaker 1>being able to create a control system based upon your movements,

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<v Speaker 1>it could even create haptic feedback. Now haptic feedback, this

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<v Speaker 1>is a tactile feedback. Gamers have heard about this. Sure, sure,

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<v Speaker 1>that's a haptic feedback. Is like if you're if you've

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<v Speaker 1>got a controller in your hand and there's a little

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<v Speaker 1>librating pack in it that either maybe in a horror game,

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<v Speaker 1>when your character is injured, you'll you'll feel the heartbeat

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<v Speaker 1>through the through the controller, or if you're if you're

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<v Speaker 1>shot in the first person shooter, you might feel the

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<v Speaker 1>impact of that bullet like a thud. Yeah, Or you

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<v Speaker 1>set the controller down on your wooden coffee table and

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<v Speaker 1>then it vibrates and scares the heck out of everybody

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<v Speaker 1>in the house, mostly your dog. Yeah, I I I'm

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<v Speaker 1>familiar with this, so yeah. The the idea being that

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<v Speaker 1>every time you are able to engage another sense, when

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<v Speaker 1>you want someone to experience some sort of virtual thing,

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<v Speaker 1>whether it's a video game or a true virtual environment,

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<v Speaker 1>any of those sort of things, you increase the level

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<v Speaker 1>of immersion. It adds a dimension to the experience. Yeah, yeah,

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<v Speaker 1>I mean, and anyone who who uh you know, specializes

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<v Speaker 1>in virtual environments will tell you that one of the

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<v Speaker 1>things you want is to create this depth of experience.

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<v Speaker 1>And the more senses you can engage, the deeper the

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<v Speaker 1>experience seems. Um. You know, It's it's one thing to

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<v Speaker 1>see stuff, it's another thing to see and hear. If

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<v Speaker 1>you can see here and feel, then it adds another

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<v Speaker 1>layer of immersion. If you can see here and feel

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<v Speaker 1>and smell with the y and then maybe you know,

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<v Speaker 1>attach a couple of electrodes to your tongue so you

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<v Speaker 1>can get the taste in there, and then you're really

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<v Speaker 1>ready to go. But in your brain to take hold

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<v Speaker 1>of your appropriate reception. So you can actually use ultrasonic

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<v Speaker 1>frequencies to create haptic feedback. We've talked about how sound

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<v Speaker 1>has a physical force. It can it can press against

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<v Speaker 1>stuff you're talking about, you know, moving air molecules, and

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<v Speaker 1>if you do that with precision, you can create haptic

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<v Speaker 1>feedback so that you can quote unquote feel objects that

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<v Speaker 1>are not really there, they're just created from sound. We

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<v Speaker 1>we've run right back into the creepy territory again. Okay,

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<v Speaker 1>it could be creepy, but it could also be awesome.

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<v Speaker 1>So there's a British company called Ultra Haptics that's one

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<v Speaker 1>of the groups that looking at bringing this technology to

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<v Speaker 1>store shelves, and it uses ultrasonic frequencies to create acoustic

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<v Speaker 1>radiation force, which are those little pressure waves, and you

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<v Speaker 1>can create really precise ones. So they said that they

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<v Speaker 1>could create something akin to a point that you would

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<v Speaker 1>feel with the tip of a finger. So they could

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<v Speaker 1>create a pressure wave so precise that one fingertip would

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<v Speaker 1>be enough to detect the full uh dimensions of that

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<v Speaker 1>pressure wave, which is pretty incredible, right, that you could

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<v Speaker 1>feel a physical point even though there's nothing there. Other

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<v Speaker 1>than just the pressure waves created by sound, some kind

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<v Speaker 1>of speakers hypothetically, Yeah, yeah, they have like a there's

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<v Speaker 1>there's a speaker or an emitter. However you wanted to

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<v Speaker 1>find it. It would be it's it usually looks like

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<v Speaker 1>a little like black panel, like a square panel that

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<v Speaker 1>sits flat on a on a surface. That's what's generating

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<v Speaker 1>these ultrasonic frequencies. Now, you could also do things that

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<v Speaker 1>would stimulate, say the palm of your hand, so that

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<v Speaker 1>you can feel when something is there. This would be

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<v Speaker 1>great for like a Star Wars game where you're using

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<v Speaker 1>the force. I could totally imagine that being the feedback

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<v Speaker 1>sort of stuff like I want to shoot lightning from

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<v Speaker 1>my fingertips and you get a little pin pricky feeling.

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<v Speaker 1>They're like, that's kind of cool, as long as it's

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<v Speaker 1>not terribly painful. I mean, the dark side doesn't need

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<v Speaker 1>to be, you know, truly dark at any rate. What

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<v Speaker 1>is the feeling of force choking someone? It's so satisfying. Yeah,

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<v Speaker 1>clearly we've got two dark siders in this room already. Um.

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<v Speaker 1>Although oddly enough, the lightsaber I used in that one

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<v Speaker 1>episode was blue, so I'm clearly I'm using borrowing someone

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<v Speaker 1>else's lightsaber for that episode of forward thinking. You could

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<v Speaker 1>uh so you could create a like a virtual console.

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<v Speaker 1>Imagine that you've got um, you know, you've got a

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<v Speaker 1>headset that's creating a virtual environment. You're you're looking around,

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<v Speaker 1>and let's say you're on a spaceship and you've got

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<v Speaker 1>a console in front of you, a virtual console that

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<v Speaker 1>would control the spaceship's motions. You could use one of

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<v Speaker 1>these emitters to generate pressure waves that when you put

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<v Speaker 1>your actual hands out in front of you, so in

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<v Speaker 1>the view of the virtual reality thing, you're your virtual

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<v Speaker 1>hands are in front of you. When you encounter the console,

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<v Speaker 1>you would actually feel the feedback from that ultra haptic system,

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<v Speaker 1>so it feel as if you had real controls underneath

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<v Speaker 1>your hands. Now they might not be as refined as

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<v Speaker 1>an actual physical control system, but you could feel something there,

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<v Speaker 1>and by moving your hands the detection of those ultrasonic frequencies,

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<v Speaker 1>or pairing this with a camera, you could end up

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<v Speaker 1>having that be translated into actual commands with the game. Cool. So,

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<v Speaker 1>so you could you could have a you could feel

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<v Speaker 1>a virtual panel under your fingers, and pressing a virtual

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<v Speaker 1>button on the virtual panel would have an effect in

0:12:46.760 --> 0:12:50.120
<v Speaker 1>the game. Yeah. Yeah, So, I mean I want to

0:12:50.160 --> 0:12:55.000
<v Speaker 1>try this personally. I've never I've never encountered this technology myself,

0:12:55.400 --> 0:12:59.200
<v Speaker 1>so I'm not sure exactly what it feels like or

0:12:59.320 --> 0:13:02.480
<v Speaker 1>how hones of it is. But I mean Sonar is

0:13:02.520 --> 0:13:09.320
<v Speaker 1>certainly very responsible, responsible responsive, I mean you responsible technology. Yeah,

0:13:09.440 --> 0:13:12.040
<v Speaker 1>oh boy. Well, in terms of game design, that is

0:13:12.080 --> 0:13:16.040
<v Speaker 1>an interesting proposition because right now we typically have, you know,

0:13:16.120 --> 0:13:20.320
<v Speaker 1>for most console based games and things, your your control

0:13:20.400 --> 0:13:23.800
<v Speaker 1>hardware is very limited. H yeah. Yeah. You got the

0:13:23.800 --> 0:13:25.839
<v Speaker 1>controller that you know you're going to be dealing with,

0:13:25.920 --> 0:13:28.160
<v Speaker 1>and you have to program around that. Sure, and even

0:13:28.200 --> 0:13:30.480
<v Speaker 1>if you put ninety eight million buttons on there, which

0:13:30.520 --> 0:13:41.080
<v Speaker 1>I think is where we're headed in forty years, right,

0:13:43.080 --> 0:13:47.080
<v Speaker 1>But yeah, so what if every game designer could in

0:13:47.160 --> 0:13:51.960
<v Speaker 1>the software design their own controller. I mean, that would

0:13:52.000 --> 0:13:55.640
<v Speaker 1>be interesting and also be on the level of something

0:13:55.720 --> 0:13:59.400
<v Speaker 1>like a connect where you could theoretically do that, but

0:13:59.440 --> 0:14:02.079
<v Speaker 1>you're not going to have any feedback for the users.

0:14:02.080 --> 0:14:04.560
<v Speaker 1>So the users is putting his or her hands out

0:14:04.559 --> 0:14:07.120
<v Speaker 1>in front of him or her and nothing has happened

0:14:07.200 --> 0:14:08.959
<v Speaker 1>or stops happening in the game, but you don't feel

0:14:09.000 --> 0:14:12.320
<v Speaker 1>it yourself, like there's no feedback apart from the actions

0:14:12.320 --> 0:14:14.240
<v Speaker 1>that are playing out in front of you. All Right,

0:14:14.240 --> 0:14:15.760
<v Speaker 1>you have to you have to kind of coordinate with

0:14:15.800 --> 0:14:20.600
<v Speaker 1>the screen and managed to not feel entirely ridiculous as

0:14:20.600 --> 0:14:24.080
<v Speaker 1>you're interacting with these things that certainly are not there

0:14:24.120 --> 0:14:27.240
<v Speaker 1>to you. I don't know if that's possible. Now, since

0:14:27.280 --> 0:14:31.320
<v Speaker 1>we're already talking about eliciting some sort of emotional response,

0:14:31.360 --> 0:14:33.560
<v Speaker 1>it's time to talk about how ultra haptics could really

0:14:33.560 --> 0:14:36.720
<v Speaker 1>play with your emotions, at least according to the University

0:14:36.720 --> 0:14:40.280
<v Speaker 1>of Sussex. Okay, so let's let's get this all the

0:14:40.320 --> 0:14:46.280
<v Speaker 1>way first. I don't know how much uh to. I

0:14:46.280 --> 0:14:48.720
<v Speaker 1>don't know how much I believe this next thing because

0:14:48.720 --> 0:14:52.480
<v Speaker 1>it just seems so counterintuitive to me. But I am skeptical.

0:14:52.680 --> 0:14:56.800
<v Speaker 1>But I am willing to uh to consider it. Yeah,

0:14:56.920 --> 0:15:00.360
<v Speaker 1>especially considering that the people who are researching this are

0:15:00.600 --> 0:15:04.120
<v Speaker 1>very much specialists in their field and I am not. However,

0:15:04.520 --> 0:15:07.800
<v Speaker 1>University of Sussex used a system from ultra Haptics, that

0:15:07.840 --> 0:15:10.720
<v Speaker 1>same British company we were just talking about, to test

0:15:11.240 --> 0:15:15.120
<v Speaker 1>the ability to stimulate certain areas of a person's hand

0:15:15.240 --> 0:15:22.760
<v Speaker 1>in order to elicit particular emotions, which seems which seems

0:15:22.840 --> 0:15:27.000
<v Speaker 1>pretty you know, um crazy to me, like it's it's,

0:15:27.040 --> 0:15:30.240
<v Speaker 1>it's it kind of reminds me of reflexology in a way.

0:15:30.280 --> 0:15:35.200
<v Speaker 1>But according to the actual study, uh, they had detected

0:15:35.240 --> 0:15:38.600
<v Speaker 1>things like a blast of hot air on the area

0:15:38.640 --> 0:15:41.600
<v Speaker 1>of your hand around your thumb, your index finger, and

0:15:41.720 --> 0:15:47.000
<v Speaker 1>part of your inner palm could be associated with feeling excited,

0:15:48.000 --> 0:15:51.600
<v Speaker 1>whereas a stimulation of the hand on the outer part

0:15:51.680 --> 0:15:54.720
<v Speaker 1>of your palm and around your little finger could be

0:15:54.840 --> 0:16:00.160
<v Speaker 1>associated with feeling sad. So potentially you could use this

0:16:00.240 --> 0:16:05.600
<v Speaker 1>kind of system to end up affecting the emotional response

0:16:05.720 --> 0:16:09.680
<v Speaker 1>of someone operating with that particular system. So if you

0:16:09.720 --> 0:16:12.800
<v Speaker 1>wanted to do something like tell a specific story, or

0:16:12.920 --> 0:16:15.560
<v Speaker 1>you're playing, you know, a particular type of video game,

0:16:16.160 --> 0:16:19.120
<v Speaker 1>and your goal is that you want the user to

0:16:19.200 --> 0:16:22.040
<v Speaker 1>have a particular kind of emotional response, knowing that you

0:16:22.080 --> 0:16:24.800
<v Speaker 1>can't truly control that, but you want to try and

0:16:24.960 --> 0:16:28.120
<v Speaker 1>get the best potential to use everything you can. Yeah,

0:16:28.160 --> 0:16:30.880
<v Speaker 1>and there's only so many blue tones and C minor

0:16:30.960 --> 0:16:33.280
<v Speaker 1>keys that you that you can really fit into a

0:16:33.320 --> 0:16:35.120
<v Speaker 1>single game. So yeah, so if you could, if you

0:16:35.120 --> 0:16:40.920
<v Speaker 1>could elicit sadness with this ultrasonic touch, then Honestly, every

0:16:40.920 --> 0:16:43.080
<v Speaker 1>time I go on Xbox Live, I feel sadness. But

0:16:43.640 --> 0:16:48.800
<v Speaker 1>it's mostly because I'm a bullet magnet. So that's I

0:16:48.840 --> 0:16:53.040
<v Speaker 1>don't know. I get that's interesting, but I it kind

0:16:53.080 --> 0:16:55.600
<v Speaker 1>of makes me sad to think about that. Being like

0:16:56.760 --> 0:17:00.120
<v Speaker 1>like that you would supplement the quality of your storytelling

0:17:00.200 --> 0:17:04.520
<v Speaker 1>with some kind of like a neurological trick, you know,

0:17:04.720 --> 0:17:06.800
<v Speaker 1>when you think about maybe that's what maybe that's what

0:17:06.880 --> 0:17:09.320
<v Speaker 1>colors in art do? I mean I was about to say,

0:17:09.320 --> 0:17:11.359
<v Speaker 1>I would. I would argue that a lot of the

0:17:11.440 --> 0:17:14.720
<v Speaker 1>things that we're using are already psychological tricks, things like

0:17:14.920 --> 0:17:18.040
<v Speaker 1>the music, you know, using a minor key instead of

0:17:18.040 --> 0:17:20.800
<v Speaker 1>a major key, Like these are tricks that storytellers have

0:17:20.840 --> 0:17:24.040
<v Speaker 1>been using ever since they've incorporated those sort of elements

0:17:24.040 --> 0:17:26.760
<v Speaker 1>into their stories. So here comes the dark Knight of

0:17:26.800 --> 0:17:30.000
<v Speaker 1>the Soul. Please lean over and allow us to touch

0:17:30.040 --> 0:17:34.080
<v Speaker 1>your tear ducks. Yeah I I do. I do actually

0:17:34.080 --> 0:17:37.320
<v Speaker 1>get irritated whenever strings rise up in in a movie

0:17:37.359 --> 0:17:39.760
<v Speaker 1>soundtrack in good days. So so maybe so maybe I

0:17:39.760 --> 0:17:43.320
<v Speaker 1>would welcome this. Maybe this would be if it's not

0:17:43.600 --> 0:17:47.320
<v Speaker 1>handled well, it definitely like you immediately pick up on it, like, oh,

0:17:47.480 --> 0:17:50.760
<v Speaker 1>I see what you're trying to guess what, Mr Director,

0:17:51.119 --> 0:17:54.080
<v Speaker 1>I'm not gonna feel sad just because that's what you

0:17:54.200 --> 0:17:57.399
<v Speaker 1>want me to do. Do a teenager about it. I

0:17:57.440 --> 0:17:59.480
<v Speaker 1>get that way too. I get very belligerent when I

0:17:59.560 --> 0:18:02.520
<v Speaker 1>when it's when it's like blatant. If it's worked in, well,

0:18:02.600 --> 0:18:05.600
<v Speaker 1>then I appreciate it, you know, I appreciate the artistry.

0:18:05.680 --> 0:18:09.560
<v Speaker 1>But if it's if it's like you know, no subtlety whatsoever,

0:18:09.680 --> 0:18:13.840
<v Speaker 1>then I get belligerent, and any renuane emotions are so bored,

0:18:15.920 --> 0:18:19.040
<v Speaker 1>you know. All right, fair enough, fair enough, Well, let's

0:18:19.080 --> 0:18:23.280
<v Speaker 1>let's move away from emotions and ultrasound and ultrasonic frequencies.

0:18:23.320 --> 0:18:26.719
<v Speaker 1>I've got a question. Almost everything we've talked about so

0:18:26.760 --> 0:18:30.240
<v Speaker 1>far has been ultrasonic. Are there any technological uses we

0:18:30.280 --> 0:18:33.400
<v Speaker 1>can talk about for low frequency sound? Yes. In fact,

0:18:33.440 --> 0:18:37.080
<v Speaker 1>there are some great examples of using lower frequencies to

0:18:37.520 --> 0:18:40.680
<v Speaker 1>have physical effects. And one of them is something that

0:18:40.720 --> 0:18:43.600
<v Speaker 1>really went viral a couple of weeks ago. You may

0:18:43.600 --> 0:18:45.520
<v Speaker 1>have seen there was a video of a couple of

0:18:45.520 --> 0:18:53.960
<v Speaker 1>students using a sonic fire extinguisher. They were yeah, so

0:18:53.960 --> 0:18:56.080
<v Speaker 1>so it looks like they're they're holding this this thing

0:18:56.119 --> 0:18:59.800
<v Speaker 1>that looks like partly a almost like a vacuum cleaner.

0:19:00.040 --> 0:19:02.960
<v Speaker 1>There's an enormous tube attached to it and they point

0:19:03.000 --> 0:19:06.160
<v Speaker 1>it at a pan that's in flames, and the flames

0:19:06.240 --> 0:19:11.359
<v Speaker 1>snuff out. And the device they're using generates low frequency

0:19:11.440 --> 0:19:14.280
<v Speaker 1>sound waves, not ultra low. They are within the range

0:19:14.280 --> 0:19:16.840
<v Speaker 1>of human hearing, around thirty to sixty hurts, so on

0:19:16.920 --> 0:19:21.879
<v Speaker 1>the low end of human hearing. And what they knew

0:19:21.960 --> 0:19:28.120
<v Speaker 1>that acoustic waves could affect flames. They being Seth Robertson

0:19:28.119 --> 0:19:32.440
<v Speaker 1>and Viet trend Tow students at George Mason University. They

0:19:32.560 --> 0:19:35.080
<v Speaker 1>experiment with lots of different frequencies with flames because they

0:19:35.160 --> 0:19:38.320
<v Speaker 1>knew that that these pressure waves could affect the flames themselves.

0:19:38.760 --> 0:19:42.080
<v Speaker 1>We can can they affect the flames or can they

0:19:42.160 --> 0:19:46.520
<v Speaker 1>affect the air that is fueling? Well, they affect the

0:19:46.520 --> 0:19:48.800
<v Speaker 1>air that's feeling the flames, but that in turn affects

0:19:48.800 --> 0:19:51.919
<v Speaker 1>the flames, so you know, you can sure we can

0:19:52.000 --> 0:19:54.959
<v Speaker 1>trace it back. Well. They found out that the ultrasonic

0:19:55.000 --> 0:19:58.160
<v Speaker 1>frequencies that they first started with would make flames vibrate,

0:19:59.000 --> 0:20:02.280
<v Speaker 1>but that's it, like the flames will get all all jiggy,

0:20:02.280 --> 0:20:05.880
<v Speaker 1>but they wouldn't do anything else. So they're like, well,

0:20:05.880 --> 0:20:08.320
<v Speaker 1>this isn't I mean, it's pretty, but it's not doing

0:20:08.359 --> 0:20:10.560
<v Speaker 1>what we wanted to do, which is to have a

0:20:10.680 --> 0:20:14.720
<v Speaker 1>safe chemical freeway of turning of extinguishing a fire rather

0:20:14.800 --> 0:20:19.920
<v Speaker 1>than making the fire cooler exactly so right, so groovy. Now,

0:20:20.080 --> 0:20:25.399
<v Speaker 1>they then experimented with these these lower frequencies which generated

0:20:25.440 --> 0:20:29.959
<v Speaker 1>pressure waves that would push essentially oxygen away from fuel.

0:20:30.119 --> 0:20:33.280
<v Speaker 1>And if you know, you're triangle for what require what's

0:20:33.280 --> 0:20:37.760
<v Speaker 1>required for fire, It's got three things, right, It's got fuel, heat,

0:20:37.920 --> 0:20:41.320
<v Speaker 1>and an oxidizer. Generally speaking, we say oxygen, but there

0:20:41.320 --> 0:20:44.560
<v Speaker 1>are other oxidizers as well. Uh So it needs those

0:20:44.600 --> 0:20:47.639
<v Speaker 1>three things in order for fire to happen. So the

0:20:47.640 --> 0:20:50.560
<v Speaker 1>pressure waves push the oxygen from the fuel, thus the

0:20:50.760 --> 0:20:54.359
<v Speaker 1>fire is extinguished. Uh So it's kind of cool. You

0:20:54.400 --> 0:20:57.400
<v Speaker 1>watch the demonstration and they just point this thing at

0:20:57.400 --> 0:21:01.320
<v Speaker 1>the fire. There's no visible you know, between the two.

0:21:01.680 --> 0:21:07.119
<v Speaker 1>It's just the fire itself extinguishes. And very interesting, very

0:21:07.160 --> 0:21:12.760
<v Speaker 1>potentially a huge um benefit to us. Like, imagine that

0:21:13.600 --> 0:21:17.040
<v Speaker 1>your stovetop has one of these things installed above it.

0:21:17.480 --> 0:21:20.720
<v Speaker 1>So same as like the the vent that you're going

0:21:20.840 --> 0:21:23.359
<v Speaker 1>to vent any smoke out of, you could have a

0:21:23.400 --> 0:21:26.719
<v Speaker 1>system where if there was a kitchen fire on your stove,

0:21:27.200 --> 0:21:30.600
<v Speaker 1>you could flip a switch or maybe even it's automatically activated,

0:21:30.840 --> 0:21:33.960
<v Speaker 1>and when it detects a fire, it emits this this

0:21:34.160 --> 0:21:37.800
<v Speaker 1>range of low frequency sounds and that ends up separating

0:21:37.840 --> 0:21:41.720
<v Speaker 1>the oxygen from the fuel and thus the fire goes out, Yeah,

0:21:41.800 --> 0:21:44.560
<v Speaker 1>without you having to scramble for a fire extinguisher spray

0:21:44.640 --> 0:21:47.960
<v Speaker 1>chemicals all over your food exactly. Yeah, so this could

0:21:48.040 --> 0:21:50.359
<v Speaker 1>this could be a safe way of doing that and

0:21:50.400 --> 0:21:53.359
<v Speaker 1>you don't have that those problems with the chemicals. It

0:21:53.400 --> 0:21:57.440
<v Speaker 1>also could be very useful in say spacecraft, where if

0:21:57.480 --> 0:22:00.040
<v Speaker 1>you're in a low gravity environment like a micro of

0:22:00.200 --> 0:22:04.360
<v Speaker 1>the environment, and you also don't want blobs of chemicals

0:22:04.359 --> 0:22:07.200
<v Speaker 1>floating all over the place, you probably don't want a

0:22:07.280 --> 0:22:10.480
<v Speaker 1>chemical fire extinguisher. However, you also really don't want to

0:22:10.600 --> 0:22:14.239
<v Speaker 1>fire your spacecraft. As as bad as blobs of chemicals are,

0:22:14.320 --> 0:22:19.639
<v Speaker 1>blobs of fire, a fire in micro gravity is is

0:22:19.800 --> 0:22:23.600
<v Speaker 1>both terrifying and awesome to view. It really looks amazing.

0:22:23.880 --> 0:22:25.639
<v Speaker 1>I don't know if you guys have ever seen fire,

0:22:25.880 --> 0:22:30.400
<v Speaker 1>but it's it's it's spherical. Yeah, it doesn't elongate into

0:22:30.440 --> 0:22:33.200
<v Speaker 1>the flame that we're used to it's a sphere. So yeah,

0:22:33.320 --> 0:22:35.600
<v Speaker 1>just see a sphere of fire floating towards you. You'd

0:22:35.720 --> 0:22:37.679
<v Speaker 1>want to put that out right quick. It's kind of

0:22:37.720 --> 0:22:42.240
<v Speaker 1>like a little sun yeah yeah, plasma. Yeah, you want

0:22:42.240 --> 0:22:45.680
<v Speaker 1>to get rid of that. Uh sonic. A sonic fire

0:22:45.680 --> 0:22:49.200
<v Speaker 1>extinguisher would be potentially a very good thing to have. Now,

0:22:49.280 --> 0:22:51.560
<v Speaker 1>One thing that critics have pointed out, and this is

0:22:51.600 --> 0:22:56.320
<v Speaker 1>important to remember, is that ultimately this fire extinguisher, what

0:22:56.400 --> 0:23:00.120
<v Speaker 1>it's doing is severing one of those those three links.

0:23:00.119 --> 0:23:02.679
<v Speaker 1>You know, you're severing the oxygen from the heat and

0:23:02.800 --> 0:23:07.600
<v Speaker 1>the fuel. But hypothetically, once that oxygen is moved out

0:23:07.600 --> 0:23:10.919
<v Speaker 1>of the way, the rest of the air is still

0:23:10.960 --> 0:23:13.600
<v Speaker 1>full of oxygen and it will move back in. Yeah,

0:23:13.600 --> 0:23:15.600
<v Speaker 1>if you were to turn off the fire extinguisher so

0:23:15.640 --> 0:23:18.200
<v Speaker 1>it was no longer pushing stuff out of the way,

0:23:18.280 --> 0:23:20.840
<v Speaker 1>then once oxygen came back in, as long as the

0:23:20.840 --> 0:23:26.040
<v Speaker 1>heat is above the ignition temperature of the fuel, it'll catch,

0:23:26.119 --> 0:23:29.119
<v Speaker 1>it'll reignite. So what you would need to do is

0:23:29.240 --> 0:23:32.520
<v Speaker 1>also end up lowering the temperature or removing the fuel,

0:23:32.600 --> 0:23:34.919
<v Speaker 1>one of the two in order to make certain that

0:23:35.000 --> 0:23:37.600
<v Speaker 1>it doesn't reignite. Once you turn off the fire extinguisher.

0:23:38.080 --> 0:23:40.719
<v Speaker 1>As long as it's still going, it should keep pushing

0:23:40.760 --> 0:23:44.040
<v Speaker 1>the oxygen away. Uh. And the way they did this

0:23:44.160 --> 0:23:46.800
<v Speaker 1>was they had an ultra or not ultrasonic, They had

0:23:46.840 --> 0:23:49.919
<v Speaker 1>a sonic emitter H and an amplifier, and then they

0:23:50.000 --> 0:23:53.119
<v Speaker 1>used a tube to focus the sound waves in the

0:23:53.160 --> 0:23:55.919
<v Speaker 1>direction that they wanted because obviously otherwise we just radiate

0:23:55.960 --> 0:24:00.080
<v Speaker 1>outward equally um and that's what was allowed them to

0:24:00.119 --> 0:24:03.840
<v Speaker 1>create these pressure waves that push the oxygen now the way. So, yeah,

0:24:03.880 --> 0:24:07.200
<v Speaker 1>there's some limitations that would need to be addressed, or

0:24:07.240 --> 0:24:10.560
<v Speaker 1>at least you would need to be educated on them

0:24:10.840 --> 0:24:12.520
<v Speaker 1>in order to be able to use this safely to

0:24:12.520 --> 0:24:16.320
<v Speaker 1>put out fires. That's really cool. And I want to

0:24:16.320 --> 0:24:20.880
<v Speaker 1>talk about another use of acoustic pressure that is really

0:24:20.920 --> 0:24:25.159
<v Speaker 1>fascinating and I actually didn't know about until recently. And

0:24:25.320 --> 0:24:30.320
<v Speaker 1>this thing is acoustic levitation. So it is crazy talk time.

0:24:30.520 --> 0:24:33.359
<v Speaker 1>So is this when when music just floats through the air,

0:24:33.560 --> 0:24:37.959
<v Speaker 1>and right, it's when when music elevates your soul and

0:24:38.040 --> 0:24:41.440
<v Speaker 1>lifts you up into a higher plane of consciousness. Okay,

0:24:41.480 --> 0:24:44.359
<v Speaker 1>all right, I got it. That's it. That's the technology. No,

0:24:44.480 --> 0:24:47.360
<v Speaker 1>it's not. No, this is this is when you can

0:24:47.520 --> 0:24:52.000
<v Speaker 1>use sound to manipulate objects in the air. So in

0:24:52.040 --> 0:24:55.719
<v Speaker 1>a in a strong gravity environment like Earth's surface, this

0:24:55.760 --> 0:24:59.280
<v Speaker 1>means you can actually use sound waves to levitate small

0:24:59.359 --> 0:25:02.400
<v Speaker 1>pieces of matter to make it hover in the air.

0:25:02.600 --> 0:25:06.119
<v Speaker 1>Or in a microgravity environment, you could use these techniques

0:25:06.160 --> 0:25:10.440
<v Speaker 1>to hold objects steady and keep them from floating around uncontrolled.

0:25:11.040 --> 0:25:15.480
<v Speaker 1>So how on Earth does this work? How does it work? Joe? Well,

0:25:15.920 --> 0:25:19.520
<v Speaker 1>have you ever seen the phenomenon of a standing wave

0:25:19.600 --> 0:25:23.639
<v Speaker 1>in a fluid? I have not? You mentioned this before

0:25:23.680 --> 0:25:26.399
<v Speaker 1>we started recording, And I mean maybe I have, but

0:25:26.440 --> 0:25:31.119
<v Speaker 1>I have no memory of it. I have, yes, But yeah, well, listeners,

0:25:31.160 --> 0:25:32.879
<v Speaker 1>if you get a chance, you should go look this

0:25:33.000 --> 0:25:35.840
<v Speaker 1>up on YouTube, just Google like standing waves in water

0:25:35.960 --> 0:25:40.359
<v Speaker 1>or standing waves. It looks fascinating. So normally you have

0:25:40.480 --> 0:25:44.000
<v Speaker 1>waves that propagate from one place to another, like if

0:25:44.000 --> 0:25:46.840
<v Speaker 1>you throw a stone into a pond, the waves ripple

0:25:46.880 --> 0:25:49.840
<v Speaker 1>out from the place where the stone landed. If you

0:25:49.960 --> 0:25:53.119
<v Speaker 1>have if you have sound in a room, that's a

0:25:53.440 --> 0:25:56.120
<v Speaker 1>that's a compression wave, you know. But usually we'd we'd

0:25:56.160 --> 0:25:59.479
<v Speaker 1>sort of represent it visually as a transverse wave of

0:25:59.600 --> 0:26:03.000
<v Speaker 1>radiating out from the place the sound came from. A

0:26:03.119 --> 0:26:07.040
<v Speaker 1>standing wave in a fluid seems to stand or bounce

0:26:07.200 --> 0:26:12.720
<v Speaker 1>in place without traveling longitudinally, so instead of having crests

0:26:12.760 --> 0:26:17.840
<v Speaker 1>and troughs that travel parallel to the motion of the wave. Again,

0:26:17.880 --> 0:26:20.680
<v Speaker 1>technically sound waves don't have crests and troughs since they're

0:26:20.680 --> 0:26:22.800
<v Speaker 1>they're not transverse waves. But this is just how we're

0:26:22.840 --> 0:26:26.919
<v Speaker 1>thinking of it visualizing. A standing wave has valleys of

0:26:27.040 --> 0:26:32.560
<v Speaker 1>minimal pressure called nodes, and then peaks of intense pressure

0:26:33.280 --> 0:26:36.360
<v Speaker 1>and those are called anti nodes. And it's these regions

0:26:36.359 --> 0:26:40.320
<v Speaker 1>of differential pressure and standing waves that acoustic levitation makes

0:26:40.400 --> 0:26:43.520
<v Speaker 1>use of. So scientists discovered, i think in the nineties

0:26:43.520 --> 0:26:47.240
<v Speaker 1>seventies that if you aligned the standing waves just right,

0:26:47.800 --> 0:26:51.800
<v Speaker 1>you could catch particles in the nodes and counteract the

0:26:51.840 --> 0:26:55.040
<v Speaker 1>force of gravity if you had the right kind of wave. Now,

0:26:55.119 --> 0:26:58.719
<v Speaker 1>this is difficult to do because in the early methods

0:26:58.760 --> 0:27:01.720
<v Speaker 1>of acoustic levitation, you had to have a speaker pointed

0:27:01.800 --> 0:27:05.080
<v Speaker 1>at a reflective plate and it had to be just

0:27:05.280 --> 0:27:08.760
<v Speaker 1>the right distance from the plate, you know, the resonant distance,

0:27:09.480 --> 0:27:11.879
<v Speaker 1>and the speaker would generate a sound wave that was

0:27:11.960 --> 0:27:16.239
<v Speaker 1>carefully calibrated for frequency and intensity in the distance so

0:27:16.280 --> 0:27:19.359
<v Speaker 1>that when it reflected off the plate back towards the

0:27:19.400 --> 0:27:22.520
<v Speaker 1>source of the sound, the transducer that made the sound,

0:27:23.080 --> 0:27:26.320
<v Speaker 1>It would cause an interference pattern in the sound waves

0:27:26.400 --> 0:27:29.119
<v Speaker 1>and that would create the standing wave. All right, So

0:27:29.200 --> 0:27:31.760
<v Speaker 1>you've got the sounds coming from the speaker, the sounds

0:27:31.800 --> 0:27:33.960
<v Speaker 1>being reflected back at the speaker, and those are the

0:27:33.960 --> 0:27:36.479
<v Speaker 1>waves that are interfering and creating the standing wave you're

0:27:36.520 --> 0:27:40.400
<v Speaker 1>talking about, right right, Okay, And so sometimes the transducers

0:27:40.400 --> 0:27:43.439
<v Speaker 1>in these systems have had to be extremely powerful to

0:27:43.520 --> 0:27:47.280
<v Speaker 1>create the level of sound intensity required to levitate objects

0:27:47.320 --> 0:27:49.960
<v Speaker 1>against the force of gravity, probably depending on like how

0:27:50.000 --> 0:27:53.359
<v Speaker 1>heavy those objects were. Um Inner House stuff Works article

0:27:53.480 --> 0:27:57.040
<v Speaker 1>on acoustic levitation our prind Tracy Wilson mentions that these

0:27:57.040 --> 0:28:02.119
<v Speaker 1>transducers sometimes produced sounds exceeding hundred and fifty decibels d

0:28:02.280 --> 0:28:06.119
<v Speaker 1>fifty decibles. Explain how how noisy that is? Well? I

0:28:06.280 --> 0:28:10.800
<v Speaker 1>found a decibel chart used for an aviation noise comparison

0:28:10.880 --> 0:28:13.720
<v Speaker 1>document created by the f a A. And according to

0:28:13.760 --> 0:28:17.000
<v Speaker 1>this document, a noisy city street is usually about eighty

0:28:17.080 --> 0:28:21.560
<v Speaker 1>two hundred decibels. A power lawnmower or chainsaw is going

0:28:21.600 --> 0:28:23.960
<v Speaker 1>to be a hundred or a hundred and ten decibels.

0:28:24.600 --> 0:28:27.520
<v Speaker 1>A rock concert is maybe a hundred and fifteen to

0:28:27.600 --> 0:28:31.400
<v Speaker 1>a hundred and twenty decibles, and a jet engine at

0:28:31.400 --> 0:28:34.600
<v Speaker 1>close proximity is a hundred and thirty two a hundred

0:28:34.600 --> 0:28:38.440
<v Speaker 1>and sixty decibles. Okay, so as loud as standing next

0:28:38.480 --> 0:28:40.960
<v Speaker 1>to a jet engine. Yeah, so this is going to

0:28:41.080 --> 0:28:43.840
<v Speaker 1>be loud. According to the same f a A document,

0:28:43.920 --> 0:28:46.280
<v Speaker 1>it warns that ear pain can occur at a hundred

0:28:46.280 --> 0:28:49.520
<v Speaker 1>and thirty decibles. Ear drum rupture is common at a

0:28:49.560 --> 0:28:53.360
<v Speaker 1>hundred and forty. So you wouldn't have wanted to have

0:28:53.400 --> 0:28:57.360
<v Speaker 1>stood next to any of these early plate experiments. Well,

0:28:57.560 --> 0:29:01.400
<v Speaker 1>acoustic levitation, the loud ones so REESA implementations seemed to

0:29:01.480 --> 0:29:03.680
<v Speaker 1>be I it's it looked to me like they're focusing

0:29:03.720 --> 0:29:08.080
<v Speaker 1>on ultrasound frequencies now which humans can't hear, thankfully, And

0:29:08.160 --> 0:29:10.040
<v Speaker 1>that kind of makes you think you don't want your

0:29:10.080 --> 0:29:14.120
<v Speaker 1>pets in the room while you're experimenting with acoustic levitation,

0:29:14.480 --> 0:29:18.000
<v Speaker 1>especially your dogs or bat. But do you have pet bats?

0:29:18.040 --> 0:29:21.920
<v Speaker 1>I don't have pet bats. They are really cute. Well.

0:29:22.040 --> 0:29:27.200
<v Speaker 1>More recently they've introduced features to acoustic levitation such as movement,

0:29:27.680 --> 0:29:30.480
<v Speaker 1>so not just the levitation of objects, but two D

0:29:30.600 --> 0:29:35.000
<v Speaker 1>and eventually three D spatial manipulation of a levitating object.

0:29:35.120 --> 0:29:39.000
<v Speaker 1>So just recently a group of researchers in Japan created

0:29:39.040 --> 0:29:42.200
<v Speaker 1>a system for three D manipulation that was a set

0:29:42.200 --> 0:29:45.760
<v Speaker 1>of four phased arrays of speakers, sort of like creating

0:29:45.800 --> 0:29:49.200
<v Speaker 1>a box of sound. So here, instead of reflecting it

0:29:49.280 --> 0:29:53.480
<v Speaker 1>off of a hard surface, they're they're producing sounds at

0:29:53.560 --> 0:29:57.440
<v Speaker 1>all the sides. Yeah. And and by controlling with a

0:29:57.480 --> 0:30:03.680
<v Speaker 1>computer very carefully each of these arrays in tandem, you can, uh,

0:30:04.240 --> 0:30:07.400
<v Speaker 1>you can control that the pockets of canceled waves that

0:30:07.480 --> 0:30:10.320
<v Speaker 1>can hold up an object. Yeah. So they the four

0:30:10.360 --> 0:30:13.560
<v Speaker 1>walls sit in this square that's about to a side,

0:30:13.560 --> 0:30:17.480
<v Speaker 1>and they produce ultrasound at about forty kill hurts, which

0:30:17.520 --> 0:30:20.640
<v Speaker 1>is thankfully above where we can hear, about twice the

0:30:20.640 --> 0:30:24.640
<v Speaker 1>the upper range of frequencies that humans are capable of hearing. Yeah,

0:30:24.760 --> 0:30:27.120
<v Speaker 1>And so what they do is they create this mobile

0:30:27.360 --> 0:30:32.520
<v Speaker 1>focal point of levitation that's electronically controlled and it can

0:30:32.640 --> 0:30:37.880
<v Speaker 1>move around within the square of sound. Yeah. They've been

0:30:37.960 --> 0:30:41.280
<v Speaker 1>using this with really bitty little objects and light things.

0:30:41.320 --> 0:30:43.400
<v Speaker 1>It looks like they've been using like styrofoam pellets and

0:30:43.400 --> 0:30:45.720
<v Speaker 1>stuff like that a lot, uh, and and things that

0:30:45.760 --> 0:30:50.280
<v Speaker 1>are only about a millimeter in diameter, but it's so

0:30:50.440 --> 0:30:53.560
<v Speaker 1>trippy and beautiful to watch. They can control entire like

0:30:53.560 --> 0:30:55.880
<v Speaker 1>like swarms of these little pellets that kind of make

0:30:55.920 --> 0:30:59.000
<v Speaker 1>them dance around. It's it's really really cool. And you

0:30:59.080 --> 0:31:02.160
<v Speaker 1>might be thinking, a minute, couldn't we do this same

0:31:02.200 --> 0:31:06.640
<v Speaker 1>thing with the electromagnets, you know, computer controlled electromagnets putting

0:31:06.640 --> 0:31:09.800
<v Speaker 1>out thing. Well, in some cases you could, but acoustic

0:31:09.880 --> 0:31:13.239
<v Speaker 1>levitation allows you to manipulate and levitate objects that are

0:31:13.240 --> 0:31:17.120
<v Speaker 1>either non conductive so they don't respond to electromagnets, or

0:31:17.160 --> 0:31:20.600
<v Speaker 1>maybe electromagnetically sensitive. I thought so like if you you know,

0:31:20.720 --> 0:31:24.240
<v Speaker 1>you want to handle something that's a that's that could

0:31:24.240 --> 0:31:28.479
<v Speaker 1>be damaged by a strong electromagnetic field. Uh. And this

0:31:28.560 --> 0:31:30.480
<v Speaker 1>is also sort of related to a concept that we

0:31:30.560 --> 0:31:33.040
<v Speaker 1>talked about in the last episode, which would be acoustic

0:31:33.080 --> 0:31:39.120
<v Speaker 1>tweezers using the acoustic pressure waves to manipulate small objects

0:31:39.200 --> 0:31:41.800
<v Speaker 1>with with sort of a pushing or pulling force, all right,

0:31:41.840 --> 0:31:46.240
<v Speaker 1>to to sort in our example, roaming cancer cells from

0:31:46.240 --> 0:31:49.400
<v Speaker 1>a blood sample. Yeah, but this has all kinds of

0:31:49.440 --> 0:31:53.320
<v Speaker 1>potential applications in research and manufacturing, like the handling of

0:31:53.400 --> 0:31:58.640
<v Speaker 1>extremely delicate or hazardous substances or components. They might be

0:31:58.640 --> 0:32:02.240
<v Speaker 1>best done without touching the thing as if possible. They've

0:32:02.280 --> 0:32:05.040
<v Speaker 1>also talked about using this in space you know where

0:32:05.080 --> 0:32:07.520
<v Speaker 1>you where you want to control small things in zero

0:32:07.560 --> 0:32:13.240
<v Speaker 1>gravity experiments. That makes sense. So, um, we're kind of

0:32:13.280 --> 0:32:15.640
<v Speaker 1>wrapping up some of the future uses of sound. We

0:32:15.680 --> 0:32:18.720
<v Speaker 1>have some also some future research of sound we'll talk about.

0:32:18.760 --> 0:32:21.160
<v Speaker 1>But to really kind of bring this all together, I

0:32:21.160 --> 0:32:24.440
<v Speaker 1>wanted to talk about what's not not really that high

0:32:24.440 --> 0:32:28.680
<v Speaker 1>tech use of sound, but is interesting. And it's funny

0:32:28.720 --> 0:32:32.880
<v Speaker 1>because the stories I've read have presented this in such

0:32:32.920 --> 0:32:35.240
<v Speaker 1>a way that sounds like you could use sound to

0:32:36.400 --> 0:32:39.840
<v Speaker 1>pay for stuff. In other words, you could use sound

0:32:39.920 --> 0:32:43.600
<v Speaker 1>as a means of transmitting data to pay for something,

0:32:43.640 --> 0:32:46.720
<v Speaker 1>but at a range that's beyond human hearing, so that

0:32:46.840 --> 0:32:49.240
<v Speaker 1>you know you're not just shouting out your credit card

0:32:49.280 --> 0:32:51.160
<v Speaker 1>number to everyone who can hear you. I was about

0:32:51.160 --> 0:32:52.960
<v Speaker 1>to say, I I use sound to pay for stuff

0:32:53.000 --> 0:32:55.080
<v Speaker 1>all the time. Yeah, but this would be more of

0:32:55.120 --> 0:32:57.480
<v Speaker 1>an automated way of doing it. That would be akin

0:32:57.640 --> 0:33:01.520
<v Speaker 1>to something like NFC. However, if you actually look into it,

0:33:01.520 --> 0:33:06.960
<v Speaker 1>it's a little less um dangerous than that. And I'll

0:33:07.000 --> 0:33:10.360
<v Speaker 1>explain what I mean in a little bit. So we

0:33:10.360 --> 0:33:13.560
<v Speaker 1>were specifically looking at this the story that talked about

0:33:13.960 --> 0:33:17.400
<v Speaker 1>a means of transmitting information using high frequency you know,

0:33:17.560 --> 0:33:20.200
<v Speaker 1>ultra high frequency sounds so that it's beyond the range

0:33:20.200 --> 0:33:24.400
<v Speaker 1>of human hearing. Once again, and we're talking specifically about

0:33:24.400 --> 0:33:27.520
<v Speaker 1>a system that has been implemented by vera phone using

0:33:27.560 --> 0:33:31.080
<v Speaker 1>an app called way to Ride that it works with

0:33:31.160 --> 0:33:34.320
<v Speaker 1>New York City taxi cabs. Uh. There are a lot

0:33:34.360 --> 0:33:38.160
<v Speaker 1>of those, like thirteen thousand in the city that have

0:33:38.280 --> 0:33:42.880
<v Speaker 1>been outfitted with this particular system. Okay, that's not that many. Really. Yeah,

0:33:42.880 --> 0:33:47.400
<v Speaker 1>in Atlanta, we've got four taxicabs at any rate. Um,

0:33:47.520 --> 0:33:49.440
<v Speaker 1>here's how it works. So you've got a speaker in

0:33:49.480 --> 0:33:53.200
<v Speaker 1>a taxicab that admits this ultrasonic frequency, so we can't

0:33:53.200 --> 0:33:55.239
<v Speaker 1>hear it, but you turn on your your phone and

0:33:55.280 --> 0:33:58.680
<v Speaker 1>you activate the way to Ride app, and your phone

0:33:58.680 --> 0:34:02.680
<v Speaker 1>can completely detect this ultrasonic frequency no problem. And that

0:34:02.840 --> 0:34:06.680
<v Speaker 1>frequency is essentially associated with that cab. It's a unique

0:34:06.680 --> 0:34:13.959
<v Speaker 1>frequency that that cab alone is is allowed to use. Uh.

0:34:14.080 --> 0:34:19.080
<v Speaker 1>So your app would then send this frequency information over

0:34:19.160 --> 0:34:22.160
<v Speaker 1>cellular data networks, so same way it would do any

0:34:22.200 --> 0:34:26.520
<v Speaker 1>other kind of smartphone activity. It would go to the

0:34:26.560 --> 0:34:29.640
<v Speaker 1>servers for a way to ride. The servers would look

0:34:29.719 --> 0:34:32.600
<v Speaker 1>up the database of all the different cabs and the

0:34:32.640 --> 0:34:36.160
<v Speaker 1>different frequencies associated with each cab, find the one that

0:34:36.320 --> 0:34:40.960
<v Speaker 1>specifically pertains to the frequency you sent, and then send

0:34:41.040 --> 0:34:44.799
<v Speaker 1>back the payment information you had created in your profile

0:34:45.120 --> 0:34:47.960
<v Speaker 1>for that app. So when you install the app, you

0:34:47.960 --> 0:34:50.960
<v Speaker 1>would create a user profile that would include your preferred

0:34:51.000 --> 0:34:55.160
<v Speaker 1>payment methods for using this taxi service, and you could

0:34:55.239 --> 0:34:57.719
<v Speaker 1>end up having an auto pay option, so that's all

0:34:57.800 --> 0:34:59.320
<v Speaker 1>you have to do. It's kind of like what you

0:34:59.400 --> 0:35:01.319
<v Speaker 1>might experience if you have Uber and you're using a

0:35:01.360 --> 0:35:04.920
<v Speaker 1>digital wallet, or you could have one where you choose

0:35:05.000 --> 0:35:07.400
<v Speaker 1>which option you prefer at the time. So a lot

0:35:07.440 --> 0:35:10.000
<v Speaker 1>of these, you know, these taxi cabs have monitors built

0:35:10.000 --> 0:35:13.200
<v Speaker 1>into the back seats or the well about back of

0:35:13.280 --> 0:35:15.879
<v Speaker 1>the front seats, i should say, and you could use

0:35:15.880 --> 0:35:18.600
<v Speaker 1>that to choose your preferred method of payment at the

0:35:18.640 --> 0:35:20.600
<v Speaker 1>moment when you need to pay for your cab, and

0:35:20.680 --> 0:35:22.440
<v Speaker 1>do things like choose a tip and all that kind

0:35:22.480 --> 0:35:26.520
<v Speaker 1>of stuff. So that implementation, I think makes a lot

0:35:26.520 --> 0:35:31.880
<v Speaker 1>of sense because the only information being transmitted through sound

0:35:32.520 --> 0:35:36.560
<v Speaker 1>is the taxi cabs. I d that's it right, because

0:35:36.600 --> 0:35:40.600
<v Speaker 1>if it were payment information, then you've got some potential problems,

0:35:40.680 --> 0:35:44.040
<v Speaker 1>like if someone else is recording those sounds, just because

0:35:44.080 --> 0:35:46.799
<v Speaker 1>you can't hear them doesn't mean recording device couldn't pick

0:35:46.800 --> 0:35:50.920
<v Speaker 1>it up. If the if that particular frequency was associated

0:35:51.000 --> 0:35:54.879
<v Speaker 1>permanently with your I D and your payment information, that

0:35:54.960 --> 0:35:57.920
<v Speaker 1>clearly is a bad thing. You're talking about, you know,

0:35:58.280 --> 0:36:02.480
<v Speaker 1>identity theft or are just fraudulent charges, that kind of stuff.

0:36:03.000 --> 0:36:05.200
<v Speaker 1>So you would want to make sure that any information

0:36:05.239 --> 0:36:08.400
<v Speaker 1>that's being sent over sound waves is going to be

0:36:08.840 --> 0:36:13.640
<v Speaker 1>non vital to that transaction, right, just an identifier for

0:36:13.760 --> 0:36:17.480
<v Speaker 1>the for the cab or for the store or whatever

0:36:17.520 --> 0:36:21.640
<v Speaker 1>it is. Right. So I mean that particular implementation makes

0:36:21.640 --> 0:36:24.040
<v Speaker 1>a lot more sense to me because a lot of

0:36:24.040 --> 0:36:26.960
<v Speaker 1>the information I was looking at there saying, oh, it's

0:36:27.000 --> 0:36:31.480
<v Speaker 1>like NFC not really. Near field communication uses radio waves,

0:36:31.640 --> 0:36:34.279
<v Speaker 1>very very high frequency radio waves which have a very

0:36:34.760 --> 0:36:38.440
<v Speaker 1>short range that they can transmit over before they are

0:36:38.880 --> 0:36:40.680
<v Speaker 1>dispersed to the point where you can't really pick them

0:36:40.719 --> 0:36:45.000
<v Speaker 1>up anymore. So NFC, all of that transaction information gets

0:36:45.040 --> 0:36:48.600
<v Speaker 1>carried over the electromagnetic waves when you tap your phone

0:36:48.640 --> 0:36:53.360
<v Speaker 1>to whatever receptor you're using, whether you're paying for something,

0:36:53.440 --> 0:36:57.560
<v Speaker 1>or you're exchanging information, whatever it is, it's being done electromagnetically,

0:36:57.880 --> 0:37:00.399
<v Speaker 1>whereas in this case it's all being treads bit over

0:37:00.440 --> 0:37:04.799
<v Speaker 1>cellular data. So it's almost like like, really, this app

0:37:04.840 --> 0:37:08.040
<v Speaker 1>in a way just removes the necessity for you to

0:37:08.080 --> 0:37:12.120
<v Speaker 1>type in like the taxi cab number, because if if

0:37:12.160 --> 0:37:14.640
<v Speaker 1>it's if it's all within a system, and each cab

0:37:14.760 --> 0:37:17.719
<v Speaker 1>has a unique number associated with this is cab number,

0:37:17.760 --> 0:37:20.560
<v Speaker 1>blah blah blah, you could theoretically just have an app

0:37:20.600 --> 0:37:22.759
<v Speaker 1>where you type in the cab number and as long

0:37:22.800 --> 0:37:25.759
<v Speaker 1>as you didn't make a mistake, you're fine, right, and

0:37:25.760 --> 0:37:28.800
<v Speaker 1>then you can pay that way sure. And and another

0:37:29.239 --> 0:37:31.160
<v Speaker 1>way that this has kind of a head up over

0:37:31.440 --> 0:37:36.080
<v Speaker 1>NFC devices is that uh NFC is a specific technology

0:37:36.120 --> 0:37:40.239
<v Speaker 1>that you have to have a special device to transmit,

0:37:40.280 --> 0:37:42.839
<v Speaker 1>and you have to have another special device to receive. Right.

0:37:42.880 --> 0:37:45.000
<v Speaker 1>If your phone does not have an NFC chip in it,

0:37:45.440 --> 0:37:48.480
<v Speaker 1>nothing is going to make that phone work with NFC, right.

0:37:48.560 --> 0:37:51.000
<v Speaker 1>But but the technology behind this kind of thing is

0:37:51.040 --> 0:37:53.200
<v Speaker 1>actually really simple to implement. You don't even have to

0:37:53.200 --> 0:37:56.360
<v Speaker 1>have a smartphone as long as your mobile device can

0:37:56.600 --> 0:37:59.440
<v Speaker 1>can play m P three's for example, like like an

0:37:59.520 --> 0:38:03.520
<v Speaker 1>MP three bedded in a text message. You can totally

0:38:03.800 --> 0:38:08.520
<v Speaker 1>have this on on anything. I see your point. Yeah, yeah,

0:38:08.520 --> 0:38:10.479
<v Speaker 1>I mean the same way that like Twitter is really

0:38:10.520 --> 0:38:12.640
<v Speaker 1>cool because you don't have to have a smartphone for it.

0:38:12.680 --> 0:38:16.120
<v Speaker 1>You can transmit messages to and from Twitter using text message.

0:38:16.640 --> 0:38:19.880
<v Speaker 1>So this is really convenient for for that. For that reason,

0:38:19.960 --> 0:38:25.320
<v Speaker 1>I often forget that other people don't have NFC enabled telephones. Yeah,

0:38:25.560 --> 0:38:28.960
<v Speaker 1>I don't think minus minus. I don't use it, but

0:38:29.000 --> 0:38:33.240
<v Speaker 1>I haven't just so you can say you've got it.

0:38:33.520 --> 0:38:35.319
<v Speaker 1>That's the only reason I have anything. It's just so

0:38:35.320 --> 0:38:37.319
<v Speaker 1>I can say I've got it. So we're going to

0:38:37.400 --> 0:38:41.000
<v Speaker 1>conclude this by talking about some interesting new research into sounds.

0:38:41.000 --> 0:38:43.359
<v Speaker 1>So in the beginning of our last episode, we talked

0:38:43.360 --> 0:38:46.600
<v Speaker 1>about how sound works from a physical level. Well, this

0:38:46.680 --> 0:38:51.799
<v Speaker 1>is looking more at a very very granular level of

0:38:51.840 --> 0:38:55.440
<v Speaker 1>what's going on with sound. So I read this this

0:38:55.600 --> 0:38:59.080
<v Speaker 1>interesting study granular I get what you did there, I'm sorry,

0:38:59.719 --> 0:39:03.680
<v Speaker 1>and sing study about the relationship between sound and heat

0:39:04.000 --> 0:39:07.879
<v Speaker 1>and magnetic fields. So let's talk about sound and heat first,

0:39:07.920 --> 0:39:11.279
<v Speaker 1>because that's pretty easy to understand. Sure, Well, for one thing,

0:39:11.440 --> 0:39:14.200
<v Speaker 1>the temperature of a medium through which sound is traveling,

0:39:14.320 --> 0:39:17.359
<v Speaker 1>can change the rate it which sound propagates through it. Sure,

0:39:17.480 --> 0:39:19.640
<v Speaker 1>because I mean when you think about it, sound is

0:39:19.680 --> 0:39:23.080
<v Speaker 1>when stuff vibrates, right, any sort of matter. When matter

0:39:23.160 --> 0:39:26.759
<v Speaker 1>is vibrating, it's producing sound, assuming that there's you know,

0:39:27.480 --> 0:39:30.359
<v Speaker 1>there has to be oxygen there or atmosphere anyway for

0:39:30.440 --> 0:39:32.400
<v Speaker 1>us to be able to perceive that sound. But at

0:39:32.440 --> 0:39:34.920
<v Speaker 1>any rate, when stuff vibrates, that creates sound. Sure, and

0:39:35.120 --> 0:39:39.600
<v Speaker 1>vibrations are also what caused heat. Yeah, on an atomic level,

0:39:39.920 --> 0:39:43.080
<v Speaker 1>that's what heat is. It's when atoms are vibrating, and

0:39:43.120 --> 0:39:45.960
<v Speaker 1>the more the atoms are vibrating, the hotter the stuff.

0:39:46.640 --> 0:39:50.200
<v Speaker 1>So if you want to add more energy to a system,

0:39:50.280 --> 0:39:53.480
<v Speaker 1>let's say that let's talk about sound first. So let's

0:39:53.480 --> 0:39:56.920
<v Speaker 1>say you're either striking something with more force to create

0:39:56.960 --> 0:40:01.239
<v Speaker 1>a greater amplitude, or you're striking something reg pularly to

0:40:01.280 --> 0:40:04.360
<v Speaker 1>increase the longevity at which it will produce a sound.

0:40:04.680 --> 0:40:09.200
<v Speaker 1>That's one way to uh add energy into a sound system.

0:40:09.360 --> 0:40:12.680
<v Speaker 1>Or you add more energy for you know, creating greater

0:40:12.760 --> 0:40:15.560
<v Speaker 1>vibration of atoms, you're going to heat something up. You

0:40:15.560 --> 0:40:18.319
<v Speaker 1>can see where there's some sort of relationship between heat

0:40:18.360 --> 0:40:22.919
<v Speaker 1>and sound. Magnetic fields. However, that adds another element. How

0:40:22.960 --> 0:40:27.360
<v Speaker 1>can manetic fields interact with heat and sound? Well, first

0:40:27.680 --> 0:40:31.680
<v Speaker 1>you have to imagine that there is a fundamental particle

0:40:32.320 --> 0:40:35.720
<v Speaker 1>of heat and sound called a phone on. And we're

0:40:35.760 --> 0:40:41.319
<v Speaker 1>just using the word particles for simplicit No. I looked

0:40:41.360 --> 0:40:44.600
<v Speaker 1>it up to make sure I did. It does sound crazy.

0:40:44.640 --> 0:40:47.120
<v Speaker 1>Now when I say particle, it's not really a particle.

0:40:47.160 --> 0:40:51.360
<v Speaker 1>It's really more of a unit of measurement. Is probably

0:40:51.360 --> 0:40:53.160
<v Speaker 1>the easiest way of saying it. But it's a way

0:40:53.200 --> 0:40:57.279
<v Speaker 1>of describing a basic unit of vibration, the same way

0:40:57.280 --> 0:40:59.640
<v Speaker 1>that a photon is considered a basic unit of life,

0:40:59.680 --> 0:41:03.439
<v Speaker 1>except that's a physical thing kind of yes, physical issue

0:41:04.840 --> 0:41:08.080
<v Speaker 1>for for a given definition of physical yeah, uh, and

0:41:08.160 --> 0:41:11.640
<v Speaker 1>so phonon is essentially a unit of vibrational energy that

0:41:11.719 --> 0:41:16.759
<v Speaker 1>arises from oscillating atoms vibrating atoms. So uh. So it's

0:41:16.760 --> 0:41:18.680
<v Speaker 1>not so much a true particle as a way of

0:41:18.760 --> 0:41:22.759
<v Speaker 1>quantifying vibration, but we often refer to phonon's as the

0:41:22.800 --> 0:41:26.040
<v Speaker 1>basic particle of sound or heat. All right, So it

0:41:26.120 --> 0:41:30.480
<v Speaker 1>turns out that these actually can be affected by magnetic fields.

0:41:30.480 --> 0:41:34.879
<v Speaker 1>How Well, if you use a really strong magnetic field

0:41:35.160 --> 0:41:40.279
<v Speaker 1>on a non magnetic substance, you can actually control the

0:41:40.320 --> 0:41:44.120
<v Speaker 1>flow of heat and potentially of sound through that substance.

0:41:44.480 --> 0:41:48.919
<v Speaker 1>That's what the researchers found. So what the researchers did

0:41:49.000 --> 0:41:53.960
<v Speaker 1>was they took a semiconductor and they they subjected that

0:41:54.000 --> 0:41:57.480
<v Speaker 1>semiconductor to a powerful magnetic field and found that they

0:41:57.480 --> 0:42:01.040
<v Speaker 1>were able to reduce heat flow through the semiconductor by

0:42:01.040 --> 0:42:06.520
<v Speaker 1>twelve percent. So the magnetic force was able to impede

0:42:06.880 --> 0:42:12.200
<v Speaker 1>those phonons enough to reduce heat flow by twelve The

0:42:12.239 --> 0:42:14.279
<v Speaker 1>implication here is that if you were able to use

0:42:14.320 --> 0:42:17.960
<v Speaker 1>a strong enough magnetic field, then you could quote unquote

0:42:18.000 --> 0:42:22.760
<v Speaker 1>steer heat and sound, which could be incredibly useful. Uh,

0:42:22.800 --> 0:42:25.960
<v Speaker 1>and you could affect non magnetic materials this way. It

0:42:26.000 --> 0:42:28.759
<v Speaker 1>doesn't have to be something that's you know, that's that's

0:42:28.760 --> 0:42:31.959
<v Speaker 1>ferress or that's magnetic. It just has to in fact,

0:42:32.000 --> 0:42:35.040
<v Speaker 1>it it really just has to not be metal. The

0:42:35.080 --> 0:42:38.560
<v Speaker 1>reason why it can't be metal is that metal ends

0:42:38.600 --> 0:42:43.279
<v Speaker 1>up transmitting heat through electrons, a lot of heat through electrons,

0:42:43.360 --> 0:42:46.279
<v Speaker 1>and it's so much so that if you were to

0:42:46.440 --> 0:42:49.759
<v Speaker 1>use this method, any reduction and heat would be negligible.

0:42:49.800 --> 0:42:52.760
<v Speaker 1>You would not really be able to see the difference right,

0:42:52.880 --> 0:42:56.320
<v Speaker 1>so they'd be like instead of being it would be

0:42:56.360 --> 0:43:00.960
<v Speaker 1>at And also the other thing I have to bring

0:43:01.040 --> 0:43:04.160
<v Speaker 1>up is that the testing conditions they use are slightly

0:43:04.239 --> 0:43:08.479
<v Speaker 1>outside the parameters of practical everyday use. Uh. That being said,

0:43:08.680 --> 0:43:11.759
<v Speaker 1>they used a seven Tesla magnet or a collection of

0:43:11.760 --> 0:43:14.080
<v Speaker 1>seven Tesla magnets, which are the type of things you

0:43:14.080 --> 0:43:17.040
<v Speaker 1>would find and say an m r I machine in

0:43:17.080 --> 0:43:21.200
<v Speaker 1>a hospital or other like actual dedicated electro magnets at

0:43:21.200 --> 0:43:23.600
<v Speaker 1>a laboratory. It's not the sort of thing that you know,

0:43:23.719 --> 0:43:25.760
<v Speaker 1>you kind of have a laying around your house. Sure,

0:43:25.880 --> 0:43:28.120
<v Speaker 1>But so once I go in hijack an MRI machine,

0:43:28.160 --> 0:43:30.680
<v Speaker 1>I can totally build one of these. Well, first you could,

0:43:30.880 --> 0:43:32.880
<v Speaker 1>but then in order for it to actually have a

0:43:33.120 --> 0:43:35.640
<v Speaker 1>noticeable effect the way it did in the study, you

0:43:35.680 --> 0:43:39.120
<v Speaker 1>would first have two super super cool the material you

0:43:39.200 --> 0:43:42.800
<v Speaker 1>were going to measure, because what they did with the

0:43:42.880 --> 0:43:45.839
<v Speaker 1>semiconductor was they cooled it to just a little bit

0:43:45.920 --> 0:43:52.360
<v Speaker 1>above absolute zero. The reason is the phone on reduction

0:43:53.200 --> 0:43:56.279
<v Speaker 1>is so subtle that if if it's warm at all,

0:43:56.440 --> 0:44:01.640
<v Speaker 1>you can't see the effect. So yes, magnetic fields can

0:44:01.680 --> 0:44:05.399
<v Speaker 1>have an effect on heat and therefore sound as well,

0:44:06.440 --> 0:44:10.319
<v Speaker 1>because it can affect phonons. However, right now, the way

0:44:10.440 --> 0:44:14.160
<v Speaker 1>that they have discovered it here, it's not something where

0:44:14.320 --> 0:44:16.200
<v Speaker 1>you're going to be able to say, hey, I want

0:44:16.560 --> 0:44:20.040
<v Speaker 1>the words I say to be steered directly to this

0:44:20.239 --> 0:44:23.480
<v Speaker 1>specific point. Using this methodology, you can use other tricks

0:44:23.640 --> 0:44:28.719
<v Speaker 1>like interesting architecture to have sound transmit in really cool ways.

0:44:28.719 --> 0:44:29.920
<v Speaker 1>I don't know if you guys have ever been in

0:44:30.000 --> 0:44:32.719
<v Speaker 1>one of those science museums where they have the little

0:44:33.160 --> 0:44:36.800
<v Speaker 1>kind of semicircular alcoves where you can sit across the

0:44:36.880 --> 0:44:38.759
<v Speaker 1>room from each other and whisper and hear each other

0:44:38.840 --> 0:44:42.120
<v Speaker 1>even if there's tons of other people in the room. Yeah,

0:44:42.320 --> 0:44:45.880
<v Speaker 1>so that's cool. We can do that through actually directing

0:44:46.040 --> 0:44:49.759
<v Speaker 1>sound waves through through surfaces, but this would allow us

0:44:49.800 --> 0:44:51.880
<v Speaker 1>to do it through magnetic fields. So imagine that you

0:44:51.920 --> 0:44:54.680
<v Speaker 1>would be able to set up a system where, using

0:44:54.719 --> 0:44:58.800
<v Speaker 1>these massive magnetic fields, you could dampen sound around areas

0:44:58.880 --> 0:45:01.840
<v Speaker 1>That would be really no easy. Otherwise that could be

0:45:01.920 --> 0:45:04.040
<v Speaker 1>really cool. Like I think of if I happen to

0:45:04.160 --> 0:45:07.680
<v Speaker 1>live near here in Atlanta, we have like Chastain Park.

0:45:08.120 --> 0:45:10.239
<v Speaker 1>If I happen to live near Chastain Park and I

0:45:10.360 --> 0:45:14.760
<v Speaker 1>didn't want to hear whatever musician is playing at Chastain

0:45:14.840 --> 0:45:18.279
<v Speaker 1>Park that that time. Let's say that you know, it's

0:45:18.360 --> 0:45:22.600
<v Speaker 1>it's just it's it's a Neil Diamond tribute band that's

0:45:22.640 --> 0:45:25.520
<v Speaker 1>just playing really awful covers of Neil Diamond. Now, since

0:45:25.560 --> 0:45:27.840
<v Speaker 1>I love Neil Diamond, it would break my heart to

0:45:27.960 --> 0:45:30.800
<v Speaker 1>hear that, So I would want some sort of dampening

0:45:31.000 --> 0:45:34.480
<v Speaker 1>field effect. That being said, we aren't talking about using

0:45:34.520 --> 0:45:38.160
<v Speaker 1>magnetic fields to steer heat and sound. So if you

0:45:38.239 --> 0:45:40.840
<v Speaker 1>have anything that could be affected by a magnetic field,

0:45:42.160 --> 0:45:45.840
<v Speaker 1>like all of your technology, it might be tough to implement.

0:45:45.960 --> 0:45:48.800
<v Speaker 1>Like I also thought, oh, wouldn't this be great because

0:45:48.800 --> 0:45:52.360
<v Speaker 1>I live across the street from train tracks, And then

0:45:52.400 --> 0:45:56.040
<v Speaker 1>I thought, huh, there's a lot of metal train tracks

0:45:56.480 --> 0:46:00.680
<v Speaker 1>and trains I've been a giant. Magnetic field would probably

0:46:00.800 --> 0:46:05.160
<v Speaker 1>be the least effective means of it would probably actually

0:46:05.160 --> 0:46:07.280
<v Speaker 1>make quite a lot of noise for a short period

0:46:07.320 --> 0:46:10.560
<v Speaker 1>of time. That would that would messen things up. Also, uh,

0:46:11.320 --> 0:46:14.439
<v Speaker 1>getting you know, getting train yards down to absolute zero

0:46:14.640 --> 0:46:19.600
<v Speaker 1>or so is yeah, no that you know. I I

0:46:19.680 --> 0:46:22.000
<v Speaker 1>can find other ways to dampen the sound, I'm sure,

0:46:22.040 --> 0:46:24.120
<v Speaker 1>like noise canceling headphones. We talked about us in the

0:46:24.160 --> 0:46:27.600
<v Speaker 1>first episode two. So that wraps up our discussion. Now.

0:46:28.280 --> 0:46:31.400
<v Speaker 1>I want to stress, like, even the stuff we've covered

0:46:31.480 --> 0:46:35.800
<v Speaker 1>in these two very epic episodes, uh, that's just scratching

0:46:35.880 --> 0:46:38.719
<v Speaker 1>the surface of what sound could potentially do for us

0:46:38.800 --> 0:46:42.040
<v Speaker 1>in the future, and applications of sound and interesting and

0:46:42.120 --> 0:46:46.120
<v Speaker 1>innovative ways. There are tons of them, and I expect

0:46:46.160 --> 0:46:48.400
<v Speaker 1>that I will be revisiting this several times in the

0:46:48.520 --> 0:46:52.759
<v Speaker 1>future in the various videos for forward thinking, because they're

0:46:52.840 --> 0:46:56.680
<v Speaker 1>so fascinating and their potential is so amazing. Uh, And

0:46:57.239 --> 0:47:01.120
<v Speaker 1>also just because it's so cool the thing of something

0:47:01.200 --> 0:47:05.040
<v Speaker 1>we often don't associate with a physical force actually having

0:47:05.120 --> 0:47:08.680
<v Speaker 1>that force. To me, that's really cool. So I I

0:47:08.800 --> 0:47:11.520
<v Speaker 1>really enjoyed researching these. It's a lot of work, but

0:47:11.600 --> 0:47:14.160
<v Speaker 1>it was a lot of fun too. I'm curious what

0:47:14.239 --> 0:47:16.439
<v Speaker 1>our listeners thought. I would love to hear from you guys,

0:47:16.480 --> 0:47:18.919
<v Speaker 1>if you enjoyed this episode. Also if you have any

0:47:19.000 --> 0:47:22.600
<v Speaker 1>suggestions for future episodes, we would like to hear them,

0:47:23.440 --> 0:47:26.560
<v Speaker 1>Except we won't actually hear you will read them from

0:47:26.640 --> 0:47:29.040
<v Speaker 1>your emails and you could send us an audio file.

0:47:29.160 --> 0:47:31.600
<v Speaker 1>You could do that, but we might be a little

0:47:31.680 --> 0:47:35.680
<v Speaker 1>careful with any files that are sent to us. I

0:47:36.520 --> 0:47:39.200
<v Speaker 1>do not typically execute files that are sent to me

0:47:39.360 --> 0:47:42.400
<v Speaker 1>via email, but you could send them to us on

0:47:42.520 --> 0:47:44.759
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0:47:44.960 --> 0:47:46.440
<v Speaker 1>send them that way, or you could actually, you know,

0:47:46.560 --> 0:47:48.799
<v Speaker 1>upload a thing to YouTube that send us the link.

0:47:48.960 --> 0:47:51.880
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0:47:51.880 --> 0:47:53.959
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0:47:53.960 --> 0:47:56.680
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0:47:56.800 --> 0:48:00.280
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0:48:02.920 --> 0:48:06.600
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0:48:06.640 --> 0:48:09.120
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0:48:09.120 --> 0:48:11.240
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0:48:11.920 --> 0:48:18.800
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0:48:18.840 --> 0:48:31.680
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