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Editor's Spot, Switch Staffs May 1996

Editor's Spot, Switch Staffs

SWITCH

In this article the Switch staff goes in to detail on the redesign of the journal's website for an issue on on artificial life . The new design xperiments with the way Switch looks and how a user can navigate throughout the articles. Lorretta Lange is introduced as the new editor. The authors answer questions about the differences between artificial life and artificial intelligence, highlighting how artificial life can consist of small modulating algorithms. For more on this topic, the article links to Rudy Rucker's related article.


Gnarled Defined, Rudy Rucker May 1996

Gnarled Defined, Rudy Rucker

SWITCH

The article is a reflection of the author’s conception of the term ‘gnarly’, extending the term’s meaning from its origins in California surfer slang. 'Gnarly' is often used in a colloquial context, however, the author believes that the term is able to be used in an academic field as it pertains to outcomes and results of equations. Discussions towards the application of the term 'gnarly' showcase how it can be used in a scientific, mathematical, and artistic context through seemingly random patterns. In order to be gnarly, things must lie and exist between the realm of orderly and chaotic often …


The Quest For The Gnarl, Rudy Rucker May 1996

The Quest For The Gnarl, Rudy Rucker

SWITCH

The article describes some of the author’s own image-generating computer programs that he describes as “gnarly”. He began writing a simple spirograph program based off simple sine wave function called Spiro. Later transitioned into writing with C and better programs using more nonlinear feedback. Where Spiro is based on a simple sine wave function, Vine uses a nested sine function: the sine of the sine. The need for a more complicated computational approach lead to iteration and parallelism. Julgnarl uses Iteration and Calife uses parallelism. Calife shows one-dimensional cellular automata: spaces in which virtual computers are lined up like beads …


How I Got Gnarly, Rudy Rucker May 1996

How I Got Gnarly, Rudy Rucker

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The article describes how Rudy Rucker’s curious interest in celluar automata led to his career in mathematical computer science at San José State University. After conducting interviews on the theory of cellular automata as a freelance writer, he felt compelled to be involved in this great intellectual revolution in computer-aided experimental mathematics. Committed to reinventing himself, Rucker's interactions with mathematicians inspired him to write “Mind Tools”, a book that surveys mathematics from the standpoint that is information. After publishing his book, in 1987, he was eventually offered a position at SJSU in the Mathematics and Computer Science department. With assistance …


12 Monkeys, Collette Sweeney May 1996

12 Monkeys, Collette Sweeney

SWITCH

The article depicts the visual and conceptual significance of the film “12 Monkeys”, directed by Terry Gilliam and starring Bruce Willis and Brad Pitt. In this film, movie genres and tropes are called into question. Terry Gilliam presents a visions of the future, but relies on the conventions of the American Western Formula. Gilliam tales a distinct approach to typical characters, allowing his proragonists to become onlookers to the foreboding issue at play. What Gilliam achieves in his 12 Monkeys is making the viewers “entertain” that the future depicted in the movie may be seen as a warning.


The Emergence Of Alife, P.D. Quick May 1996

The Emergence Of Alife, P.D. Quick

SWITCH

Interview with Kenneth E. Rinaldo, an artist who is on the Board of Directors of YLEM. Within this interview, many topics are covered, including artificial life, simulations, the meaning of art, spirituality, and television. The interview also goes into the personal work and life of Rinaldo, whose focus includes many of these subjects. Some of the more specific subjects include intelligence without consciousness, the combination of science and art, and Ken Rinaldo’s The Flock, an interactive A-Life sculpture.