Cyberware and the US Air Force have developed a body scanner
for fitting military clothing and equipment. It can measure
a person's size and shape in 15 seconds. [WSJ, 4/25/96, A1.
NewtNews.]
Menswear designer Jhane Barnes uses a CAD program called
Canvas for garment design and tailoring. She also uses
MandelMovie and FractaSketch to create symmetrical and fractal
pattern designs, then WeaveMaker to control a loom than can
make a small fabric sample in about an hour. [Wired, 6/96.
, net-hap, 5/11/96.]
There are at least four competing technologies
for rapid physical prototyping, also known as "3D printing":
photo-hardening of liquid polymer, sintering of sprayed metal
powder, spraying melted wax or plastic, and lamination of
laser-cut plastic or paper sheets. The San Diego Supercomputer
Center uses the latter, forming any fist-sized prototype
in under 24 hours. The prototype is similar to wood, and
can be sanded, sawed, bolted, nailed, varnished or painted.
They're currently working on software that can detect likely
flaws (holes) in submitted designs prior to fabrication.
[Chronicle of HE, 4/12/96, A25. NewtNews, 4/30/96. Bill Park.]
John Koza is offering a PostScript paper on four problems
in cellular automata, molecular biology, and circuit design
for which genetic programming has performed at least as well
as humans. He says that genetic techniques often give you
domain-independent automatic programming in which What You Want
Is What You Get (WYWIWYG, pronounced "wow-eee-wig").
(Research
Publications /Recent Papers). [,
connectionists, 5/25/96.]
Jordan Pollack and his students have used simple hill-climbing
in a 4K-parameter feed-forward network to develop a competitive
backgammon evolution function. An initial champion of all
zero weights was played against a slightly mutated challenger.
Results show co-evolution to be a powerful machine learning
method. A demo and an ALIFE 5 paper can be found on
. [.
Sharon Block , 5/6/96.]
IBM's Deep Blue chess computer searches about 20B moves
in three minutes -- enough to check "every possible move
and countermove 12 sequences ahead and selected lines of attack
as much as 30 moves beyond that," but not enough to beat Kasparov.
Chess masters "are doing some mysterious computation we can't
figure out." [Scientific American, 5/96, p. 16. EDUPAGE.]
If you have a game engine you'd like to license
for Internet use, contact Joshua Shaub ,
(415) 547-1410. [Mario Palumbo <97mariop@gsb.stanford.edu>,
colloq, 5/16/96. Bill Park.]