WEBVTT 1 00:00:15.000 --> 00:00:24.000 The Ammann bars are an alternative and ingenious way to enforce the adjacency constraints 2 00:00:27.000 --> 00:00:33.000 Whenever the constraints are met, the bars join into straight lines 3 00:00:45.000 --> 00:00:51.000 Ammann decorations must continue straight from a tile to an adjacent one, 4 00:00:51.000 --> 00:00:57.000 this is an alternative way to enforce the adjacency constraints 5 00:01:14.000 --> 00:01:18.000 The decorations have to perfectly align 6 00:01:19.000 --> 00:01:23.000 to form straight lines 7 00:01:33.000 --> 00:01:41.000 The "star pattern" is now constructed with the addition of the Ammann bars 8 00:01:44.000 --> 00:01:50.000 The decorations form five families of parallel lines 9 00:01:51.000 --> 00:01:57.000 and in each family the lines can have "long" or "short" distances. 10 00:01:58.000 --> 00:02:04.000 The sequence of such distances is related, once again, 11 00:02:05.000 --> 00:02:11.000 to the Fibonacci Rabbit sequence 12 00:02:11.000 --> 00:02:17.000 and the Golden Ratio appears, again and again! 13 00:02:23.000 --> 00:02:28.000 We can give fantasy names to some interesting configurations of tiles 14 00:03:46.000 --> 00:03:50.000 One of the most fascinating ways of tiling the plane with kites and darts 15 00:03:50.000 --> 00:03:54.000 is achieved by starting from two half-kites 16 00:03:55.000 --> 00:03:58.000 with the usual deflation/inflation procedure. 17 00:03:58.000 --> 00:04:01.000 We obtain the so-called "cartwheel" 18 00:04:03.000 --> 00:04:06.000 In its center we find a decagon containing a peculiar shape 19 00:04:06.000 --> 00:04:10.000 called "batman" 20 00:04:12.000 --> 00:04:16.000 Emanating from the decagon we find stripes of long and short bows 21 00:04:17.000 --> 00:04:21.000 If we "turn over" a single one of these (infinite) stripes 22 00:04:22.000 --> 00:04:26.000 the decagon gets modified 23 00:04:27.000 --> 00:04:32.000 and the "batman" can no-longer fit. 24 00:04:33.000 --> 00:04:38.000 The remaining "hole" cannot be filled 25 00:04:40.000 --> 00:04:45.000 This configuration is called "Asterix" 26 00:04:56.000 --> 00:05:00.000 By reversing in all possible ways the stripes of "bows" 27 00:05:00.000 --> 00:05:04.000 we obtain a total of 62 distinct "holes", they are called DECAPODS 28 00:05:15.000 --> 00:05:21.000 Some of them have nice shapes to which we can assign a name 29 00:05:40.000 --> 00:05:47.000 As you can see, Asterix and Batman are two of these decapods 30 00:06:00.000 --> 00:06:04.000 All of the decapods can be obtained 31 00:06:05.000 --> 00:06:08.000 placing 10 golden obtuse triangles around the origin 32 00:06:09.000 --> 00:06:14.000 oriented in two ways, shown with a + and a - 33 00:06:16.000 --> 00:06:21.000 This is the "hut" decapod 34 00:06:24.000 --> 00:06:30.000 Around the "hut" we can construct a decagon 35 00:06:40.000 --> 00:06:48.000 and infinite stripes of long and short bows 36 00:06:53.000 --> 00:07:00.000 The stripes (worms) must be suitably oriented 37 00:07:04.000 --> 00:07:10.000 Finally the tiling can be completed in the same way as for the cartwheel 38 00:07:14.000 --> 00:07:20.000 The black lines are the Ammann bars, showing that the adjacency constraints are met 39 00:07:25.000 --> 00:07:30.000 We can change the decapod, e.g. into a "buzzsaw" 40 00:07:31.000 --> 00:07:36.000 by suitably repositioning the tiles in the central decapod 41 00:07:38.000 --> 00:07:43.000 and the "worms" of long and short bows 42 00:07:44.000 --> 00:07:49.000 and still we can fill the whole plane out of the decapod 43 00:07:50.000 --> 00:07:55.000 The Ammann bars again show that the constraints are met 44 00:07:58.000 --> 00:08:03.000 Here we have all 62 decapods 45 00:08:18.000 --> 00:08:22.000 Among them, the "batman" is the only one 46 00:08:23.000 --> 00:08:29.000 that can be filled with kites and darts 47 00:08:35.000 --> 00:08:41.000 obtaining the beautiful cartwheel that we encountered before 48 00:08:56.000 --> 00:09:02.000 We can enforce adjacency constraints also for the fat and thin rombs 49 00:09:02.000 --> 00:09:08.000 similarly to a jigsaw puzzle 50 00:09:19.000 --> 00:09:24.000 We break the rhombs in two golden triangles... 51 00:09:24.000 --> 00:09:30.000 FAT RHOMBUS: two obtuse triangles 52 00:09:30.000 --> 00:09:36.000 THIN RHOMBUS: two acute triangles 53 00:09:45.000 --> 00:09:54.000 We can use the subdivision idea shown for kites and darts 54 00:09:54.000 --> 00:10:04.000 Darts and kites can be subdivided in smaller copies of fat and thin rhombuses 55 00:10:19.000 --> 00:10:28.000 Similarly we can subdivide fat and thin rhombuses 56 00:10:28.000 --> 00:10:38.000 in smaller copies of darts and kites 57 00:10:53.000 --> 00:11:03.000 Let us apply the semideflation process twice to part of a cartwheel 58 00:11:03.000 --> 00:11:08.000 and transform it into a finer tiling 59 00:11:18.000 --> 00:11:23.000 ... made of rhombuses 60 00:11:22.000 --> 00:11:32.000 Another "semideflation" produces kites and darts again 61 00:11:32.000 --> 00:11:42.000 organized in a finer tiling, but otherwise equal to the original one