Week 1

Flipbook Animation

Recording Motion

For my first video, I wanted to look at a very slow, steady mechanical movement. The motion is so slow, it is almost imperceptible.



For the second video, I recorded another mechanical motion, but this time one that is much faster and disjointed. Apologies for my cat in the background. He was fascinated by this toy and after about 30 takes, I gave up and let him watch.



For the third video, I wanted to look at organic human motion that is still very repetitive and could possibly even be mistaken for mechanical.



Drawing Name in oF

To begin familiarizing ourselves with oF, we were asked to write our names. I wrote mine using ofBeginShape and plotting vertexes. I experimented with ofPushMatrix and ofPopMatrix to even out the size of the letters and spacing between them. I also decided to add some simple interaction by changing the colors randomly based on mouse position.

Download Code Here

Back to Top

Week 2

Robin Roades Animation Experiment

Fastest Non Moving Speed

For this exercise, we were asked to find the fastest imperceptible speed for an object to move across the screen. The slowest I was able to perceive was when I set the pct variable to increase by 0.000001. I then used the ofGetElapsedTimeMillis function to time that to about 15 seconds for 1 pixel of motion. I then measured my computer screen to be 13" wide with a resolution of 1440 pixels across. So I divided 1440 pixels by 13 inches to determine that there are about 110 pixels per inch on my screen. So 15 seconds for 1 pixel of motion gives us a speed of approximately 0.066 pixels/second. If there are 110 pixels in an inch on my screen, we can divide .066 by 110 to give us a speed of .0006 inches/second. 1 inch/second is equal to approximately 0.05666 mph, which makes our .0006 inches/second equal to about 0.000034 mph.

Fastest Still Perceptible Speed

We were then asked to find the fastest speed that is still perceptible as motion. I perceived this to be when pct was set to increase by 0.035. I then used ofGetElapsedTimeMillis again to time that it took about .7 seconds for the shape to move from point A to point B. The two points were set to be 590 pixels apart, making the speed 413 pixels/second. So then, 413 divided by 110 gives us a speed of 3.75 inches/second and 0.21 mph.

Click to Change Point A + Point B


Download Code Here

Controlling with Shaper


Download Code Here

Multiple Xenos


Download Code Here

Back to Top

Week 3

John Whitney Tribute


An attempt at creating patterns in the style of John Whitney using sin and cos to create seemingly random motion with hidden harmonies.

Download Code Here

Visualization of Sound


Download Code Here

Natural Phenomenon


Download Code Here

Creature Using Atan2 and Xeno


A creature that follows your mouse movement across the screen and turns in the correct direction as he moves. He breathes and (kind of) wags his tail as well. (Tail wagging should be fixed soon.)

Download Code Here

Back to Top

Week 4

Multiple Point Recorders

An attempt at recording and simultaneously playing back the shape and speed of multiple gestural mouse movements. This one's not quite working. Hopefully just a simple fix.

Download Code Here

Multiple Playbacks


Creating multiple timed playbacks of gestural mouse movement.

Download Code Here

Gesture Position and Velocity Controls Video


Using gestural mouse movement to control the size and playback speed of a video.

Download Code Here

Back to Top

Week 5

Sinusoidal Particles

Using sin to create a more organic looking particle system.

Download Code Here

Particle Fireworks


Looping fireworks made with particles. Screen saver awesomeness!

Download Code Here

Image Particles


Loading in images for particles rather than drawing shapes to create more interesting patterns. (Or at least more bizarre.) Inspired by Banksy's Pet Store.

Download Code Here

Back to Top

Week 6

Live Video Experimentation


Exploring particle systems and vector fields controlled using a live video feed.

Download Code Here

Xeno Butterflies


Used the xeno and atan2 code from a few weeks ago to create a system of butterfly particles which follow each other around the screen to form unique patterns.

Download Code Here

Multiple Particle Vectors with Trails and VF


Wanted to try to implement the vector of vectors in a new way. Gives sort of a waterfall effect. Could also be kind of a game to try to create vector fields to direct particles without blocking their endless flow.

Download Code Here

Back to Top

Week 7

Experimenting with Sound


A sound visualizer using particle-particle interaction and vector fields. When drawn, the vector fields alter the pitch of the music.

Download Code Here

Emulating Smoke


An attempt to emulate the look and feel of smoke using particles with low alpha and blurred images.

Download Code Here

Particle Particle Game


A playful game imagining particles as flies. Draw circles around the bug zapper to create a vector field to attract the flies to it.

Download Code Here

Back to Top

Week 10

Experimenting with Type


Experimenting with embedding fonts and using them as particles.

Download Code Here

Candyland


Particle-particle interaction using live video.

Download Code Here

Back to Top

Week 11

Soda Constructor


Experimenting with creating a creature using Soda Constructor. Looks easy at first glance, but there is a lot of physics involved.

Run App Here

Creature with Muscles


A first attempt at creating a creature with muscles.

Download Code Here


A more successful creature with muscles.

Download Code Here

Flocking with Vector Fields


Combined the flocking code with vector fields. The particles also have a very small repulsion force from one another causing them to act a bit confused -- flocking to one another, but then fleeing when they get close enough.

Download Code Here

Back to Top

Final

Chicken Pirates


An iPhone game created in collaboration with Ricardo Grego and Burcum Turkmen. Combines much of the code from the semester, including particles, vector fields, flocking and spring systems. In the game, you play as the captain of the Chicken Pirates and your objective is to reach the treasure chest on the opposite side of the screen, using the accelerometer interaction to do so. Between you and the treasure are obstacles. Avoid flocking sharks, spinning whirlpools and tangled seaweed to win the game. We wanted to add a noise texture for the water in the background as well, but it made the program too heavy. We hope to add more levels to it in the near future.

Download Code Here

Back to Top