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.
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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
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Controlling with Shaper
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Multiple Xenos
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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 HereVisualization of Sound
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Natural Phenomenon
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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.)
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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 HereMultiple Playbacks
Creating multiple timed playbacks of gestural mouse movement.
Download Code HereGesture Position and Velocity Controls Video
Using gestural mouse movement to control the size and playback speed of a video.
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Week 5
Sinusoidal Particles
Using sin to create a more organic looking particle system.
Download Code HereParticle Fireworks
Looping fireworks made with particles. Screen saver awesomeness!
Download Code HereImage 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.
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Week 6
Live Video Experimentation
Exploring particle systems and vector fields controlled using a live video feed.
Download Code HereXeno 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 HereMultiple 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.
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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 HereEmulating Smoke
An attempt to emulate the look and feel of smoke using particles with low alpha and blurred images.
Download Code HereParticle 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.
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Week 10
Experimenting with Type
Experimenting with embedding fonts and using them as particles.
Download Code HereCandyland
Particle-particle interaction using live video.
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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 HereCreature with Muscles
A first attempt at creating a creature with muscles.
Download Code HereA more successful creature with muscles.
Download Code HereFlocking 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.
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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.
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