The premise of the game is to launch the sheep into the clouds to collect cloud fluff as wool for the sheep. Normal rules of physics still applies, though in my final version I had to exclude air friction in the x direction because of the occasional bugs it brought up – if I had more time I would make sure to work it back in and use it as ‘wind’ to make the levels harder. Unfortunately, time ran out. But overall I am very pleased with the project. It looks nicely put together, has sound effects and displays the number of clouds collected. The clouds disappear when the sheep crosses it with a popping sound, and every time you launch the sheep, it bleats. When the sheep falls, it clanks onto the ground.
I am glad I was finally able to apply physics to my program! I had originally thought it would be the easiest aspect…but incorporating the equations took a little sideways thinking.
The next level up would deal with wind and weather. More air friction.
And possibly predators in the form of turtles following the sheep in the next next level.
leonardo solaas has some really freaking beaaaauuuuuuuutiful generative math based orbital designs, they look 3d. The artist calls the phenomena as “emergent order from particles that orbit each other in a 2D space.” I really admire how complex his forms can get, how beautifully designed they look for something that is also partly randomly generated. It has a mesmerizing quality that I would love to be able to replicate. In this sense it’s actually quite similar to the other project that I really like-Martin Wattenberg’s data visualization of wind results in a map that looks just as captivating as Leonardo’s orbits, except it’s based real time on wind data. It conveys the movement of the air in the most basic way: with visual motion. As an artwork that reflects the real-world, its emotional meaning changes from day to day. On calm days it can be a soothing meditation on the environment; during hurricanes it can become ominous and frightening.
I would love to have seen leonardo’s visually 3 dimensional orbital art incorporated with real wind patterns. Both projects are wonderful on their own, but would’ve been mind-blowingly awesome together.
I thought incorporating physics into the mix would be really funl-I really wanted to explore implementing the realistic motion with particles, but in this specific case, it’s sheep-particles. (Bald, shaven, shivering sheep that need fluffy clouds.) The player will launch the sheep into the correctly shaped clouds. The force and direction at which the sheep is launched will be determined by various factors like how long the mouse is held, which direction, etc. As the player gets more and more sheep into the correct clouds, the computer tracks that and will increase the difficulty by adding in wind-randomly generated of course. I also want to work on how to randomly generate cloud shaped, otherwise that’d be a hassle to write…
Alright, that was my first idea. But after looking at some other artists, I’ve been inspired to try something else.
It’ll be video based very much like the text rain project, but in this case, the computer will analyze the redness and yellowness shapes. So with strips of yellow and red paper, you can have ‘wands’ that will cause the snowflakes that come raining down turn into something else-like magic! In this case, if a snowflake falls on something that exceeds a set yellow threshold, the flake knows it’s hit the yellow wand. Connecting with the wand will cause randomly generated orbital/spiral art (leonardo solaas inspired orbits) to form across the screen (generated by a turtle). if the turtle generated spiral hits something that exceeds the redness threshold, (aka the red wand) the spiral disappears.
If this works, I will have so much fun waving my arms around like an idiot for hour in front of the computer.
Stefanie Posavec-she’s a UK based designer who has made lots of work with data projects that involve language, literature and science while illustrating for various books and exhibiting at the MoMa…like HOW COOL IS THAT? That’s what I wanna be in a couple years…maybe…
One of her cooler projects that I feel I can relate to is
What if we could really see and feel the burden
that air pollution places on our bodies?
Stephanie tries to raise awareness by making ‘Air Transformed’ a series of wearable data objects that communicate the detrimental air pollution as a physical burden-literally. the necklaces are based entirely on open air quality data from Sheffield, UK, a former steelmaking city and notorious for its bad air.
Each necklace represents a week’s worth of data from sensors measuring large particulate (PM10) levels. Since particulate matter damages the heart and lungs, we felt a neckpiece was an appropriate way of communicating this data.
The segments range in size from small to large and in texture from completely smooth to spiky and sharp to touch; the larger and spikier the segment, the more particulates in
the air at that time.
By running their fingers over each necklace, the wearer can literally feel how the air quality in Sheffield went up and down over the course of each week. Dangerous particulate levels have the potential to hurt/prick the finger of the wearer.
If you bring your mouse off the canvas, the pug will be very upset. As soon as you bring the bone in sight he will follow happily. Bring the bone closer to his mouth and his tongue will start coming out.
Biggest struggle for the project: determining what the different rates of change in position for different parts of the body would help to create the illusion of 3 dimension. The closer the body part is to the viewer, the greater the rate of change it’ll experience when the doggy turns.
If I revisit this code, I’ll make sure to make it more efficiently/cleanly written
Ok-so last week I had wanted to make my project animated with each line (row) growing from left to right in succession from top down….I could’t figure out why my computer would’t load the code when I tried adding animation so ended up forgoing that aspect.
I was especially excited for this weeks project because I wanted to tackle the animation problem again.
The idea operates on the same principles-the weight of the line (in this case, turtle) varies depending on where in the picture the turtle is on.
I was going to go with spirals that originated from wherever the user clicked on the screen. The spirals would change width depending on where the turtle is at a given moment over the underlying image. Eventually, after lots of clicking, the overlapping spirals would have then formed a value drawing of your image.
…..unfortunately, while everything did end up running smoothly, I didn’t foresee the fact that since the spiral increases it’s step in every revolution it’s not picking up the grayscale values of the picture underneath consistently throughout. That was a bust.
I ended up animating greek patterns with varying weights! I’m quite pleased with the result though I do regret not being able to make the animation smoother. I couldn’t figure out how to get the program to run so that it looks like one continuous line with varying weights being drawn at a constant rate. Instead, it looks like someone is stamping patterns two at a time across the canvas. ….Actually I have another regret. I probably should’ve started simpler to begin with. Trying to make the animation smooth took entirely too long for me to go back to a simpler idea….it’s good practice I suppose.
After one picture is rendered, the canvas is cleared and it runs through a different underlying image.(this is the second underlying image, the third one is ugly, and I wanted to change it to something else but imgur told me to wait 55 minutes before uploading something else and then I changed my mind).
What are your thoughts about the cited project? In what ways do you agree or disagree with your peer’s assessment?
I agree that this program, ‘Musaic’, is really cool. When I had first looked it over way back in september I didn’t think very much of it. It was done before (well, not that idea specifically but very similar) and (cue cluelessness) couldn’t be that hard to do right?
(‘Musaic’ is a program that generates mosaics of album art, where each tile is another record cover. It was developed by Ian Mckellar at a music hack day in San Francisco, 2012.)
Except after trying similar ideas this week with the new material we learned, I cannot even begin to fathom how their program was able to analyze whether another album cover was appropriately colored to generally match the color and value of a patch of the other photograph without totally crashing the computer. My program was fairly simple, but had taken disproportionately long to code simply because trying to run it always took a few minutes.
How much longer would it have taken for their algorithm-especially keeping in mind that they composed a picture with 100s of unique miniature cover albums? Maybe I’m wrong, and it actually isn’t that hard. I hope that by the end of this course I’d learn enough to be able to go back to thinking-‘oh, it’s not that hard’.
I don’t entirely agree with Emma’s assessment that the program integrates music with coding-it’s more like integrating coding with art to create generative interactive art that would then go on to introduce different albums to the audience
This project was incredibly fun! I think brainstorming was the most enjoyable part of the project. It was actually really hard to decide on which idea to go with, so I ended up picking randomly. (here are some of the ideas)
I went with varying line weight to convey to the form of the the underlying image. It is somewhat reminiscent of the engraving styled print on our paper bills. What I struggled most with was actually debugging the code. I had thought it was a fairly straightforward concept but the execution had tiny details to it that took a long time to figure out.
Here are some mess ups: and this is what the image ended up being after a long debugging session: (I cycled through a couple of images)
The image appears one line (or row) at a time. Or…it’s supposed to-the computer spends an eternity and a half to load it when it’s animated, but only takes a couple of seconds if I keep it unanimated. Though what I really wanted to be able to do was recreate the money effect, but in that, the lines would have to curve to reflect the form as well as vary in line weight. I am still working on the version that would be able to analyze the picture for form……I’m not having as much success with that though.
Another issue though with my current program is that it doesn’t look nearly smooth as it would have looked like if I had just drawn the piece by hand. Though that also seems to depend on the picture. An underlying image with a soft gradient transitions yields much nicer results.
Upon reflection-after waking up: Wow. I never thought I would bomb a project so badly. Objects had seemed simple, but after trying to add it in to my code, the original would’t run either. I will work on better time management skills. As for the latest attempt, this is what the code looks like. Most of the object stuff is commented out because they don’t work….I will redeem myself with an epic project next next week.
Last night before 12:
(NOOOOOO!!! I really wanted to make this super cool-I spent too much time manipulating the landscape that I did;t have time to add in my objects!!! NOOOO!!! I’ll still post another one the finished version in an hour, but I can’t be late so………)
Last night a few minutes after 12: (DAMMMN. THIS IS MY 5TH UPDATE SINCE MIDNIGHT, AND I STILL CAN’T SEE MY PROGRAM RUNNING ON THE BLOG. I’M SO CONFUSED. AAAAAAAAGH!!!! HAVE MERCY! I DIDN’T SLEEP THE TWO NIGHTS BEFORE! WHYYYYYYYYYYYYYYYYYYYYYYY…..I kind of want to cry.)
Here’s another update. This was the plan B…
I had originally taken the 06 assignment and changed it for the background of my project…..so my 06 assignment actually looks better than the current state of my project. (For some reason I can’t see my embedded js when I preview this blog-I’m worried nothing is showing up)