The “Predator & Prey” has five distinct modes, each with it’s own unique interactive properties. Modes can be switched using any key, and mouse clicks bring a new surprise! The predator chases the prey, which grow happy and big with an increased distance from the predator. The “predator” can be placed in any part of the screen in mode zero, while mode one creates new “prey” at the mouse location. Mode two is the “gotcha” mode where the “predator” is trapped by the creatures which live deep in the ocean. It’s tail flails helplessly signalling for help as the happy prey swim by. Mode two demonstrates how to zap the prey which is nearest to the mouse location, and the last mode is placed just for fun!
My goal for this project was to try out some of Daniel Shiffman’s work as he outlines it in his “Nature of Code“. I explored the first six chapters and implemented vectors, oscillation, and formulas for force, included the ones he outlines for cohesion and separation related to flock behavior. However, I tweaked some of his methods during experimentation and tried to produce results unique to his.
Here are some screen shots of the work in progress.
Having gone through some of the work of generative design artists, the one that truely inspires me is Memo Akten’s project titled “Waves“. He simulates ocean waves using hundreds of thousands of particles. The resulting forms of his work are amazingly beautiful and he describes this part of his work as “Aesthetic Explorations”. This project is an ongoing study, and he has used various particle systems for the study of ocean wave behaviour, including one that looks like paper and another that looks like thermopore flakes!
AlteredQualia’s project Multi-Touch toy is a remarkably creative and charming amalgam of systems. A menu let’s you choose from eighteen delightfully different systems which react differently to the mouse movement or mouse click. Each of the eighteen systems generate their own forms and colours.
Of the two projects, the waves would be my most favorite owing to the sheer beauty of it. I could possibly stare at these images for hours on end, and be totally absorbed by how the waves evolve. However, the Multitouch toy would be my favourite as an amusing and enchanting time pass! While the waves is a serious piece and I would classify it as a masterpiece, the multitouch toy is just that.. a toy!
For the final proposal, I would like to study some of Shiffman’s work as described in his e-book “Nature of Code”. Of particular interest to me would be his chapter on “Particle Systems”. I would like to study this particular chapter, and evolve a single boid, or a series of particles which behave as a system.
The first part of the project would involve the implementation of a single particle (or a series of particles bunched together to form one being / boid), and then the second part of the project would be to work out how they behave as a system. Please refer to the (napkin?) sketch for a couple of my ideas of a single boid.
The boids are to respond to the mouse’s movement. They are also to react to the edges of the canvas as well as to each other. They should have a velocity, acceleration, oscillation and I propose to simulate inertia in this project as well.
However, having conveyed the project outline, it should also be noted that sometimes ideas evolve with the development of the design. Perhaps a single boid having a very complex set of behaviours, would signal the end of the project.
**Please click a few times to reach the end of the life-cycle of the worm (useful prompts are given)!! The worm is born, eats grass, grows fat, plays with the mouse and the bubbles, becomes allergic to mouseclicks, eventually dances his final dance, decomposes and leaves while his bubbles bid him farewell. A new worm is born, and completes the life cycle.
Emily Gobeille is an award winning artist and designer, who has done a lot of work in interactive environments and installations. Being the creative director / partner at the firm Design I/O, she merges technology with design to create interactive installations. Among her many projects is funky forest, which is a simulation of an ecosystem, and invites users to participate in creating the design. Users can create trees using their own bodies and channel water towards these trees. A link to her work is:
Please Click here for a link to her work
I admire the breathtaking artwork the most in this creation. It is wondrously detailed, and the depth of colours used is amazing! I also enjoy the novel way in which she invites users to participate in, explore and impact her created environment.
Using different variables, surprising new patterns can easily be generated. I created an interactive project, where users can change different inputs and see what happens!
For this one, I used two images as my source. One was the portrait itself, and the other was part of an image of an ocean (http://www.psych2go.net/big-five-personality-traits-ocean-empirical-correlates/). I superimposed the two by extracting the colors of one, and the brightness of the other to create ellipses. Then I tried to make them move to give the illusion that they’re underwater. Just wish I had more time..
A couple of screenshots are attached as seen here..
Although William has sat next to me during most labs, we hardly had a chance to talk. So this blog post was the perfect opportunity to get to know some of my peers, as well as their work. I am writing about William’s post on “wearable sound waves” in his looking outward 03 blog post. Will’s own blog post can be found at:
Looking Outwards 03-Will Dively
The original work that he cites can be found at the following links:
It is about the jewelry on offer at the website: http://www.bza.biz/
The original post describes how sound waves are used to digitally plot jewelry. Any message can be recorded and it’s frequency is “printed” in 3D using various materials from ply to acrylic of different colors. My fellow classmate is “intrigued” by the idea of wearable sound, and enjoys the fact that the original message remains hidden while the jewelry is displayed for all to see and admire. He also speculates in the sort of algorithms that may be required to produce such a piece. I myself feel that if architecture is classified as “frozen music”, then the producer of this app has found a unique new way to freeze sound waves and present them to us in a visual and tactile format.
I started with the template from the buildings template posted in the deliverables section, and then worked my way from there. The snail was the first creature, and I worked to get it to have different speeds and types of motion. It has one small y-axis deviation, and a larger one for the head. After that I worked on the second creature to move faster, and make it look like it’s overtaking the snails by virtue of it’s speed! Last I put in the rolling wheels. Again I worked on the type of motion and managed to make it look like it’s rolling as well as being sucked into a hole! Finally I created the background object by creating some features, including the hair which I made using the noise function.
The single lane super highway was created to interpret annual report themes! It features over 50,000 hand made sketches of cars that are animated to move across a curved road.
Beautiful concept, graphics and innovative way of representing the bond people feel with their automobiles is what caught my fancy for this project. The fact that each of the cars which appears to be scrolling down the “single lane superhighway” is unique and hand made lends an intriguing aspect to the design. Beautiful graphics and the innovative way to report themes makes it an exceptional design. The credit for the artwork goes to Aaron Kobin, while the programming was done by “Mr doob”. The work can be viewed at this page: