Posts Tagged ‘processing’

Nature of Bokeh – Proposal

// March 30th, 2010 // No Comments » // Nature of Code

noc_sample_small

For my Nature of Code final I’m thinking of creating a video that would have a particle system interacting with the native particles from the source footage. Using the image above as an example, the blurred out lights in the background would act as the primary set of particles. A second set of particles would then be introduced in processing (using textures stripped out from the lights). Through a variety of physics simulations, the new set of particles would interact with the lights as well as any objects that are focused in the screen. The chair above for instance, could be turned into a mask, where the particles would treat it as a boundary and react accordingly.

Using one shot to start with, I will try to implement as much of the code as I need to have everything up and running. Once I get to that stage I will start testing that code with new footage and try to introduce some new features. One of which that I am thinking of, is to add an audio reactive element to the particles’ behaviors. I still have lots to do before I get there though. I have started to use OpenCV to see how I can track the particles with blob detection. I am looking into the best way to handle the textures. I also need to decide how to handle the workflow of the video (GSVideo, an image sequence ?). While I do all of this, I will also be thinking of what type of footage will work best with the concept and what kind of foreground objects I can use to help build a stronger conceptual framework.

Daft Bodies (via SMS)

// February 9th, 2010 // No Comments » // Interactive Television

Last week in Live Experimental Interactive Television we were asked to create a site where users were able to interact with video by SMS. Teaming up with Adam Harvey, Edward Gordon and Mustafa Bagdatli we created the above video. Drawing upon the ridiculousness of the Daft Bodies meme, we thought it would be funny to give users the ability to control the characters with their phones. One of the things I thought worked well was the ability to send in a word via text and see that word acted out and sung with the typical Daft Punk vocoder sound. One of the drawbacks would be scale. It worked well with a class room full of people, but it might get out of control with thousands of viewers. A few ways to approach this problem may be to change the nature of the content, divide up the screen and then provide many more options. If this was the case, you could construct some sort of game based goal which people may be able to see the result of their actions clearer.

Serial communication

// October 21st, 2009 // No Comments » // Physical Computing

Here is my take on last week’s lab for physical computing.  I’ve been playing with spirals in ICM lately so I decided to rig one up to a potentiometer.  Next step is to bring in 4 or 5 more into the equation.  Here it is for now though …

Frankenstein Mirror

// October 11th, 2009 // No Comments » // Computational Media

In ICM this week we learned how to parse text using strings. I’ve also been playing around with using camera input, so I decided to make a text mirror drawing from class examples and using the text of Mary Shelley’s Frankenstein for the mirror.  Video of it in action:

Code can be found here if you want to test it out in processing.

Pixel Distortion

// September 27th, 2009 // No Comments » // Computational Media

This week in ICM we were asked to create a sketch that made use of functions and objects. I decided to go a bit more abstract on this one. The sketch is below. The lines are being drawn from the center out with a random displacement between each other of -1 to 1. A second instance of the object is drawn one pixel up and to the right when any key is pressed. It produces a crazy glitching effect because of being drawn on keypress instead of in the draw loop. As for the strange patterns within the lines, I can’t fully explain what’s going on there. But from what I do know, they are caused from the lines being too dense for the resolution of the pixels. As well, because they are thin lines drawn on an angle across the grid, the lines have jagged parts because of their adherence to the grid. The proximity of these jagged parts to each other is what creates the patterns.

pixelDistortion_02

You can try out the sketch and see the code.