Ambient Spaces

Click here to view the project

“Ambient Spaces” was created largely for myself, to remember the spaces and people I’ve been with over the years, but my hope is that it can be used by anyone as a way of recreating a past moment or to commemorate a current one. The project is a website in which visitors can explore ambient sound that has been recorded and mapped onto an interactive map. By clicking on any of the location markers, the visitor is taken to a customized audio visualization of the sound. Visitors can also choose to add their own sound file by clicking the “create” button.

Ambience is a powerful way for people to come together over a shared experience, or for you to meditate over a personal one. Ambience in the literal sense implies a shared experience because it is a physical space that can be experienced by anyone. When shared with people who you care about, this physical space becomes a marker for the experiences you and those people have shared and developed emotional bonds over. In this sense, ambience is a shared experience in the conceptual sense as well. Yet, because the individual person will interpret every shared experience differently based on their own past experiences, thoughts, and ties to the people around them, ambience is interpreted in a uniquely personal way. This dual property of ambience is what makes it appropriate to represent the connections and memories we have created within our time at University.


Acquaintances Through Iteration

“Acquaintances Through Iteration” is an interactive window that peers into the perspectives of individuals during the 2020 COVID-19 pandemic. The window asks participants to approach the blank surface, which partially reveals an image and expert of an individual’s personal interpretation of the pandemic. The image is unmasked through the use of Cellular Automata, an algorithm simulating the life of cells, which literally refers to the nature in which COVID-19 can spread. Increasingly close distance and action reveals more of the image, which plays with the idea of spreading virus through proximity, but in this case stands as a metaphor for the sharing of ideas. Much like how communication is necessary and unrestrainable, the desire to approach the mirror to connect with others is undeniable, but is constantly in the back of our minds as we engage in the behavior.

Click here to view the web version of the project


The Fated Game of Life

The mathematics within nature have always fascinated me because of their simplicity and beauty. The beautiful patterns of seashells formed from the fibonacci sequence or the hexagonal patterns of honeycombs are made because of their efficiency and simplicity. The Fated Game of Life is an exploration of John Conway’s Game of Life, by seeing how simple rules can be channeled to form beautiful images.

John Conway’s game of life is a computer program that runs on very simple rules. It is an application of Cellular Automata. The program creates a canvas (a grid), that creates a “cell” in each square. The number of adjacent cells determines whether that cell gets to live or die. When layed out randomly, an fascinating simulation of life occurs:

To expand on this idea, I took the rules of the game of life, and created additional rulesets and differentiated them by color. The result is several games of life that all behave differently:



Next, I created an algorithm that draws from a set of images and divides the selected one into several layers of colors. The results are as below.


Finally, the two different algorithms were combined so that each layer is assigned to a different ruleset. By doing so, the algorithm begins to generate imagery. This particular project revolves around the generation of Japanese paintings, as each color of the painting is clearly independent from the others but still comes together to create cohesive imagery strongly compliments the way in which cellular automata is able to spread apart while still being a cohesive piece.