“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.
Fluorescent Voyage is a game made in processing, which focuses on a light source that must illuminate a planet that has lost all light. This project was inspired by games such as journey and monument valley. You can play the game here
This project was developed in P5JS, and the visuals were created using Adobe Illustrator.
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.
Much of the severity and impending nature of global warming can only be seen on a wide scale, and thus it is difficult to understand both its effects on our day to day as well as our collective contributions to it. Free Real Estate makes commentary on this social situation by giving the player the ability to create objects in an empty world. The progressive change of the environment is a direct reflection of what the player’s actions, and it is through this engagement between player and world that one is able to understand how every day tasks in life can pile up to create destruction.
In order to complete the game’s technical elements, much time was spent on the scripting of the game. Much of the scripts were not available online, so several components were created by self teaching ourselves c#. In the end, the project worked as intended, and further add ons would likely be made upon the visual elements rather than the technical.
This series explores the relationship between machine and organic, as well as the computer and human.
The works created here are generated by a computer algorithm, that creates a different art piece 60 times a second based on random variables. Every piece works off of a grid algorithm, but a different random component is added to every two works. These two works differ from each other by adding another random component. The goal of this second component is to represent the organic aspects that are transmitted from both the creator of the program, and the program itself as it generates the art piece. In a series, they come together to represent how the computer can take its systematic properties, like creating a grid, and warp them into an organic and humanely visual spectacle.