yanwen-meander

This is such a beautiful project. I really appreciate how Hodgin documented each step that constructed the project in adequate amounts of explanation, both visually and textually. It is fascinating to follow along the process of creating each segment of this procedural generated piece. 

It might be a bit of a stretch but somehow Land Lines by Zach Lieberman and the Google Data Arts Team came up in my mind. Maybe it’s because I found similarities between how both projects used simple lines to either generate organic landscapes or to find existing places based on satellite images. 

yanwen-Timekeeping

To me the most intriguing part of the topic is that while multiple ways of time tracking (e.g Lunar based calendar, Tropical, Solar and Sidereal year) can be traced back to natural phenomenon, the concept of “hour” was actually entirely man made. Besides the structured time-keeping method, Johanna Drucker also mentioned how time can be described through relations and temporality. It is possible to view time from highly subjective perspectives or multiple view points. 

yanwen-clock

 

 

Demo: link  & Repo: link

For my abstract clock project, I wanted to present the passage of time from the perspectives of mayflies, a species with extremely short lives. Adult mayflies have an average lifespan of one day. I wanted to step away from presenting the exact time with seconds, minutes and hours, and instead divide the whole day into 4 stages: emergence, swarming, mating, and death. Since I couldn’t found an exact record of time of transitions, the current version is built with evenly distributing 6 hours to each stage.

Concept: ephemerality/decay/“朝生暮死” (birth in the morning death at dawn)

I went through a lot of adjustments from abstracting the form of mayflies to simple custom shapes, to deciding how each stage should be presented differently from the previous one. Ideally I would like to solve the frame-rate issue and look for more natural ways to show the transitioning.

yanwen-Reading02

Where do you locate your interests along this spectrum?

I see my interests and creations more aligned with the category of “last word art”. My design works are mainly created with tools and rules that are already set up by previous designers, and my digital media creations are also based on the established form of creative coding environments and forms of expressions. 

 

What are some ways in which new technologies shape culture? What are some ways in which culture shapes technological development?

In my view technology and culture affect each other and develop depending on the influences that they receive from each other. Technology developments in fields including entertainment, daily workspaces, living environment, all have helped shape how the culture is like in the digital age. Similarly,  feedback and preferences from people as users decide what types of technology would continue to live on for further developments.  

 

We might aspire to make stuff of lasting importance, but when our work is technologically novel, it doesn’t always age well.

To me “doesn’t age well” might be either the technology that was once novel became familiar (or much more widely used) so the work is no longer novel in contemporary view, or the novel technology went discontinued and became obsolete. For the first scenario, all works should be viewed within its context. Even if the technology is no longer new, the work could still represent a turning point or important experimentation within the history of digital technology. For technology that became obsolete, it still preserve a part of the digital history and a possible direction that technology might have taken.

yanwen-LivingWallPaper

This was actually completely different from what I was attempting to create at first. I watched this fluid simulation video by the Coding Train and tried to implement my interpretation with the code, but was getting low frame-rates and not so interesting results. I guess the main reason is because the original code was in Processing, but running the sketch in a browser dragged down the frame-rates.

To quickly switch from my initial idea, I decided to continue playing around with primitive 3D objects and their movements. I tried to implement the “DoubleQuadraticSigmoid” function and attractor-mover behavior. Also to add some characteristics to the 3D objects, I attempted to apply a fragment shader as texture to the spheres and drew the shapes with different detail values based on their sizes.

In terms of the visual outcome and presentation, I switched from a 2D scene to a 3D environment (in a rush actually :”) ), and attempted to create this space like environment filled with floating orbs (or planets?). Is it a wallpaper? I guess since every work that has been done for now are viewed on flat screens, so even if the scene itself is 3D, it inhabits in a 2D plane and need to have a sense of flatness. But comparing to standard wallpapers that have repetition of shapes and patterns, it does look different and not so wallpaper-like 🤔.

yanwen-LookingOutwards02

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Gradient work #openframeworks

A post shared by zach lieberman (@zach.lieberman) on

I chose this piece of work by Zach Lieberman because I love how elegant the movements of the dynamic composition are. The color transition is also smooth and visually pleasing. It’s also amazing that lots of his works are done in series of explorations so that they will show relations with each other, but at the same time each individual work is a new exploration with different variations.

yanwen-map

Description

This is a terrain generator which generates random terrains with different levels of heights. It also generates two types of trees of various sizes with random positions on the terrain.

Process

I was inspired by this dynamic webgl example and decided to create a static version. I first created the terrain using PlaneBufferGeometry and displace the vertices of the plane randomly when generating different results.

Then I used the positions of the vertices of the plane to place the trees onto the terrain. I decided to use a set number of trees but tweak the sizes and dimensions of the results. Each type of trees has its own set of positions and is regenerated when space bar is pressed.

 

yanwen-Reading01

Compton’s “10,000 Bowls of Oatmeal Problem” talks about an aesthetic challenge that is often seen in creating generative content. While an algorithm might be able to generate different results, they may not always be perceived as different. Based on the purpose of the generative content, uniqueness has different levels of importance in determining the effectiveness of the generator.

“Perceptual differentiation” and “perceptual uniqueness” are the two criteria that Compton used to evaluate the generative results. “Perceptual differentiation” only requires the results to be not identical. In cases that need a large group of generative results without the need of highlighting specific characteristics, like a crowd of people or a school of fish to fill as background, differentiation is enough. While for cases that require distinct differences, like generating game characters, uniqueness should be taken into consideration while setting up the generative process.

To overcome the “10,000 Bowls of Oatmeal Problem”, we need to consider the purpose of the generator, whether the results should be seen as unique or simply identical, and adjust the constraints of the generative process based on the requirements.

yanwen-lookingoutwards01

Something Similar to Me / About Seeing Things by Akihiko Taniguchi is an interactive essay on identity in the digital age. The work presents a digital space with 3D scannings of environment fragments from Taniguchi’s daily observations, and invits viewers to navigate around the created world by controlling a 3D scanning of the artist himself.

What I love about the work is that Taniguchi recontextualizes ordinary objects in physical spaces through digital processes, and constructs a new environment for reflecting upon the identities of these objects in digital space. The artist created both the 3D experience and the writing used in the piece. Nothing about the process of development was presented but I think the work is made with a combination of “off-the-shelf” software (maybe using 3D game engine) and custom scripts for the interactions and hardware setups.

Taniguchi listed domestic by Mary Flanagan and Legible City by Jeffrey Shaw as inspirations behind his work.

domestic, Mary Flanagan, 2003
domestic, Mary Flanagan, 2003
Legible City, Jeffrey Shaw, Dirk Groeneveld, 1989

Both works deal with creating 3D digital space and finding the connection between virtual and real world spaces. The most intriguing part of the project, which also could point to future opportunities, is its selection of mundane objects and the usage of direct presentation of the original forms (without reimagining or modeling via digital methods).

It also reminds me of how AR has been incorporated into online retailing experiences. How will we present everyday objects digitally in the near future?

Here’s the video abstract of Taniguchi’s work: