Posted By: Jordan Parsons
Recently I was invited to participate in the Share Experiment, a development project by Yannick Assogba, an MIT media lab student. It was a week long processing programming experiment where the participants shared their code in effort to study how the code is used and how people work off of it. Here is the official information, before my thoughts on the project.
Share is an experiment in designing a networked programming tool for distributed communities of practice.
It is an IDE that automatically shares all the code you write with everyone else that is using Share, and keeps track of how that code is used. Thus allowing you to see the network that grows around code you contribute to, borrow from, or just happen to be interested in.
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Posted By: Jordan Parsons
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The assignment was to take an existing project, and use our final three weeks to take it even farther. There were stipulations of course, and I was steered towards my knot project. The knot project was a wood shop project, that was to interpenetrate a knot into five segments. I had chosen the taught line hitch knot to make out of cherry. For this final project the five segment design was to be turned into a space to hold five pieces of art in the side of a cliff. This seemed like a stretch, but it lead to interesting results. Gallery – Jump to the pictures.
The Process began with looking at the spaces created inside the knot. I started with projecting planes along the sides of the five segment knot to enclose it, selecting the outermost planes and working them around the knot resulted in an outer shell which was the mass of the museum. I struggled with the internal divisions, I was not happy with them for a while, they were too simple for the semi-chaotic outer shell. My professor suggested that I try to be more chaotic with them, so I went along those lines at his suggestion to attempt to create disorientation for someone experiencing the space by hiding the art pieces, and by moving them across uneven levels.
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Posted By: Jordan Parsons
This is my attempt to create a class of creatures that I can manipulate with different forces and rules. I am doing this as a base to create a pattern for an upcoming project. I have the basics down, but the real trouble for me is collision detection, but I am working through it. I have followed a lot of tutorials, and I think I am getting close, but it’s still rather glitchy. See for yourself, grab the source and un-quote //collide(boids);. Any tips would be greatly appreciated, and source after the jump.
http://jordanparsons.com/processing/boid_steering_v1/

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Posted By: Jordan Parsons
Our latest IDM assignment was to create a light modulator. Working with my partner Aaron Chenault, we designed the following setup for our light modulator. We have yet to laser cut it, but when I do I will have pictures of the cut and assembly. So here are the details of the assignment along with some quick 3D stuff to get a feel for how it will look.
Edit:
It is now cut, with the renders and photos taken, pictures after the break.

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Posted By: Jordan Parsons
Well I’m trying to wrap my head around vectors in processing because I am not giving up on my flocking simulation and vectors seem to be key to the navigation. So I am following some tutorials by Daniel Shiffman. They are some very nice tutorials and I worked on adapting his gravity tutorial, so that the objects rotate, and move side to side and decelerate when they hit walls. I am having some serious issues with glitching when they settle to the floor and every now an then one goes right through a wall. I can’t really explain it. As always any tips or thoughts are appreciated and welcome. By the way hit space to smack the boids up in the air. http://www.jordanparsons.com/processing/gravity_v1/
Edit:
Thanks to Adam Thomas I made a series of changes to the code, and its much more stable. I also added a holder class so that I can implement the boids with a for loop instead of by hand. The new source is bellow, the old is still avaliable if you check the old app above. Here is the new version.
http://www.jordanparsons.com/processing/gravity_v2/

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Posted By: Jordan Parsons
One of the facets of rendering that has interested me was HDRI, but when I used Mental Ray in 3dsmax it was a little to complicated for me to get right. So now that I have switched to V-Ray, I decided to give it a try. I found some free HDRI skymaps here:Evermotion. With those I decided to give it a try, images after the jump.

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Posted By: Jordan Parsons
140 characters, the size of a tweet, not much else. Well thanks to a post fromAndy Best. I attempted to write a sketch in 140 characters, and my best came out to 137. Only one now but its pretty late, check out his post and the comments for some pretty cool examples. I really suggest trying to write something like this. After writing my last bit-o-code this made me see how bloated thing can get. Especially when I think about the php I’ve had to write. Anyway give it a try or at least check out the examples over at AndyBest.net.
Here it is: http://jordanparsons.com/processing/twitter_sized_1/, source after the jump.

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Posted By: Jordan Parsons
With all my recent free time (I’m on break) I’ve been really going at processing. Here is another batch of code I wrote. This one works as an applet, so you can see it in action, http://www.jordanparsons.com/processing/oop_boxes/. Its a simple series of boxes with small circles in them that function as individual “boids” or entities that move a set speeds and bounce off the walls of the image. You can click to add another boid as well. Hit the jump for the source and more info.

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Posted By: Jordan Parsons
Well this is another processing project. I started with 01hgp10.txt. Which is a snippet of the first human chromosome from Human Genome Project at Project Gutenberg. I wanted to create a system in which I could analyze the number of individual markers (G, C, T, and A) and see how many of them there were per line of code. With these total then I assigned each letter a multiplier or value which allows me to control its value, or height off the Z axis. So the process goes like this.

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Posted By: Jordan Parsons
I just started working with Processing, and have developed a few basic applications. This one is really simple but its kinda fun in a geeky sort of way. The basic premise is that is uses user input of the size of the window to generate random lines of increasing white levels that then cycles back to black.
http://jordanparsons.com/processing/line_generator_2_12_08/

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