Week 2 — Generative Art with Loops

SHORT DESCRIPTION: 

In week 2 of intro to IM we were introduced to the concept of for and while loops in class and was asked to create a small project using these concepts. For my project, I decided to create a simple generative art program that selects a random shape and fits them onto the screen based off a given coordinate point. In order to achieve randomness in my project, I had used the Math.random() * n + 1 to generate number between 0 to n inclusively.

Design Concept 

Initially, I had wanted my design to be static, pure black and white piece with square grids that are filled with semi-circles rotated to different degrees, but I felt li

ke this concept has been used or seen before, so I decided to try something new. When I started the project, I knew I wanted to keep it simple, yet complex at the same time. My goal was to create a portrait that resembles modern contemporary art with color, where someone can make their own subjective opinions about the piece.

In the end, I created a dynamic and colored piece that changes what the individual sees on the screen every 2-seconds, and when the users press their mouse, the piece turns black and white. While I diverted from my original concept, I am still extremely happy with my final result and was still able to incorporate the black and white feature into my project.

Coding Processes

To achieve a structured, yet random pattern, I started by designing a grid pattern, where each square is 50 x 50 pixels. Then, in each square, there would be a randomly selected shape in the center of that grid. For the program to select a random shape, I created a function (getRandomShape) that would return a type:string from a shapes array (type: string).

The function that I wrote to select a random shape is as follows:

function getRandomShape() {
  const shapes = ['circle', 'triangle', 'square', 'ellipse', 'rect'];
  let randShape = shapes[Math.floor(Math.random() * shapes.length)]
  // console.log(randShape)
  return randShape

In the code, I had taken advantage of the Math library function .floor() and .random() in order to generate an integer that is within the length of the shapes array. Later I could also use the same functions to randomly assign the size of the shape. After which, running the code created a simple static design.

Some examples of the shapes bound within each 50 x 50 grid :

While I could have stopped there, I decided to play around more with the Math library and decided to shift the shape’s center, so it wasn’t restricted within each 50 x 50 square grid. As a result, it led to complex and unpredictable placements of the shape size and centers.

Some example of the randomized shape center

The Hardships

On top of the unpredictable pieces, I wanted to go further and implement an interactive “water ripple” effect that would emerge from where the user clicked on the screen. Unfortunately, I didn’t realize how complicated that process was because I had used the noLoop() in the draw() function to only produce one image at a time. Therefore, I couldn’t have the shapes stay static which the background continues to refresh (or at least I couldn’t figure how…). I spent a couple frustrating hours trying to get my idea to work before realizing the noLoop() was the issue. To future me and anyone else, understand the affect noLoop() will have your project and background, especially when working with for and while loops.

Eventually, I did get rid of the noLoop() in my draw() function and reduce the framerate to 2 fps because I didn’t want to give up on making my project interactive. [Another pro tip: the default framerate (60 fps) will make a project like this incomprehensible because the canvas is changing constantly.]

Achievements 

After dropping the ripple effect idea, I went back to my original idea of a black and white canvas. Using the mouseClicked() function, I set a variable “colorChange” to true if the mouse is pressed and make the canvas black and white, otherwise it would return to its default state of false and make the canvas colored. I really enjoyed this process because it exposed me more to p5’s library and allowed me to incorporate another idea I originally wanted to do.  I also felt like it added more depth and cool composition to my project.

let colorChange = false
... 

function mouseClicked(){
  return mouseIsPressed
  }
...

function drawShape(x, y){

  colorChange = mouseClicked()
    
    if (colorChange){
     circleColor = '#FFFFFF'
     rectColor = '#FFFFFF'
     circleColor = '#FFFFFF'
     squareColor = '#FFFFFF'
     triangleColor = '#FFFFFF'
     rectColor = '#FFFFFF'
     ellipseColor = '#FFFFFF'    
    }
}
Final Design

Below is my final design. I am happy with how it turned out and made me appreciate the process behind generative art and randomness. In the future, I hope to figure out how to implement a ripple effect and ability to create more generative projects.

[Press anywhere to make it black & white!]

 

Reading Reflection – Week 2

I found Casey Reas’ talk quite interesting as I discovered a number of new things I never thought of before. To begin with, as I have mentioned in this week’s assignment blog post, art is very subjective, and I feel that while some people can be fascinated by the art of chance and generative art as a whole, others will not even consider this art but rather set of unpredictable computer drawings that do not make a lot of sense. Personally, I am still not sure which side I belong to, but I really enjoyed watching the video as it gave me food for thought about the randomness implementation, and how it influences both physical and computer art.

First of all, there is a big difference between the randomness that humans create and the randomness that is generated by computers. It was unusual and captivating to see the pieces of art from the times before computers were invented, but I believe that as humans, we cannot ensure the complete randomness of our actions. On the contrary, computers are capable of producing chance operations that are much more unpredictable, and this is why it is important to control this process and find the right balance in order to get something that makes sense, something that can be called art. I was particularly impressed by the conceptual vehicles simulation (timecode: 9:03-10:00) that Casey Reas showed, and the way how he divided these random moves into stages and transformed them into drawings is interesting to think about. Overall, I agree with the ‘limitations’ of randomness that Casey Reas is setting in his works. In my opinion, a good thing to keep in mind is that I can always add some manual control to improve the visual effect of what was randomly generated, just like Casey Reas showed at the end.

In terms of my future generative art projects, I am definitely planning to keep the element of randomness as it surely adds uniqueness to the work. At the same time, I want to add more order, control, and interactivity for the user with what will be happening on the screen. As I watched the video after my assignment, I realized that although I tried to balance between ‘beautiful’ and ‘ugly’ randomnesses, maybe it was not enough. In my next work,  I will do my best to find a better balance.

Assignment 2: Going Through Life

For my second assignment, my goal became to use simple and basic shapes – rectangles and ellipses, but make the most out of them by playing with sizes and colors, while utilizing the available information resources – p5.js website Reference page, YouTube Channel The Coding Train, and the Internet as a whole. At first, I planned to make a plain art object, but as I was discovering more and more features of p5.js that I could implement to enhance the visual experience, I started seeing the bigger picture with the meaning behind it, and that is why I called it “Going through Life”.

Creating the Art

Art is a very subjective thing, especially nowadays, but I tried to create something that would simply show beauty and uniqueness. I took some inspiration from Computer Graphics and Art Journal, more specifically from “Random Squares” by Bill Kolomyjec, and decided to use shapes, random() functions, and loops as the foundation of my work. I also used the just-gained knowledge of arrays and a couple of other intermediate-level tricks that I took from the resources mentioned in the previous paragraph to make it easier to write the code. My first step was to create rectangles that would be of random size and would emerge in random locations on the canvas while I press the mouse mouseIsPressed(). Later, I decided to make the same effect but with ellipses emerging when I press the space bar using keyIsPressed() . I will explain the part of the code I am most proud of later, but now I would like to talk about the two concepts that I implemented.

1. Paint Blender

Before doing the assignment, I was looking at different works of generative art on the internet and on YouTube. Multiple times I saw how people used p5.js color functions to create something similar to the real painting. Although I was not familiar with any such types of functions, I decided to do some research on the Reference page to find something that I could apply to my work to make it look like a painting too. I came across the filter() function with the built-in parameters to impact the canvas in various types of ways. I started trying to apply them one by one to my work, and I realized that when the BLUR effect is applied, the shapes and colors that are randomly drawn on my canvas look like they are blended together, so I decided to keep it. Whenever ENTER is clicked, the colors and the shapes blend together. For me, it looks kind of like graffiti.

 

Instructions:
Press the Mouse to draw rectangles!
Press Space Bar to draw ellipses!
When you think that’s enough, click ENTER to blend the colors and the shapes!

 

2. “Going Through Life”

After finishing the job with the BLUR filter, I realized that although I reached my initial goal of creating a simple piece of art using the basic functions, it was a little bit boring and did not really have any meaning behind it. As an artist, I thought, I should convey the idea through my work, so I decided to change the filter to something more interesting. I found the DILATE filter, which increases the light areas on the canvas. I really liked the effect that it had – all the dark and grey colors were pushed away and overtaken by the bright ones, and it reminded me of how our thoughts and memories work.

The canvas is by default clear and bright – just like our minds. However, when we start facing problems, difficulties, and overall negative moments during our everyday lives, our minds start to get filled up with bad thoughts that constantly grow if we keep focusing on them. To change that, we must let go of all the negative emotions since we cannot change what happened in the past anyway. Once we do that, our minds will start getting back to light, even if it is just a small area of light left. There are wonderful moments and memories inside every one of us, and we just need to remember to turn them on. This is the mindset that I think is important – you always have to stay positive, even when you are going through tough times, and then you will surely find the light!

Thus, I made the rectangles represent the negative thoughts by changing the RGB to the lower range of values. I did the opposite with the canvas – the mind, and the ellipses – the positive thoughts. For the DILATE effect to start working, you need to “let go” and stop pressing the mouse 🙂

Instructions:

This canvas represents your mind.
Life is not life without challenges and troubles!
And we often concentrate too much on the negative emotions and feelings.
They grow just like when you press the mouse.
But it is important to let go.
And really appreciate the good things that are happening to you – unpress the mouse after some time. 
You can add positive thoughts by pressing SPACE BAR.
Try to mix pressing mouse and SPACE BAR, and then let go to see the effect!

The part of the code that I am most proud of is when I needed to figure out a way to make the process of growing look smooth and unusual. First, I used the floor(random(1, 3)) to make the random choice between numbers 1 and 2 that would represent in which direction – top/bottom (up/down) and width/height – the rectangle would grow. I used a similar technique with the ellipse. Second, I used the trick with frameCount and increased the time variable to regulate the delay before the new rectangle/ellipse started emerging. I am glad that I still remember things I learned in my Python class and am now able to apply them here in JavaScript. Lastly, I used the Alpha value of the fill() to control the transparency and make the so-called “waterfall” effect.

function draw() { 
  if (mouseIsPressed) {

      let width_vs_height = floor(random(1, 3)); // chooses whether width or height of the rectangle will increment
      
      for (let j = 0; j < 100; j += 1) {
        let emerging_rectangle = all_rectangles[j]; // takes rectangles for an array one by one
        
        if (frameCount > emerging_rectangle.time) { // delays the emergence of the next rectangle
          if (emerging_rectangle.up_vs_down === 1) { // grows down
            if (width_vs_height === 1) { // grows in width
              if (emerging_rectangle.w < emerging_rectangle.wLimit) {
                emerging_rectangle.w += incrementingspeed;
              }
            } else if (width_vs_height === 2) { // grows in height
              if (emerging_rectangle.h < emerging_rectangle.hLimit) {
                emerging_rectangle.h += incrementingspeed;
              }
            }
          }
          else if (emerging_rectangle.up_vs_down === 2) { //grows up
            if (width_vs_height === 1) {
              if (emerging_rectangle.w < emerging_rectangle.wLimit) { // grows in width
                emerging_rectangle.w -= incrementingspeed;
              }
            }   
            else if (width_vs_height === 2) { // grows in height
              if (emerging_rectangle.h < emerging_rectangle.hLimit) {
                emerging_rectangle.h -= incrementingspeed;
              }
            }
          }
        }
      

        fill(emerging_rectangle.colorR, emerging_rectangle.colorG, emerging_rectangle.colorB, random(0, 6)); //random transparency to create the 'waterfall' effect
        noStroke();
        rect(emerging_rectangle.x, emerging_rectangle.y, emerging_rectangle.w, emerging_rectangle.h);
      }
    }

Conclusion

I enjoyed working on this Assignment because it challenged me to not only write the code but also find the idea and meaning behind it. I created two variations of my artwork, and I am curious to know which one people would like more – Paint Blender or “Going Through Life”.

In terms of my p5.js skills, I feel that I learned more functions and techniques that I will definitely apply in my future work. There is a lot of room for improvement, and in terms of this particular assignment, I have some things in mind that could make the experience even better. For example, I could implement the restart button that would erase the canvas and make it empty again.

What I realized today is that p5.js is a massive field to explore. It has so many features and advanced-level functions that allow you to create basically anything that you can imagine. While going through the Reference page, I came across the Perlin noise algorithm, which I found to be quite a powerful tool, and I really want to figure out how to use it properly for my future work. I also liked the idea of the WEBGL render mode, which allows you to draw high-level 3D models, and has a number of tools that seem not to be available in the basic mode we are currently working in.

Overall, I am very satisfied with how our class is going. I came to Interactive Media to develop my imagination and creative thinking and explore the idea of thinking about art and producing it. I believe that it really helps me to improve the way I think “outside the box”, and I am looking forward to continuing this journey.

 

Week 2 – Maneuvring Around Difficulties

Intro

Sometimes, unexpected pop-ups may not be serendipities but discoveries of limits that propel us to set off on a new adventure.

My expenditure this time didn’t turn out to be very smooth in terms of my realizing my initial vision and how that vision deviates from my expectations. On the other hand, I believe these sorts of experiences would be quite beneficial as a lesson learned to guide future planning.

As my initial vision (or product concept) changed many times in the course, it’s rather difficult to start this documentary with a definitive concept aforesaid. Therefore, I will briefly touch on the concept of each of the prototypes alongside my process description.

process

A Definitive Heart in 3D Space

In the first stage of my development, my goal was to construct a framework of basic interactions that could satisfy my needs later on – which was attempted later on but eventually did not stand for my final product. Hence, I stuck to the idea of generating a visible coordinate system in 3D space at the beginning and wrote a basic ‘arrow generating-shooting’ mechanism.

The loops in this prototype are mostly for displaying every ‘arrow’ I stored in an array and the axis plane in each frame.

let arrowArray = [];

function draw() {
...
// Display all arrows in arrowArray for 1 frame
  if (arrowArray[0]) {
    for (let i = 1; j = arrowArray[i] ;i += 1) {
      if (j._3Dz < -50) {
        arrowArray.splice(i, 1); // Remove the arrow that is behind the plane
      } else {
        j.arrowDisplay(); // A method in Arrow class
      }
    }
  }
}

// Draw axis plane on a Graphics object
function drawAxis() {
  // translate to 2D coordinate system
  axis.translate(-axis.width / 2, -axis.height / 2);
  
  axis.background(10);
  
  // draw the axises
  axis.stroke('white');
  axis.line(0, axis.height / 2, axis.width, axis.height / 2);
  axis.line(axis.width / 2, 0, axis.width / 2, axis.height);
  
  // draw the marks on the y axis
  for (let i = 0; i < width; i += axis.height / 20) {
    axis.line(axis.width / 2, 
         0 + i, 
         axis.width / 2 + 5, 
         0 + i);
  }
  
  // draw the marks on the x axis
  for (let i = 0; i < width; i += axis.width / 20) {
    axis.line(0 + i, 
         axis.height / 2,
         0 + i,
         axis.height / 2 - 5);
  }
}

Here, I adopted a math function that has the graphic appearance of a heart to test out the prototype. As the heart function could have multiple y values for one x value, I used the unit circle to generate the coordinates of the points on the function.

// Heart shape function
function functionHeartX(t) {
  return 160 * pow(sin(t), 3);
}

function functionHeartY(t) {
  return 150 * cos(t) - 55 * cos(2 * t) - 30 * cos(3 * t) - 10 * cos(4 * t);
}

Besides, I also tried some basic lighting to hue the ‘arrows’ with redish-pinky color. It was quite interesting to see how the gamma factor affects the actual light color.

lights();
ambientLight(50); // as a gamma factor
pointLight(
  255, 0, 0, // color
  0, 0, 0 // position
);

A Probability Heart in 2D Space

Then, I started a new prototype to specifically realize generating random positions based on the probability distribution in a 2D space (in order to later adopt into the 3D space). Multiple probability functions were tested in this stage, including:

// Gaussian probability function
function gaussianProbability(distance) {
  if (distance > maxDistance) {
    return 0; // No points beyond maxDistance
  }
  return exp(-pow(distance, 2) / (2 * pow(sigma, 2))); // Gaussian decay
}

// Quadratic probability function
function quadraticProbability(distance) {
  if (distance > maxDistance) {
    return 0; // No points beyond maxDistance
  }
  return max(0, 1 - pow(distance / maxDistance, 2)); // Quadratic decay
}

It is also noticeable that the default random() function could be used as such to mimic the probability realization:

// Add point based on probability
 if (random() < probability) {
   points.push(createVector(x + width / 2, -y + height / 2)); // Store the point
}

A Probability Heart in 3D Space

After that, it was much easier to adopt the probability parts into the 3D version (and to be presented as a cliche gift in a long distance relationship):

A Grayscale Webcam Downgrader

# Please access the p5js page directly from the instance to allow webcam/mic usage for the following demonstration.

On top of that, I started to experiment with the webcam as an input:

// Create a video capture from the webcam
video = createCapture(VIDEO, { flipped:true });
video.hide(); // Hide the default video element that appears under the canvas

My intentions in this stage is: 1. convert the video into grayscale values instead of RGBs (as the grayscale values can be later on mapped into probabilities); 2. downgrade the video resolution into a mosaic (as, for probability generation purposes, it would save a lot of time and be even more beneficial for the depiction of the overall shape that I planned to deliver with a collective of ‘arrows’).

To achieve the first goal, we have to operate directly on the pixel array that holds the RGB values for each pixel of each frame in the video with a time complexity of O(n) (instead of calling a filter() method for the displayed effect on the video stream when showing the video).

function videoToGray() {
  // Load the pixels from the video
  video.loadPixels();

  // Check if the video has pixels loaded
  if (video.pixels.length > 0) {
    // Convert to grayscale
    for (let i = 0; i < video.pixels.length; i += 4) {
      let r = video.pixels[i];     // Red
      let g = video.pixels[i + 1]; // Green
      let b = video.pixels[i + 2]; // Blue

      // Calculate grayscale value
      let gray = (r + g + b) / 3;

      // Set the pixel color to the grayscale value
      video.pixels[i] = gray;       // Red
      video.pixels[i + 1] = gray;   // Green
      video.pixels[i + 2] = gray;   // Blue
      // pixels[i + 3] stays the same (Alpha)
    }

    // Update the video pixels
    video.updatePixels();
  }
}

As for the second goal, however, it was also at this stage that I did a lot of technical idle work. I started to write my method for downgrading the video resolution right away without checking the features of the video.size() method, and ended up with a function that loops through the pixel arrays with a time complexity of O(n^2) (which became very time-consuming when the original video resolution is relatively high):

function videoToMosaic(mosaicSize) {
  // Load the pixels from the video
  video.loadPixels();
  
  // Check if the video has pixels loaded
  if (video.pixels.length > 0) {
    // Clear the mosaicPixels array
    mosaicPixels = new Uint8ClampedArray(video.pixels.length);
    
    // Loop through the canvas in blocks
    for (let y = 0; y < height; y += mosaicSize) {
      for (let x = 0; x < width; x += mosaicSize) {
        // Calculate the average color for the block
        let r = 0, g = 0, b = 0;
        let count = 0;

        // Loop through the pixels in the block
        for (let j = 0; j < mosaicSize; j++) {
          for (let i = 0; i < mosaicSize; i++) {
            let pixelX = x + i;
            let pixelY = y + j;

            // Check if within bounds
            if (pixelX < width && pixelY < height) {
              let index = (pixelX + pixelY * video.width) * 4;
              r += video.pixels[index];       // Red
              g += video.pixels[index + 1];   // Green
              b += video.pixels[index + 2];   // Blue
              count++;
            }
          }
        }

        // Calculate average color
        if (count > 0) {
          r = r / count;
          g = g / count;
          b = b / count;
        }

        // Set the color for the entire block in the mosaicPixels array
        for (let j = 0; j < mosaicSize; j++) {
          for (let i = 0; i < mosaicSize; i++) {
            let pixelX = x + i;
            let pixelY = y + j;

            // Check if within bounds
            if (pixelX < width && pixelY < height) {
              let index = (pixelX + pixelY * video.width) * 4;
              mosaicPixels[index] = r;        // Set Red
              mosaicPixels[index + 1] = g;    // Set Green
              mosaicPixels[index + 2] = b;    // Set Blue
              mosaicPixels[index + 3] = 255;   // Set Alpha to fully opaque
            }
          }
        }
      }
    }

At the end of the day, it turned out that I could simply lower the hardware resolution with video.size() method:

video.size(50, 50); // Set the size of the video

Random Points Generated Based on Probability

Next, I wrote a prototype to see how the mosaic of probabilities could guide the random generation. The core code at this stage is to map the x-y coordinates on the canvas to the mosaic pixel array and map the grayscale value to probability (the greater the grayscale, the lower the probability, as the brighter the mosaic, the fewer the points):

function mapToPixelIndex(x, y) {
  // Map the y-coordinate to the pixel array
  let pixelX = Math.floor((x + windowWidth / 2) * j / windowWidth);
  let pixelY = Math.floor((y + windowHeight / 2) * k / windowHeight);
  
  // Ensure the pixel indices are within bounds
  pixelX = constrain(pixelX, 0, j - 1);
  pixelY = constrain(pixelY, 0, k - 1);
  
  // Convert 2D indices to 1D index
  return pixelX + pixelY * j;
}

function shouldDrawPoint(x, y) {
  let index = mapToPixelIndex(x, y);
  let grayscaleValue = pixelArray[index];
  
  // Convert grayscale value to probability
  let probability = 1 - (grayscaleValue / 255);
  
  // Decide to draw the point based on probability
  return random() < probability; // Return true or false based on random chance
}

A Probability Webcam in 3D space

‘Eventually’, I incorporated all the components together to try out my initial vision of creating a fluid, responsive, and vague but solid representation of images from the webcam with arrows generated based on probabilities flying towards an axis plane.

Unfortunately, although the product with many tuning of variables like the amount of arrows, the spread and speed of the arrows, and the lapse of arrows on the axis, etc., there could be a vague representation captured (aided by re-mapping & stretching out the probabilities with more contrasting grayscale values), the huge amount of 3D objects required to shape a figure significantly undermines the experience of running the product.

function applyHighContrast(array) {
  // Stretch the grayscale values to increase contrast
  let minVal = Math.min(...array);
  let maxVal = Math.max(...array);

  // Prevent division by zero if all values are the same
  if (minVal === maxVal) {
    return array.map(() => 255);
  }

  // Apply contrast stretching with a scaling factor
  const contrastFactor = 6; // Increase this value for more contrast
  return array.map(value => {
    // Apply contrast stretching
    let stretchedValue = ((value - minVal) * (255 / (maxVal - minVal))) * contrastFactor;
    
    // Clip the value to ensure it stays within bounds
    return constrain(Math.round(stretchedValue), 0, 255);
  });
}

Besides, the 3D space did not benefit the demonstration of this idea but hindered it as the perspectives of the arrow farther away from the focus would make them occupy more visual space and disturb the probability distribution. 

A Probability Webcam in 2D space

At the end of the day, after trying the ortho() method in the 3D version (which makes the objects appear without the affecting perspectives), I realized that reconstructing a 2D version was the right choice to better achieve my goals.

In this latest 2D version, I gave up the idea of drawing the axis plane and introduced the concept of probability distribution affected by ‘mic level’.

function setup() {
  ...

  // Create an audio from mic
  audio = new p5.AudioIn();
  audio.start(); // start mic
}

function draw() {
  ...

  // Map the audio level to contrast factor
  let level = map(audio.getLevel(), 0, 1, 1.05, 30);
  // Apply high contrast transformation
  pixelArray = applyHighContrast(pixelArray, level);
  ...
}

function applyHighContrast(array, contrastFactor) {
  // Stretch the grayscale values to increase contrast
  let minVal = Math.min(...array);
  let maxVal = Math.max(...array);

  // Prevent division by zero if all values are the same
  if (minVal === maxVal) {
    return array.map(() => 255);
  }

  // Apply contrast stretching with a scaling factor
  return array.map(value => {
    // Apply contrast stretching
    let stretchedValue = ((value - minVal) * (255 / (maxVal - minVal))) * contrastFactor;
    
    // Clip the value to ensure it stays within bounds
    return constrain(Math.round(stretchedValue), 0, 255);
  });
}

reflection

TBH, the technical explorations did consume much of my time this week, and it came to me later to realize that I could have thought of more about the theme ‘loop’ before getting started – as it appears now to be a very promising topic to delve deeper into. Nevertheless, I believe our workflow of production could be like this from time to time, and it is crucial to maintain this balance thoughout.

 

 

 

Week 2 – Bubbles.

CONCEPT:

While walking across campus, I saw children blowing bubbles with their families. This simple, joyful scene transported me back to my own childhood, when my brother and I would spend hours blowing bubbles in the park. While I was in front of the screen, I thought about the patterns I recently saw during the week — and then I was reminded of the bubbles. I was then propelled this wave of nostalgia, inspiring me to incorporate the playful essence of bubbles into my piece. 

 

CODE:

In terms of coding, I was particularly challenged by the randomness factor. I was unsure of how to produce bubbles at random places, sizes, and even colours. Therefore, I looked for assistance on the p5.js website.: https://p5js.org/reference/p5/random/ to understand the syntax of the ‘random’ feature. After relentless experimenting, I was able to randomise the selection of colours, which I had little idea on how to approach. I was particularly proud of it. In terms of design, I removed the stroke to add some sort aesthetic to the bubbles, and I changed the background to a light blue, to resemble the sky.

 

for (let i = 0; i < 20; i++ ){
  
  let x = random(width);
  let y = random(height);
  let r = random (10, 50);
  
  fill(random(250), random(250), random(250))
  
  noStroke()
  
  ellipse(x,y,r)
  

REFLECTION:

This assignment really challenged what my understanding of art is, and also made me realise how often we are surrounded by ‘art’ – no matter how subtle, quotidian, or ordinary it may be. Perhaps, if I were given the opportunity to further it, I may add some user interactivity such as popping the bubble and slowing down the speed.

WORK:

 

Reading Reflection – Week 2

I found Casey Reas’ Eyeo talk to be really interesting because it gave me a new perspective on how technology can create art. Although I would consider myself a fairly creative person, recently I’ve felt surprisingly restricted by how I can use code to make art. Reas’ work, in particular the one that represented the movement of cancer cells inspired me because it showed how interpretive art can be and also the unique ways in which we can reference aspects about life to influence what we create.

I also found it interesting how Reas distinguished between pieces he deemed complete and others he did not. He labeled a few of them as rather simple or mundane but as a viewer they seemed complete to me. Although this seems rather insignificant I believe it highlights how personal the artistic experience is to an artist. This acted as a reminder for me to work with intention because once I have a goal in mind, like Reas, I believe it will be easier for me to deliberately work on my projects with creative freedom while still having goals in mind.

All in all, I enjoyed the refreshing prospective Reas provided through displaying his own work and hope to apply it to my own methods. Seeing the wide array of examples and applications has not only given me ideas for how I might approach this week’s project but also gives me more confidence to freely explore future developments.

Week 2: Loop Flowers

For inspiration, I found some online references with patterns created by combining similar shapes. Most of these combinations resulted in forms that resembled flowers.

Flower Pattern

I drew a connection between using a shape multiple times to draw a pattern and using loop in p5js. My idea is using the same shape, with elements of randomness to create a different flower every time the user interacts with the canvas.

Challenge

When creating this piece, what I found particularly challenging was using the rotate() function to position the petals around the center (the mouse cursor). However, the rotate() function in p5.js only allows rotation around the origin (0,0), so I had to use translate() to change the origin to the mouse cursor’s position. This quick fix created a problem later when I wanted the flowers to remain permanently on the canvas instead of disappearing every time the mouse was released.

For drawing the flowers, I created two functions: one to draw flowers with squares and one with ellipses. They are similar in essence except for the change in shapes used to draw.

function squareFlower(x,y,size,fcolor){
  //repeat drawing the square with the rotation of angle until the 360 degree is full
  for(let i =0; i<(360/angle); i++){
    rotate(angle);
    stroke(fcolor[0], fcolor[1],fcolor[2]);
    fill(fcolor[0], fcolor[1],fcolor[2],fcolor[3]);
    rect(x,y,size);
  }
}

Finally, I included random attributes like shape, petal size, and angle of rotation to create different flowers. I also adjusted the opacity of the shapes to create a more interesting composition. To make it look more like flowers, I implemented an increase in shape size over time when the mouse is pressed, creating a blooming effect.

Final Sketch

Reflection

After finishing the sketch, I tried to make the flower appear permanently on the screen instead of disappearing, but I couldn’t because the flowers are drawn based on their rotation around the origin (which changes for each flower). When I revisit this in the future, I want to change the drawing of the flowers from using the built-in rotate() function to using math to calculate the new coordinates. This will allow the flowers to be drawn independently of the origin’s location. Another issue is that some shapes in the flowers are overlapping, which I think stems from the calculation of the rotation angle. I will also try to improve this calculation in future sketches.

Assignment 1 Self Portrait

Concept: 

For my self portrait I wanted to do something slightly unconventional. Joan Miro is an artist that I really like and I thus decided to do my self portrait in his unorthodox surrealist style. I wanted to have fun background elements commonly seen in his artwork such as the crescent moon and a star.

Something I’m proud of:

Something I’m proud of for this assignment are the random curves across the whole portrait, and especially drawing the crescent moon. These aspects took me the longest time to figure out and are thus the ones I am most proud of.

function details() {
  
  fill(255,255,0);//drawing a crescent moon shape by drawing two intersecting circles and having one of them be the color of the background
  //this effect makes it so that the second circle cuts the first one to make the moon shape
  noStroke();
  ellipse(150,630,100,100);
  fill(240, 248, 255);
  ellipse(170,630,100,100);

  //drawing the diagonal lines for the eyebrows
  stroke(0);
  strokeWeight(4);
  line(300, 300, 450, 400);
  line(500, 400, 650, 300);

  //drawing the yellow curve around the mouth
  noFill();
  stroke(255, 215, 0);
  strokeWeight(8);
  beginShape();
  vertex(250, 550);
  bezierVertex(350, 500, 450, 700, 550, 550);
  endShape();
}

Final Product:

Reflections:

I enjoyed working on this assignment quite a lot, it was a fun experience juggling between taking inspiration from Miro and then also trying to add my own personality into the portrait so I could make something I could be truly proud of. An aspect that I would like to work on in the future is adding some sort of interactivity maybe with eye movement or some background features morphing into others to further portray the dreamlike essence of Joan Miro.

Weekly Reflection(Creative Reading): Week 2

Reflection:

Casey Reas’ video shows how structure and randomness blend together in digital art. He explains that with the use of software, artists can combine strict rules with random elements to create pieces that are both unique and unpredictable. This approach challenges the traditional view of art, where the artist had full control over every detail. Now, algorithms can introduce unexpected outcomes, making the process less about direct control and more about exploring the balance between order and chance. This new way of creating art mirrors life itself, where both structure and unpredictability constantly interact.

Watching this video made me reflect on how creativity is evolving. Reas shows that creativity is no longer just about human control or intention; it can also come from the interaction between the artist and the machine. This got me thinking about whether using randomness and algorithms might make the art less personal or if it actually enhances the creative process by introducing new possibilities that an artist might not think of alone. I’m curious to discuss these ideas with others and hear different perspectives on whether this shift in the role of the artist adds value to art or takes away from it. The questions Reas raises make me wonder how much of creativity comes from us and how much can come from machines, and I believe exploring this could change the way we understand the art of the future.

Self Portrait: Assignment_01

Concept: The concept comes from my favourite childhood cartoon Masha and Bear. I always loved how the bear’s room looked so cozy and peaceful in the cartoon. As I grew older, I noticed my younger brothers acting mischievously, much like Masha. In response, I found myself playing a protective role similar to the Bear’s in the series. So, I choose the bear as my concept for this assignment and tried to create a stylized portrait of the bear using basic 2D shapes in P5.js. While the result may not be an exact replica of the Bear, I tried to capture the essence of his character as seen in cartoon.

Highlight Code: One part of the code that I’m particularly proud of is the drawing of the bookshelf. It’s my first time working with Java and doing a full sketch on P5.js, so I had to go through quite a few tutorials from this channel to understand basics of the drawings. I tried to code the bookself using loops technique from this video. I calculated the positions of the shelves and books using variables and loops. This method allowed me to place multiple shelves and books at regular interval but I had to go through a lot of trials and errors so took me quite some time to figure out how to work with the perspective drawing in P5.js. On my first try, I tried to make a 2D bookshelf, but that didn’t look satisfactory so I added some depth in the drawing using beginShape(), vertex(), and endShape() functions to add some thickness on the sides and changed the fill() to create a contrast on the shadow and lighting. To express what I meant to portray I added one line of quote about books, I achieved this by using textStyle()and textAlign() functions.

Code:

function setup() {
  createCanvas(600, 500);
  setGradient(0, 0, width, height, color(255, 182, 193), color(255, 228, 225)); // Gradient background
  drawHelloKitty(); //function that I am using to draw the main character 
  drawBookshelf();
}

function drawHelloKitty() {
  noLoop();
  noStroke();

  // Draw face
  stroke(0);
  strokeWeight(0.2);
  fill("rgb(252,245,225)");   
  ellipse(200, 200, 180, 180); 

  // Draw ears
  fill('rgb(244,230,215)');
  ellipse(120, 130, 70, 70); // Left ear
  ellipse(280, 130, 70, 70); // Right ear

  //inner ear color

  fill(160, 82, 45); // Medium brown
  ellipse(120, 130, 50, 50); // Left inner ear
  ellipse(280, 130, 50, 50); // Right inner ear

  // eyes
  fill(0); 
  ellipse(170, 200, 22, 22); // Left eye
  ellipse(230, 200, 22, 22); // Right eye

  // Draw nose
  fill(160, 82, 45); // Medium brown
  ellipse(200, 230, 22, 18); // Nose

  // Draw mouth
  
  stroke(0);
  strokeWeight(2);
  noFill();
  arc(200, 245, 50, 25, 0, PI); // Mouth

  // Draw whiskers
  
  stroke(0);
  strokeWeight(2);
  line(100, 200, 50, 190); // Left whisker 1
  line(100, 210, 50, 210); //2
  line(100, 220, 50, 230);  //3

  line(300, 200, 350, 190); // Right whisker 1
  line(300, 210, 350, 210); //2
  line(300, 220, 350, 230); //3

  
  // Drawing body
  fill(255, 0, 0);
  stroke(0);
  strokeWeight(2);
 
  fill(160, 82, 45);
  ellipse(200, 480, 260, 400);
  stroke(0);
  strokeWeight(2);
  fill("rgb(250,204,109)")
  rect(155, 270, 90, 100);


  // hand details
  fill('rgb(252,245,225)'); 
  ellipse(140, 300, 70, 40); // Left hand
  ellipse(260, 300, 70, 40); // Right hand 
  
stroke(0); 
  
strokeWeight(2); 

  // lines for left hand
line(140, 295, 170, 290); // First finger
line(140, 305, 173, 305); 
line(140, 315, 165, 315); 
  
// lines for right hand
line(228, 295, 265, 297); // First finger
line(225, 305, 265, 305); 
line(240, 315, 266, 315); 
}

function drawBookshelf() {
  // Adjusted position of the bookshelf
  const shelfX = 400;
  const shelfY = 150; 
  const shelfWidth = 160;
  const shelfHeight = 360;
  const shelfThickness = 19;
  
  // Draw the bookshelf
  fill(150, 75, 0); // Wood color
  rect(shelfX, shelfY, shelfWidth, shelfHeight); // Main body of the bookshelf
  
  // Draw the shelves
  fill(120, 60, 0); // Slightly darker wood color
  for (let i = 1; i <= 5; i++) { // Adjusted to have more shelves
    rect(shelfX, shelfY + i * 60, shelfWidth, shelfThickness); // Horizontal shelves
  }
  
  // Draw the sides for depth
  fill(100, 50, 0); // Darker wood color for sides
  beginShape();
  vertex(shelfX, shelfY); // Top left corner
  vertex(shelfX + 10, shelfY - 10); // Slightly to the right and up
  vertex(shelfX + 10, shelfY + shelfHeight - 10); // Down to the bottom
  vertex(shelfX, shelfY + shelfHeight); // Back to the bottom left corner
  endShape(CLOSE);
  
  beginShape();
  vertex(shelfX + shelfWidth, shelfY); // Top right corner
  vertex(shelfX + shelfWidth + 10, shelfY - 10); // Slightly to the right and up
  vertex(shelfX + shelfWidth + 10, shelfY + shelfHeight - 10); // Down to the bottom
  vertex(shelfX + shelfWidth, shelfY + shelfHeight); // Back to the bottom right corner
  endShape(CLOSE);

  // Draw the books
  fill(200, 0, 0); // first row
  drawBook(shelfX + 10, shelfY + 60, 40, 80);
  drawBook(shelfX + 60, shelfY + 60, 40, 80);
  drawBook(shelfX + 110, shelfY + 60, 40, 80);
  
  fill(0, 200, 0); // second row
  drawBook(shelfX + 10, shelfY + 130, 40, 80);
  drawBook(shelfX + 60, shelfY + 130, 40, 80);
  drawBook(shelfX + 110, shelfY + 130, 40, 80);

  
  
  // a quote below the bookshelf
  fill(0); 
  textSize(18);
  stroke(0);
  strokeWeight(0);
  textFont('Arial');
  textStyle(NORMAL);
  textAlign(CENTER);
  
 // Text lines
let line1 = "Read,";
let line2 = "Masha!";

// position of the quote
text(line1, width / 3, 320); 
text(line2, width / 3, 340); 
  
}

function drawBook(x, y, w, h) {
  fill(255);
  rect(x, y, w, h); 
  fill(0); 
  rect(x + 10, y, 20, h); //the book spine

}

function setGradient(x, y, w, h, c1, c2) {
  noFill();
  for (let i = y; i <= y + h; i++) {
    let inter = map(i, y, y + h, 0, 1);
    let c = lerpColor(c1, c2, inter);
    stroke(c);
    line(x, i, x + w, i);
  }
}

P5.js Sketch:

Reflection and ideas for future work or improvements:

I felt as a beginner I learnt a lot while doing this basic shape based portrait. From brainstorming to implementing, I changed some ideas, colors and techniques but at the end, I am pretty happy with this little drawing. However, there are areas for improvement and future exploration.

The bear doesn’t look or match with the bear color from the cartoon, so it can be enhanced by using different color pallets from rgb colors. The face shape of the bear can be refined a bit more with some curves to give a bear like feature.  Interactivity can be added into this portrait to make it more appealing and fun. The color combination makes the brown color heavy on eyesight, it can be changed as well.