NOC – Week 6: Too Much Goo – Tiger Tian

Date: 03-22-2019

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Since I’ve always wanted to learn to implement collision in p5, I made this with what we just learned about collision. The layout is simple, with a transparent bowl at the lower half of the canvas and a rainbow-colored stripe at the top. If you move your mouse to the rainbow-colored stripe at the top, it expands a little bit so you can pick a color, and the circle below indicates the color you’ve picked.

Then you can start adding goo to the bowl by simply clicking! The goo dropping to the bowl is the core part of this assignment, as it requires some trick to make it collide with the bowl – which is a half-circle in shape. It’s basically the same thing as making two balls collide, the only difference being the relationship between distance and radii – in this case, the radius of the outer circle equals the sum of the inner circle radius and the distance from one center to the other. Collision also happens between any two of the goo balls you create, though it’s not exactly collision, but some kind of sticky effect.

When too many goo balls are added to the bowl, all of them disappear! I added this feature after I realized too many of them resulted greatly in frame rate dropping.

Week 6: Presentation: “The Next Black” – Tiger (Syed)

Date: 03-11-2019

Partners: Gabriel Chi & Xiaoyan Kong

Analysis of Documentary: “The Next Black – A Film about the Future of Clothing

The documentary is intended to inspire the audience in terms of the ways that the fashion industry could be improved during the design, production, and maintenance process. For each of the six chapters, a designer or an innovator is invited to talk about a specific topic. The six topics are: Merging Fashion & Tech, Smart Clothes, Brewing Sustainable Fabrics, Fast Fashion, Dyeing without Water, and Fixing Things. From six different perspectives, the chapters open my eyes to the possibilities of how future clothing could be more interesting, technological, and environmentally-friendly.

The first two chapters, which I specifically chose to present in class, were the ones that I was most interested in – especially the first one. Nancy Tilbury from Studio XO, a garment design studio that is dedicated to creating interactive and evolving clothing, said that they designed clothes for artists such as Arcade Fire, The Black Eyed Peas, and Lady Gaga. These artists happened to be some of my favorite ones, and they each had their time and made great impact on the popular music industry. Back in 2009, The Black Eyed Peas and Lady Gaga brought pop music into the era of EDM, aka electronic dance music, and that was the time that I started to learn about these things. This very much relates to what I think of fashion – a way of self-expression and display of identity. I was reminded of when I watched the video of “Poker Face” for the first time, how Gaga walked out of the swimming pool in her latex skintight dress, and how she wore a pair of glasses with a electric display saying “GAGA” in another scene. Some people didn’t understand her and called her a weirdo for her unorthodox sense of fashion. Indeed, she wanted attention, which was part of the reason why she dressed herself that way, but looking back, nobody could deny what she did was pioneering and trendsetting. She created her own language and narrative to have a say in the industry, by infecting the world with her fashion. The video for “Boom Boom Pow” by The Black Eyed Peas was iconic as well. No wonder these artists are the perfect collaborators for Studio XO. They are not afraid to shock the world with their fashion & tech, and that is essentially how popular culture and fashion industry are constantly influencing and boosting each other.

NOC – Inspiration – Tiger Tian

Date: 03-12-2019

Buoyancy

Since we touched upon the concept of buoyancy last class, I wanted to delve a little bit into that, as we didn’t really look into it in class. My intention is to inspire us on how to better implement buoyancy in our codes.

The essential reason why buoyancy exists is that the amount of water pressure differs on different levels in the water. When an object is wholly immersed in fluid, the fluid exerts pressure on both its upper and lower surfaces. Pressure upon the upper surface is downwards, while that upon its lower surface is upwards and bigger than the former, hence the buoyancy being upwards. That’s the basic principle of how buoyancy works.

Essentially, in a certain type of fluid, whether an object floats or not is determined by their density. If the fluid has bigger density, the object floats, and vice versa. If the object has the same density as the fluid, it suspends in the fluid (can stay static at any level in the fluid).

If we would like water in the physical environment we creates in p5, buoyancy is something we have to think about. In my opinion, the simplest and most accurate solution is to add density to objects. With the density and size of an object, we calculate its mass. The buoyancy that water exerts upon it is determined by its size – they have a positive correlation; its mass directly determines how much gravity there is. By adding the two vectors together – gravity and buoyancy, we’ll know whether the object should float or sink.

NOC – Week 4: Physical Environment – Tiger Tian

Date: 03-12-2019

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Personally, I really liked this week’s topic, because it begins to reveal the essence of the course name! What I did after class this week is similar to what we did in class. It has the wind method controlled by mouse X position, and buoyancy based on Y position. I also added a few other features to make it more interesting.

Besides water, I added an oil layer, whose density is smaller than water, so it floats above water. Thus there are three possible states for a particle: floating on oil, floating under oil and on water, and staying at the bottom of water. Which state a particle is in is determined by its density, which is why I added density to each particle. It is a random value, just like the size of each particle. Now that we have both size and density, we can calculate its mass by simply multiplying them (technically, mass = density * volume, and sphere volume = 0.75 * pi * radius cube, so if I were to be accurate, it would be m = ρ * 0.75 * pi * (size / 2) ^ 3. But here I omitted the complicated calculations). Then I added colors to the particles to indicate the density of each of them, using the map() function. The lighter the color, the smaller the density.