Bryan and I are having a great time showing Bestiary, our projection-based book of randomly generated animals, at the ITP Spring Show. Here’s a quick video we shot this morning during set up:
Bestiary from Caroline Brown on Vimeo.
Yesterday was day one of the show, and we got lots of great feedback on the project. Today [...]
Bryan Lence and I revisited our A to Z midterm to create another version of the creature maker. We kept our foundation of the context-free grammar, but we altered our template for the images. Instead of layering transparencies in set positions, we anchored each image to a specific variable associated with another image (i.e. the [...]
For Programming A to Z last week, Adam asked us to get some XML from a web service and use it as input into one of our previous programs. I chose to work with the Brooklyn Museum’s API. In looking through an XML sample from their site, I was intrigued by the variety of artists’ [...]
Sometimes keeping up with all of the reading I’d like to do leaves me crushed by information overload, so for Programming A to Z this week I built a simple program to tell me whether or not I should bother reading a given document. Our assignment was to augment, modify, or replace one of our [...]
Over Spring Break we had two assignments to finish for Programming A to Z. The first was to modify, augment, or create a program based on our in-class examples of context-free grammars. I originally planned to create a grammar for walking– some sort of computer-generated dérive– but the weather hasn’t been particularly conducive to walking. [...]
This is the code for the main class of our creature-maker:
import java.util.HashMap;
HashMap words = new HashMap();
String[] lines;
String oneLine;
String animalName;
PImage head;
Bryan Lence and I developed a creature-maker for our Programming A to Z midterm. We based the program on a simple context-free grammar defining our animal structures, and applied that grammar to a Processing sketch based on Adam Parrish’s ContextFilter. Each click of the mouse while the sketch is running assembles a new animal assembled [...]
This week’s assignment for Programming A to Z was to modify or augment our in-class example of a Markov chain. Somehow during class I got the idea to make a program that would create imaginary creatures by analyzing n-grams from a list of animals. I created a list of creatures from a medieval bestiary, and [...]
Imagine my surprise, nay, my consternation, when without moving from his privacy, Bartleby in a singularly mild, firm voice, replied, I would prefer not to.
But in quite as clear a one came the previous reply, I would prefer not to.
I would prefer not to, said he.
I would prefer not to, he said, and gently disappeared [...]
For Programming A to Z this week we were asked to use Java to create a text:
Create a program (using, e.g., the tools presented in class) that behaves like a UNIX text processing program (such as cat, grep, tr, etc.). Your program should take text as input (any text, or a particular text of your [...]
For Programming A to Z this week we were asked to use the command line in order to compose a text:
Use a combination of the UNIX commands discussed in class (along with any other commands that you discover) to compose a text. Your “source code” for this assignment will simply consist of what you executed [...]