Creative Computing

Joel Gethin Lewis

Week 2: Lecture 4: Deciding

What I'm going to talk about now:

  1. Group meditation.
  2. Questions?
  3. Deciding - logic in humans and computers.
  4. Looping - doing things many times, but using logic to stop.
  5. Moving from two spatial dimensions to three.
  6. Some artists working in three dimensions.
  7. Feedback.
  8. Homework Assignment - exercises from Code as Creative Medium - Conditional Testing and Iteration as well as introduction to p5.js
Are you recording Joel? Have you taken the register first?

0. Group Meditation

  1. TBC.

1. Questions?

2. Deciding - logic in humans and computers

  • Boolean algebra, named after George Boole. The Boolean data type is a common to most programming languages - only two values - True (1) or False (0). One is true, nothing is false.
  • Boolean operators allow you to combine or invert boolean data types - the three basic ones are AND, OR and NOT.
  • Control flow in programming is how you control the flow of which part of the program is executed next.
  • Conditional statements, such as if statements are very common.

3. Looping - doing things many times, but using logic to stop

  • Loops such as while loops and for loops are also very common.
  • Let's try writing some loops in p5.js on the editor to print things out.

4. Moving from two spatial dimensions to three

4. Moving from two spatial dimensions to three (continued)

  • One way of storing three dimensional information is using point clouds.
  • The output of three dimensional scanners is often in point clouds - a grid of positions, each with a depth value - think of Pin Art toys from the 1980's.
  • Another way of storing three dimensional data is to use Voxels (from the initial letters of volume and element, with the insertion of -x- for ease of pronunciation).
  • Voxels can be a super efficient way of storing three dimension information - used for everything from MRI scanners to Minecraft.
  • Creative uses of points in space: Motorstudio Design Room / Hermès × Tokujin Yoshioka / Shining360 by Claire Hentschker.

4. Moving from two spatial dimensions to three (continued)

  • Another way of storing three dimensional information is using a series of polygons.
  • Polygons are geometric objects with at least three straight lines and angles.
  • Polygons are plane figures - i.e. they are flat.
  • Some examples: squares, triangles and pentagons.
  • Triangles are often used in three dimensional software and games - for more information about why this is so see this Computerphile video about A Universe of Triangles.

4. Moving from two spatial dimensions to three (continued)

5. Artists working in three dimensions.

6. Feedback

  • What's working?
  • What's not working?
  • What am I missing?
  • Lets talk now or you can Slack me in private.

7. Homework assignment!

Thanks!