All posts by stephenheymann

Deep Diver

Mario is Drowning

LED Arrays – Neopixel FeatherWing

Our new assignment is to make a creative animation with our Neopixel FeatherWing. I hope I’m wrong, but I don’t believe the example files that were uploaded for class were set up properly to take advantage of the RGB to HSB conversion table. I’m completely lost again, and really don’t clearly understand what I’m doing, feeling frustrated and starting to think I need to look at Max if I want to program anything that works in the future.

I wish I could post links of a site that  helped, but I really can’t find videos to help me program the FeatherWing. Really, the main issue is this color conversion code we are using, which I have zero control over after working on for hours. Over it.

Here’s what I’ve cooked up so far:

/*
Control a RGB led with Hue, Saturation and Brightness (HSB / HSV )

Hue is change by an analog input.
Brightness is changed by a fading function.
Saturation stays constant at 255

getRGB() function based on <http://www.codeproject.com/miscctrl/CPicker.asp>
dim_curve idea by Jims

created 05-01-2010 by kasperkamperman.com
*/

/*
dim_curve ‘lookup table’ to compensate for the nonlinearity of human vision.
Used in the getRGB function on saturation and brightness to make ‘dimming’ look more natural.
Exponential function used to create values below :
x from 0 – 255 : y = round(pow( 2.0, x+64/40.0) – 1)
*/

const byte dim_curve[] = {
0, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6,
6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8,
8, 8, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11,
11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15,
15, 15, 16, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20,
20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26,
27, 27, 28, 28, 29, 29, 30, 30, 31, 32, 32, 33, 33, 34, 35, 35,
36, 36, 37, 38, 38, 39, 40, 40, 41, 42, 43, 43, 44, 45, 46, 47,
48, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62,
63, 64, 65, 66, 68, 69, 70, 71, 73, 74, 75, 76, 78, 79, 81, 82,
83, 85, 86, 88, 90, 91, 93, 94, 96, 98, 99, 101, 103, 105, 107, 109,
110, 112, 114, 116, 118, 121, 123, 125, 127, 129, 132, 134, 136, 139, 141, 144,
146, 149, 151, 154, 157, 159, 162, 165, 168, 171, 174, 177, 180, 183, 186, 190,
193, 196, 200, 203, 207, 211, 214, 218, 222, 226, 230, 234, 238, 242, 248, 255,
};

#include <Adafruit_NeoPixel.h>

Adafruit_NeoPixel pixels = Adafruit_NeoPixel(32, 6, NEO_GRB + NEO_KHZ800);

int rgb_colors[3]; //recieves the results from hsb conversion
int scenelength[3] = {5000, 5000, 1000};
int scene = 1;
byte matrix[8][4] = {
{24, 16, 8, 0}, //board oriented with USB cable at top
{25, 17, 9, 1},
{26, 18, 10, 2},
{27, 19, 11, 3},
{28, 20, 12, 4},
{29, 21, 13, 5},
{30, 22, 14, 6},
{31, 23, 15, 7}
};

byte matrix2[8][4] = {
{24, 16, 8, 0}, //board oriented with USB cable at top
{25, 17, 9, 1},
{26, 18, 10, 2},
{27, 19, 11, 3},
{28, 20, 12, 4},
{29, 21, 13, 5},
{30, 22, 14, 6},
{31, 23, 15, 7}
};

byte C[8][4] = {
{0, 1, 1, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{1, 0, 0, 0},
{0, 1, 1, 0}
};

int h, s, b;
byte column = 0;
byte row = 0;
byte offset = 0;
unsigned long lastTime = 0;
unsigned long columnTime = 0;
unsigned long offsetTime = 0;
unsigned long rowTime = 0;
unsigned long currentTime = 0;

void setup() {
pixels.begin();
// s = 250;
// b = 120;
}

void loop() {
currentTime = millis();
pixels.clear();
if (currentTime – lastTime > scenelength[scene – 1]) {
scene++;
lastTime = currentTime;
if (scene > 2) scene = 1;
}

switch (scene) {
case 1:
act1();//do something when var equals 1

break;
case 2:
act2();//do something when var equals 2
break;
// case 3:
// act3();
// break;
default:
// if nothing else matches, do the default
// default is optional
break;
}
pixels.show();
}

void act1() {
for (int i = 0; i < 8; i++) {
pixels.setPixelColor(matrix[i][column], (pixels.Color(rgb_colors[0], rgb_colors[1], rgb_colors[2])));
for (int y = 0; y < 4 ; y++) {
pixels.setPixelColor(matrix[row][y], (pixels.Color(rgb_colors[0], rgb_colors[1], rgb_colors[2])));
h = ((cos((currentTime + i * 200) / 1000.0) + 1.0) * 100.0); // 180 is max to hit full 360 color range.
if (h > 1 && h < 300) {
b = 200;
s = 255;
} else {
b = 50;
s = 255;
}
}
}
if (currentTime – columnTime > 200) {
column++;
if (column > 3)column = 0;
columnTime = currentTime;
}
if (currentTime – rowTime > 50) {
row++;
if (row > 7)row = 0;
rowTime = currentTime;
}
getRGB(h, s, b, rgb_colors); // converts HSB to RGB
}

void act2() {
for (int i = 0; i < 4; i++) {
pixels.setPixelColor(matrix2[row][i], (pixels.Color(rgb_colors[0], rgb_colors[1], rgb_colors[2])));
h = ((sin((currentTime + i * 500) / 100) + 1.0) * 100); //((sin((currentTime + 1 * ??) / strobespeed) +1.0 *
s = 255;
b = 200;
}
if (currentTime – rowTime > 400) {
row++;
if (row > 7)row = 0;
rowTime = currentTime;
}
getRGB(h, s, b, rgb_colors); // converts HSB to RGB
}

void act3() {
for (int x = 0; x < 4; x++) {
for (int y = 0; y < 8; y++) {
if ( C[y][(x + offset) % 4] ) { //keep (x + offset) in bounds of the array
pixels.setPixelColor(matrix[y][x], pixels.Color(200, 0, 100));
}
}
}
if (currentTime – offsetTime > 100) {
offset–;
if (offset < 0)offset = 3;
offsetTime = currentTime;
}
}
void getRGB(int hue, int sat, int val, int colors[3]) {
/* convert hue, saturation and brightness ( HSB/HSV ) to RGB
The dim_curve is used only on brightness/value and on saturation (inverted).
This looks the most natural.
*/
val = dim_curve[val];
sat = 255 – dim_curve[255 – sat];

int r;
int g;
int b;
int base;

hue = hue % 360; //account for hues going over the 360

if (sat == 0) { // Acromatic color (gray). Hue doesn’t mind.
colors[0] = val;
colors[1] = val;
colors[2] = val;
} else {

base = ((255 – sat) * val) >> 8;

switch (hue / 60) {
case 0:
r = val;
g = (((val – base) * hue) / 60) + base;
b = base;
break;

case 1:
r = (((val – base) * (60 – (hue % 60))) / 60) + base;
g = val;
b = base;
break;

case 2:
r = base;
g = val;
b = (((val – base) * (hue % 60)) / 60) + base;
break;

case 3:
r = base;
g = (((val – base) * (60 – (hue % 60))) / 60) + base;
b = val;
break;

case 4:
r = (((val – base) * (hue % 60)) / 60) + base;
g = base;
b = val;
break;

case 5:
r = val;
g = base;
b = (((val – base) * (60 – (hue % 60))) / 60) + base;
break;
}

colors[0] = r;
colors[1] = g;
colors[2] = b;
}
}

 

Reclamation

I turned to a different subject matter that I’ve been obsessed with lately: time-lapsed photography of plants. I think of nature as a highly intelligent hyperobject, moving at a completely different pace through time than humans which conceals their true agency in the world. I was particularly interested in slime mold because of it’s primordial ancestry, and how it shape shifts to navigate and feed. I felt like I could recreate this creeping intelligent motion with melted wax and stop motion video to convey a lengthy passage of time.

In the resulting video, I am exploring the possibility of our primordial ancestry reclaiming technology from it’s distant relationship with humankind. By consuming a piece of RAM hardware, the slime takes an evolutionary leap forward. Like it’s human counterparts, it can now both consume and produce in different ways. The result of the slime’s newfound agency is felt like a small shockwave across the forest floor. The networked layers of abstraction that exist in nature are brought to the foreground and multiple pathways for new forms of life are created.

Here are some inspirational links that I was thinking about when making the film:

 

Neopixel Animation

We ditched the regular LEDs for a much more sophisticated RGB LED Neopixel. Our assignment was to create a narrative using only one Neopixel light. I decided to depict a journey through the solar system that represented the sun and all 8 planets (sorry Pluto, I’ll never forget) working from the center outward. I’m still having a hard time condensing my code into clean and organized thoughts. We worked through another student’s project in class to get a better understanding of controlling time, but I seriously feel lost with this concept. The example code was a loop with randomization, not a straight path through time which is what I need to accomplish my planet animation. I took the same approach to timing the animation as my previous project because this is the only way I know how to make it work. Hopefully I can get a better grasp in the next class before we start working with LED arrays.

Well I had an animation I was happy with, but I screwed up my code when consolidating it, so the animation didn’t even work when I presented it. Here is the code:

#include <Adafruit_NeoPixel.h> //Connect to NeoPixel library.

Adafruit_NeoPixel pixels = Adafruit_NeoPixel(1, 6, NEO_GRB + NEO_KHZ800);

int r = 1;
int g = 1;
int b = 1;

bool rUp = 1; //On or off. 1 = on.
bool gUp = 1; //On or off. 1 = on.
bool bUp = 1; //On or off. 1 = on.

unsigned long currentTime = 0;
unsigned long lastTime = 0;
unsigned long counter = 0;
int timer1 = 2;
int timer2 = 10;
int timer3 = 10;
int timer4 = 15;
int timer5 = 15;
int timer6 = 10;
int timer7 = 15;
int timer8 = 10;
int timer9 = 10;

unsigned long scene1 = 5000;
unsigned long scene2 = 10000;
unsigned long scene3 = 15000;
unsigned long scene4 = 20000;
unsigned long scene5 = 25000;
unsigned long scene6 = 30000;
unsigned long scene7 = 35000;
unsigned long scene8 = 40000;
unsigned long scene9 = 45000;

void setup() {
pixels.begin();

}

void loop() {
currentTime = millis();

if (currentTime < scene1) {
fader(2, 254, 170, 80, 40, 2, 1); //Sun
}

if (currentTime > scene1 && currentTime <= scene2) {
fader(10, 65, 64, 65, 64, 65, 64); //Mercury
}

if (currentTime > scene2 && currentTime <= scene3) {
fader(10, 254, 250, 254, 160, 2, 1); //Venus
}

if (currentTime > scene3 && currentTime <= scene4) {
fader2(15, 2, 1, 125, 110, 254, 1); //Earth
}

if (currentTime > scene4 && currentTime <= scene5) {
fader(15, 254, 120, 40, 1, 25, 15); //Mars
}

if (currentTime > scene5 && currentTime <= scene6) {
fader(10, 180, 165, 140, 1, 25, 15); //Jupiter
}

if (currentTime > scene6 && currentTime <= scene7) {
fader(10, 115, 90, 59, 57, 17, 15); //Saturn
}

if (currentTime > scene7 && currentTime <= scene8) {
fader(10, 45, 35, 204, 180, 220, 212); //Uranus
}

if (currentTime > scene8 && currentTime <= scene9) {
fader(15, 165, 140, 30, 1, 240, 220); //Neptune
}
}

void fader(int timer,int redMax,int redMin, int greenMax, int greenMin, int blueMax, int blueMin) { //Sun

if (currentTime – lastTime > timer) {

if (rUp) {
r++;
} else r–;

if (gUp) {
g++;
} else g–;
if (bUp) {
b++;
} else b–;

if (r > redMax) rUp = 0;
if (r < redMin) rUp = 1;
if (g > greenMax) gUp = 0;
if (g < greenMin) gUp = 1;
if (b > blueMax) bUp = 0;
if (b < blueMin) bUp = 1;

pixels.setPixelColor(0, pixels.Color(r, g, b));
pixels.show();
lastTime = currentTime;
}
}

void fader2(int timer,int redMax,int redMin, int greenMax, int greenMin, int blueMax, int blueMin) { //Earth

if (currentTime – lastTime > timer) {

if (rUp) {
r++;
} else r–;

if (gUp) {
g++;
} else g–;
if (bUp) {
b = (cos(currentTime / 500.0) + 1.0) * 128.0;
} else b = (sin(currentTime / 500.0) – 1.0) * 128.0;

if (redMax > 2) rUp = 0;
if (redMin < 1) rUp = 1;
if (greenMax > 125) gUp = 0;
if (greenMin < 110) gUp = 1;
if (blueMax > 254) bUp = 0;
if (blueMin < 1) bUp = 1;

pixels.setPixelColor(0, pixels.Color(r, g, b));
pixels.show();
lastTime = currentTime;
}
}

I’m going back to Shiffman’s Function tutorials, because I just can’t seem to get this stuff to stick in my brain. I’m having the same challenge with programming as I did with advanced math, in one ear and out the other, especially when it comes to multiple levels of abstraction. In the end, I think I may be more successful in my future multimedia projects using a visual programming aid like Max. I feel like it’s important for me to understand programming at the deepest level I can handle.

Meanwhile, I’m checking out some different project examples to spark some creative ideas for what I’m guessing will be a more elaborate project assignment involving our use of LEDs. For my own entertainment, I’d love to get a strip of neopixels attached to me Parrot 2.0 drone, but these glasses are pretty badass too.

 

Project Proposal 1: Generative Seasonal Poetry

Introduction

I want to explore generative literature through two separate lenses: situational generators and linguistic generators. Situational signifies an open, organic system that can freely change based on the data sets that are being aggregated in real-time. Linguistic generators are closed analytic structures, such as Taroko Gorge, a generative poetry project by MIT’s Nick Montfort.

I am still in the process of aggregating data for a situational generator through Twitter, so my first project focus will be creating a linguistic generator to get a baseline understanding of how poetry can be generated to convey a theme. Success for me in this context will be to generate poetry that is accessible to the reader, meaning not just a bunch of random words, but phrases that create real connections through chance.


Generative Seasonal Poetry

My subject focus will be the seasonal shifts in Colorado signified by the blossoming trees and flowers. A modest attempt at representing this concept is in my new rendition of Taroko Gorge.

Initially, I want to create a more robust version of this poem to capture the month of May. To accurately capture the state of any plant or tree during May, I will be aggregating data on 20 different species and their predictive seasonal appearances during this month.

To further this project, I would like to create a 365 day poetry calendar that tracks the seasonal shifts of these 20 plants, along with their current colors and varieties of birds and animals that may interact with them on any given day.The result should be a poem that illustrates a depiction of what the reader may witness in the Colorado wilderness. Live data from weather would be a great addition to this code, but that would shift the project into a situational generator, which is my second project proposal.

 

Sleepcaster 2.0

Sleepcaster / 2.0

The second iteration of Sleepcaster was a deeper dive into the physical representation of both controlling a remote version of oneself while also offering the experience of being touched. I was also asked to mock up a product site to flesh out more details on this speculative product. I realized that until I started actually building out the product website (which is not my forte) that the pros and cons of the Sleepcaster’s capabilities became much easier to articulate. I am currently still working on the site, but the top of the site has a p5js animation I programmed to help convey the responsive cell technology that the special bed relies on. Click here to see the Sleepcaster product site.

I’m  not thrilled with the mechanical hand I built, the base of the hand is made from a cardboard cutout of my own hand but mechanically it doesnt function as “real” as I would like because the surrounding foam inhibits movement. If I have the time, I want to build a more robust model that can be controlled with a microchip and motor.

Sleepcaster 1.0

Sleepcaster / 1.0

The assignment was to develop a speculative design, so I started combing through emerging technologies that could be expanded on or relocated into a new context. I had come across MIT’s Tangible Media Group’s inFORM project before and felt this would be an interesting technology that may help inform our evolving definition of intimacy in the digital age.

My speculation is taking a inFORM’s reactive cell technology and applying it to an intimate space where the user can transmit and receive live signal representations of human forms. This speculation raises numerous questions in terms of intimacy, safety and personal privacy. Would this satisfy a lonely person’s desire for a comforting human touch? Would we withdraw even further from the physical marketplace of relationships and fulfill our needs with mechanistic reproductions of our most intimate moments?

My first iteration involved a rough physical depiction of a human form rising out of a soft mattress-like surface as well as technical drawings to help illustrate the concept in greater detail.

Seasonal Poetry

/pages/TarokoGorge_Heymann_3.html

Seasonal Poetry for Colorado – Iteration: 1  / Based on Taroko Gorge generative poetry project.

What is Sleepcaster?

Sleepcaster is a modular bed mat that responds immediately to your specific comfort needs. Our topper is constructed from thousands of our live-responsive soft cells. Each cell has the ability to change height, width, and temperature. The result is a sleep system that can not only accommodate your perfect sleep support, but also provides an interactive surface that can manifest unlimited user experiences.

LED Arrays – Adafruit Feather

4/5/17

The assignment yesterday (4/4/17) was to program 4 LED’s flashing independently from each other with different fading effects. I’m currently stuck on only getting the first LED in the chain lit. We wrote some complicated (to me) code to control the timing instead of just using a simpler but less efficient delay(); function. I do not understand the workaround code at all and can only get one light to turn on (pin 5), but still feel like I’m writing this out properly. I’m about to check each light to see if I’m just experiencing a hardware malfunction… and back. All of the LED’s are functioning, so I’m going to reset my whole breadboard… and back! Ok so the breadboard must have not been set up right. I am now able to get all the lights on, but only with the delay(); function.

This is the key to my problems, I have to figure out how to control this section:

int rTime = millis();
if (rTime – redTime > 1000) {
if (toggle) {
digitalWrite(ledRed, HIGH);
toggle = false;
} else {
digitalWrite(ledRed, LOW);
toggle = true;
}
redTime = rTime;
}

This breadboard doesn’t have a proper ground wire bridging the gap. Derp!

4/9/17

I found out that my breadboard’s ground column is split in 2 sections, thats why most of my lights weren’t working, I wasn’t bridging the gap with ground wire! We went further into our code today, creating new functions with arrays to control multiple LEDs through PWM contacts on the Feather. There are 7 contacts that can accept PWM signals: 3, 5, 6, 9, 10, 11, 13.

Our new assignment was to run at least 6 flashing LEDs and one digital on/off LED in a fashion that represents a narrative. The confusing aspect to me was how to create more than one looping scene that kept accurate time of each scene in sequence. I woke up with the answer in my head Saturday morning,  I realized I had to create different variables that represented specific milliseconds since my timeline is being measured in millis(); I wrapped my forLoops in an if statement that checks the currentTime and activates each loop in order (tenSec, twentySec, ect). My code is really heavy and I know it can be simplified, so I’m looking forward to learning how to package this up neatly. This is the work in progress:

 

Here’s the final code! It’s a loose interpretation of someone channel surfing, so each scene is interrupted by a quick strobing flash before moving to the next scene.

unsigned long currentTime = 0;

unsigned long stage1 = 7000; //Writing the name of your variable literally can create bias and establish boundaries
unsigned long stage2 = 7500;
unsigned long stage3 = 15000;
unsigned long stage4 = 15500;
unsigned long stage5 = 20000;
unsigned long stage6 = 20500;
unsigned long stage7 = 23000;
unsigned long stage8 = 26000;
unsigned long stage9 = 26500;
unsigned long stage10 = 38000;
unsigned long stage11 = 42000;
//Digital ON/OFF variables
int green = A5;
bool toggle = true;
unsigned long greenTime = 0;

//PWM LED variables
const int numLeds = 7;
int pin [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int fadeIn [numLeds] = {3, 2, 2, 1, 2, 2, 3};
int fadeOut [numLeds] = { -1, -2, -2, -3, -2, -2, -1};
bool fadeUp [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd [numLeds] = {6, 4, 2, 8, 2, 4, 6};

//PWM LED variables 2
int pin2 [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness2 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int fadeIn2 [numLeds] = {10, 10, 10, 10, 10, 10, 10};
int fadeOut2 [numLeds] = { -1, -1, -2, -3, -4, -4, -4};
bool fadeUp2 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime2 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd2 [numLeds] = {1, 2, 3, 4, 5, 5, 5};

//PWM LED variables 3
int pin3 [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness3 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int fadeIn3 [numLeds] = {3, 3, 3, 3, 3, 3, 3};
int fadeOut3 [numLeds] = { -10, -1, -10, -1, -10, -1, -10};
bool fadeUp3 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime3 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd3 [numLeds] = {30, 10, 30, 10, 30, 10, 30};

//PWM LED variables 4
int pin4 [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness4 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
int fadeIn4 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
int fadeOut4 [numLeds] = { -8, -3, -4, -5, -6, -7, -8};
bool fadeUp4 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime4 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd4 [numLeds] = {10, 3, 1, 10, 1, 3, 10};

//PWM LED variables 5
int pin5 [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness5 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int fadeIn5 [numLeds] = {1, 1, -1, 1, -1, 1, 1};
int fadeOut5 [numLeds] = { -5, -1, -2, -3, -2, -1, -5};
bool fadeUp5 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime5 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd5 [numLeds] = {15, 15, 15, 15, 15, 15, 15};

//PWM LED variables 6
int pin6 [numLeds] = {3, 5, 6, 9, 10, 11, 13};
int brightness6 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int fadeIn6 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
int fadeOut6 [numLeds] = { -1, -1, -1, -1, -1, -1, -1};
bool fadeUp6 [numLeds] = {1, 1, 1, 1, 1, 1, 1};
unsigned long lastTime6 [numLeds] = {0, 0, 0, 0, 0, 0, 0};
int flckrSpd6 [numLeds] = {30, 30, 30, 30, 30, 30, 30};

void setup() {

pinMode(green, OUTPUT);

// for loop initializes each pin as an output:
for (int i = 0; i < numLeds; i++) {
pinMode(pin[i], OUTPUT);
}

for (int j = 0; j < numLeds; j++) {
pinMode(pin[j], OUTPUT);
}

for (int k = 0; k < numLeds; k++) {
pinMode(pin[k], OUTPUT);
}

for (int l = 0; l < numLeds; l++) {
pinMode(pin[l], OUTPUT);
}

for (int m = 0; m < numLeds; m++) {
pinMode(pin[m], OUTPUT);
}
}

void loop() {
currentTime = millis();
// Run stage 1
if (currentTime < stage1) {
for (int i = 0; i < numLeds; i++) {
fader(i);
}
blinker();
}
// Run stage 2
if ((currentTime > stage1) && (currentTime < stage2)) {
for (int j = 0; j < numLeds; j++) {
fader2(j);
}
blinker2();
}
// Run stage 3
if ((currentTime > stage2) && (currentTime < stage3)) {
for (int k = 0; k < numLeds; k++) {
fader3(k);
}
blinker3();
}
// Run stage 4
if ((currentTime > stage3) && (currentTime < stage4)) {
for (int l = 0; l < numLeds; l++) {
fader2(l);
}
blinker2();
}
// Run stage 5
if ((currentTime > stage4) && (currentTime < stage5)) {
for (int m = 0; m < numLeds; m++) {
fader4(m);
}
blinker4();
}

// Run stage 6
if ((currentTime > stage5) && (currentTime < stage6)) {
for (int m = 0; m < numLeds; m++) {
fader2(m);
}
blinker2();
}

// Run stage 7
if ((currentTime > stage6) && (currentTime < stage7)) {
for (int m = 0; m < numLeds; m++) {
fader5(m);
}
blinker5();
}

// Run stage 8
if ((currentTime > stage7) && (currentTime < stage8)) {
for (int m = 0; m < numLeds; m++) {
fader3(m);
}
blinker3();
}

// Run stage 9
if ((currentTime > stage8) && (currentTime < stage9)) {
for (int m = 0; m < numLeds; m++) {
fader2(m);
}
blinker2();
}

// Run stage 10
if ((currentTime > stage9) && (currentTime < stage10)) {
for (int m = 0; m < numLeds; m++) {
fader5(m);
}
blinker5();
}
// Run stage 11
if ((currentTime > stage10) && (currentTime < stage11)) {
for (int m = 0; m < numLeds; m++) {
fader6(m);
}
blinker2();
}
}
void fader(int LED) {
if (currentTime – lastTime[LED] > flckrSpd[LED]) {
analogWrite(pin[LED], brightness[LED]);
// change the brightness for next time through the loop:
if (fadeUp[LED]) {
brightness[LED] = brightness[LED] + fadeIn[LED];
} else {
brightness[LED] = brightness[LED] + fadeOut[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness[LED] <= 0) {
fadeUp[LED] = true;
}
else if (brightness[LED] >= 255) {
fadeUp[LED] = false;
}
lastTime[LED] = currentTime;
}
}

void fader2(int LED) {
if (currentTime – lastTime2[LED] > flckrSpd2[LED]) {
analogWrite(pin2[LED], brightness2[LED]);
// change the brightness for next time through the loop:
if (fadeUp2[LED]) {
brightness2[LED] = brightness2[LED] + fadeIn2[LED];
} else {
brightness2[LED] = brightness2[LED] + fadeOut2[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness2[LED] <= 0) {
fadeUp2[LED] = true;
}
else if (brightness2[LED] >= 60) {
fadeUp2[LED] = false;
}
lastTime2[LED] = currentTime;
}
}

void fader3(int LED) {
if (currentTime – lastTime3[LED] > flckrSpd3[LED]) {
analogWrite(pin3[LED], brightness3[LED]);
// change the brightness for next time through the loop:
if (fadeUp3[LED]) {
brightness3[LED] = brightness3[LED] + fadeIn3[LED];
} else {
brightness3[LED] = brightness3[LED] + fadeOut3[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness3[LED] <= 0) {
fadeUp3[LED] = true;
}
else if (brightness3[LED] >= 70) {
fadeUp3[LED] = false;
}
lastTime3[LED] = currentTime;
}
}

void fader4(int LED) {
if (currentTime – lastTime4[LED] > flckrSpd4[LED]) {
analogWrite(pin4[LED], brightness4[LED]);
// change the brightness for next time through the loop:
if (fadeUp4[LED]) {
brightness4[LED] = brightness4[LED] + fadeIn4[LED];
} else {
brightness4[LED] = brightness4[LED] + fadeOut4[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness4[LED] <= 0) {
fadeUp4[LED] = true;
}
else if (brightness2[LED] >= 255) {
fadeUp4[LED] = false;
}
lastTime4[LED] = currentTime;
}
}

void fader5(int LED) {
if (currentTime – lastTime5[LED] > flckrSpd5[LED]) {
analogWrite(pin5[LED], brightness5[LED]);
// change the brightness for next time through the loop:
if (fadeUp2[LED]) {
brightness5[LED] = brightness5[LED] + fadeIn5[LED];
} else {
brightness5[LED] = brightness5[LED] + fadeOut5[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness5[LED] <= 0) {
fadeUp5[LED] = true;
}
else if (brightness5[LED] >= 10) {
fadeUp5[LED] = false;
}
lastTime5[LED] = currentTime;
}
}

void fader6(int LED) {
if (currentTime – lastTime6[LED] > flckrSpd6[LED]) {
analogWrite(pin5[LED], brightness5[LED]);
// change the brightness for next time through the loop:
if (fadeUp6[LED]) {
brightness6[LED] = brightness6[LED] + fadeIn6[LED];
} else {
brightness5[LED] = brightness6[LED] + fadeOut6[LED];
}

// reverse the direction of the fading at the ends of the fade:
if (brightness6[LED] <= 0) {
fadeUp6[LED] = true;
}
else if (brightness5[LED] >= 255) {
fadeUp6[LED] = false;
}
lastTime6[LED] = currentTime;
}
}

void blinker() {
if (currentTime – greenTime > 1500) {
if (toggle) {
digitalWrite(green, HIGH);
toggle = false;
} else {
digitalWrite(green, LOW);
toggle = true;
}
greenTime = currentTime;
}
}

void blinker2() {
if (currentTime – greenTime > 50) {
if (toggle) {
digitalWrite(green, HIGH);
toggle = false;
} else {
digitalWrite(green, LOW);
toggle = true;
}
greenTime = currentTime;
}
}

void blinker3() {
if (currentTime – greenTime > 270) {
if (toggle) {
digitalWrite(green, HIGH);
toggle = false;
} else {
digitalWrite(green, LOW);
toggle = true;
}
greenTime = currentTime;
}
}

void blinker4() {
if (currentTime – greenTime > 80) {
if (toggle) {
digitalWrite(green, HIGH);
toggle = false;
} else {
digitalWrite(green, LOW);
toggle = true;
}
greenTime = currentTime;
}
}

void blinker5() {
if (currentTime – greenTime > 400) {
if (toggle) {
digitalWrite(green, HIGH);
toggle = false;
} else {
digitalWrite(green, LOW);
toggle = true;
}
greenTime = currentTime;
}
}

Project 1.2 – Live Performance

After playing my initial sample for class, I was encouraged to explore tactile sound design to foster a more analog-centric performance. John Cage’s Water Walk was provided as an example of experimental analog music. Keeping simplicity in mind, I started building instruments out of things lying around my apartment and the following instruments took form:

Analog Noise Makers
  • Activators
    • Wooden Spoon
    • Rubber Mallet
    • Large Brush
    • Whisk
    • Tennis Balls
    • Bike Pedal
  • Passive
    • Upside Down Djembe Drum
    • Bike Wheel Spokes
    • Exercise Ball
    • Metal pot
    • Water
    • Cymbal

Unfortunately we didn’t have time to play my new project setup during class, but these are the pictures of the planned performance. Instead of putting instruments at the audience’s direct disposal, I set out soft square pads that served as activators for people to step/sit on. When a person stands on a pad, it prompts me to play a specific analog instrument. While operating a nice mixing board for Ableton Live, I put all of the analog instruments within each reach of one sitting position. This, I believed, would help lower the level of tension caused by scrambling back and forth.  The installation space is entered through a small door, and lined with soft squishy pads on the floor. I was hoping that by stepping on the pads, the participants would easily be clued in on interacting with the square pads inside the space.