Music Visualization Engine and Generative Drawing

http://vimeo.com/moogaloop.swf?clip_id=3191128&server=vimeo.com&show_title=0&show_byline=0&show_portrait=0&color=00adef&fullscreen=1
The Neural Orb from chris teso on Vimeo.

130 seconds of a music visualization engine and generative drawing built in AS3 using particles and physics engine.

See it in it’s 4:02 entirety HERE.

512 particles are released with instructions to randomly disperse throughout the scene. Variants include friction and wander. Particle location is constantly tracked and more particles are drawn at that location. These particles are sized and alpha’d according to stage location creating a “corridor”.

Music visualization occurs by looping through SoundMixer.computeSpectrum and creating a ByteArray. Each of the 512 particles are controlled the ByteArray which conveniently contains 512 bytes of data. Each byte contains a floating-point value. This value determines the individual particles scale and glow.

I hope to make this more interesting if/when I get some free time.

Music: All Mine | Portishead

Motion Detection and Typography

http://vimeo.com/moogaloop.swf?clip_id=2829875&server=vimeo.com&show_title=0&show_byline=0&show_portrait=0&color=00adef&fullscreen=1
Webcam Swarm – Motion Detection from chris teso on Vimeo.

Reactive installation concept idea for future interactive installation using motion detection.

Concept: Using Particles to conform to typography.

Picture this large. Now take that image and double it. That’s how I envision it. Giant.

Try it for yourself : Reactive Motion Detection and Typography [webcam es necessitous]

Permalink: http://www.christeso.com/index.php/lab/motion-detection-and-typography/

BIT-101 Particle class in AS3

/*Public Properties:


vx:Number – the velocity on the x axis. default is 0
vy:Number – the velocity on the y axis. default is 0
damp:Number – a pseudo-friction value. 1.0 is no friction. Usual values are between 0.9 and 1.0. default is 0.9
bounce:Number – how much the particle will bounce from a wall. -1.0 will bounce with same force it hit with.

default is -0.5

grav:Number – how much velocity is added to vy each frame. Usual values are 0.0 to 2.0. default is 0
maxSpeed:Number – maximum allowed speed in any direction for a particle.

default is Number.MAX_VALUE (essentially infinity or no limit)

wander:Number – gives particle a random motion. numbers between 0 and 5 works well. default is 0
draggable:Boolean – if true, drag and throw is possible on the particle
edgeBehavior:String – determines behavior when particle hits an edge of the world.

Can be set to "wrap", "bounce", or "remove"
        wrap causes the particle to disappear and appear on the opposite edge of the space
        bounce causes the particle to bounce off the edge at a speed determined by the bounce property
        remove causes the particle to be permanently deleted if it leaves the space.

turnToPath:Boolean – if true, particle will turn towards the direction it is moving in.

Public Methods:


setBounds(bounds:Object)

- sets the "walls" of the universe in which the particle will be able to travel
- arguments:
    bounds. an object containing properties: xMin, xMax, yMin, yMax.
            you can directly use the object returned from the method getBounds().
            default values are the Stage dimensions.

gravToMouse(bGrav:Boolean [, force:Number])

- causes the particle to gravitate towards the mouse. it is advised that us use maxSpeed along with this,
  as this method can create near infinite particle speeds.
- arguments:
    bGrav. if true, particle will gravitate towards mouse. if false, it won't. default is false.
    force. the gravitational force applied to the particle.
           generally high numbers of 1000 or more are used. default is 1000

springToMouse(bSpring:Boolean [, force:Number])

- causes the particle to spring to the mouse
- arguments:
    bSpring. if true, particle will spring to the mouse. if false, it won't. default is false.
    force. the strength of the spring. generally numbers less than 1 are used. default is 0.1

repelMouse(bRepel:Boolean [, force:Number, minDist:Number])

- causes the particle to spring away from the mouse
- arguments:
    bRepels. if true, particle will spring away from the mouse. if false it won't.
    force. the strength of the spring action. generally numbers less than 1 are used. default is 0.1
    minDist. the distance in pixels from the mouse that the particle will attempt maintain.
             default is 100
- returns:
    the index number of the point added (can be used to remove the point)

addSpringPoint(x:Number, y:Number [, force:Number])

- adds a stationary point to which the particle will spring. any number of points can be added,
  but the result will be that the particle will spring to an point which is the average of all points.
- arguments:
    x, y. the point to which the particle will spring.
    force. the strength of the spring. default is 0.1
- returns:
    the index number of the point added (can be used to remove the point)

addGravPoint(x:Number, y:Number [, force:Number])

- adds a stationary point to which the particle will try to gravitate. any number of points can be added.
- arguments:
    x, y. the point to which the particle will gravitate.
    force. the gravitational force of the point. default is 1000
- returns:
    the index number of the point added (can be used to remove the point)

addRepelPoint(x:Number, y:Number [, force:Number, minDist:Number])

- adds a stationary point which the particle will try to spring away from.
  any number of points can be added.
- arguments:
    x, y. the point the particle will try to avoid.
    force. the force of the spring. default is 0.1
    minDist. the distance in pixels from the point that the particle will try to maintain. default is 100
- returns:
    the index number of the point added (can be used to remove the point)

addSpringClip(clip:MovieClip [, force:Number])

- designates a movie clip to which the particle will spring towards. any number of clips can be added.
- arguments:
    clip. a movie clip towards which the particle will spring.
    force. the strength of the spring. default is 0.1
- returns:
    the index number of the clip added (can be used to remove the clip from the list)

addGravClip(clip:MovieClip [, force:Number])

- designates a movie clip to which the particle will gravitate. any number of clips can be added.
- arguments:
    clip. a movie clip towards which the particle will spring.
    force. the strength of the gravitation. default is 1000
- returns:
    the index number of the clip added (can be used to remove the clip from the list)

addRepelClip(clip:MovieClip [, force:Number, minDist:Number])

- designates a movie clip which the particle will spring away from. any number of clips can be added.
- arguments:
    clip. a movie clip which the particle will spring away from.
    force. the strength of the spring. default is 0.1
    minDist. the distance in pixels from the point that the particle will try to maintain. default is 100
- returns:
    the index number of the clip added (can be used to remove the clip from the list)

removeSpringPoints(index:Number)

- removes a previously specified spring point
- arguments:
    index. the number of the point to remove

removeGravPoints(index:Number)

- removes a previously specified gravity point
- arguments:
    index. the number of the point to remove

removeRepelPoints(index:Number)

- removes a previously specified repel point
- arguments:
    index. the number of the point to remove

clearSpringPoints()

- removes all spring points

clearGravPoints()

- removes all grav points

clearRepelPoints()

- removes all repel points

clearSpringClips()

- removes all spring points

clearGravClips()

- removes all grav points

clearRepelClips()

- removes all repel points*/

package
{

import flash.display.MovieClip;
import flash.events.*;

/**
 *      Original AS2 Class by Keith Peters (BIT-101)
 *      Conversion to AS3 by Chris Teso
 */
public class Particle extends MovieClip {

    private var __vx:Number                 = 0;
    private var __vy:Number                 = 0;
    private var __k:Number                  = .2;
    private var __damp:Number               = .9;
    private var __bounce:Number             = -.5;
    private var __grav:Number               = 0;
    private var __bounds:Object;
    private var __draggable:Boolean         = false;
    private var __edgeBehavior:String       = "bounce";
    private var __drag:Boolean;
    private var __oldx:Number;
    private var __oldy:Number;
    private var __maxSpeed:Number;
    private var __wander:Number             = 0;
    private var __turn:Boolean              = false;
    private var __springToMouse:Boolean     = false;
    private var __mouseK:Number             = .2;
    private var __gravToMouse:Boolean       = false;
    private var __gravMouseForce:Number     = 5000;
    private var __repelMouse:Boolean        = false;
    private var __repelMouseMinDist:Number  = 100;
    private var __repelMouseK:Number        = .2;
    private var __springPoints:Array;
    private var __gravPoints:Array;
    private var __repelPoints:Array;
    private var __springClips:Array;
    private var __gravClips:Array;
    private var __repelClips:Array;
    private var __efClip:MovieClip;

    //
    public function Particle()
    {
        trace( "particle initialized" )
        addEventListener( Event.ADDED_TO_STAGE, onAddedToStage );
        init();
    }

    private function onAddedToStage( event:Event ):void
    {
        removeEventListener( Event.ADDED_TO_STAGE, onAddedToStage );
        //can access the stage now.
        //trace( "added to stage" );
    } 

    private function init():void
    {
        __bounds = new Object();
        setBounds( 0, Main.stage.stageWidth, 0, Main.stage.stageHeight );
        __maxSpeed = Number.MAX_VALUE;
        __springPoints = new Array();
        __gravPoints = new Array();
        __repelPoints = new Array();
        __springClips = new Array();
        __gravClips = new Array();
        __repelClips = new Array();

        __efClip = new MovieClip();
        __efClip.addEventListener( Event.ENTER_FRAME, __efHandler );

    }
    public function set vx(nVx:Number):void
    {
        __vx = nVx;
    }

    public function get vx():Number
    {
        return __vx;
    }

    public function set vy(nVy:Number):void
    {
        __vy = nVy;
    }

    public function get vy():Number
    {
        return __vy;
    }

    public function set damp(nDamp:Number):void
    {
        __damp = nDamp;
    }

    public function get damp():Number
    {
        return __damp;
    }

    public function set bounce(nBounce:Number):void
    {
        __bounce = nBounce;
    }

    public function get bounce():Number
    {
        return __bounce;
    }

    public function set grav(nGrav:Number):void
    {
        __grav = nGrav;
    }

    public function get grav():Number
    {
        return __grav;
    }

    public function set maxSpeed( nMaxSpeed:Number )
    {
        __maxSpeed = nMaxSpeed;
    }

    public function get maxSpeed():Number
    {
        return __maxSpeed;
    }

    public function set wander( nWander:Number ):void
    {
        __wander = nWander;
    }

    public function get wander():Number
    {
        return __wander;
    }

    public function set edgeBehavior(sEdgeBehavior:String):void
    {
        __edgeBehavior = sEdgeBehavior;
    }

    public function get edgeBehavior():String
    {
        return __edgeBehavior;
    }

    public function setBounds( left, right, top, bot)
    {
        __bounds.top = top;
        __bounds.bottom = bot;
        __bounds.left = left;
        __bounds.right = right;
    }

    public function set draggable( bDrag:Boolean ):void
    {
        __draggable = true;
        if ( bDrag )
        {
            this.addEventListener( MouseEvent.CLICK, pressHandler );
            this.addEventListener( MouseEvent.MOUSE_UP, releaseHandler );
            stage.addEventListener( MouseEvent.MOUSE_UP, outsideHandler) ; // releaseOutside handler hack

        } else
        {
            this.removeEventListener( MouseEvent.CLICK, pressHandler );
            this.removeEventListener( MouseEvent.MOUSE_UP, releaseHandler );
            stage.removeEventListener( MouseEvent.MOUSE_UP, outsideHandler );
            __drag = false;
        }
    }

    private function pressHandler( e:MouseEvent ):void
    {
        this.startDrag();
        __drag = true;
    }

    private function releaseHandler( e:MouseEvent ):void
    {
        this.stopDrag();
        __drag = false;
    }

    private function outsideHandler( e:MouseEvent ):void
    {
        this.stopDrag();
        __drag = false;
    }

    public function get draggable():Boolean
    {
        return __draggable;
    }

    public function set turnToPath(bTurn:Boolean):void
    {
        __turn = bTurn;
    }

    public function get turnToPath():Boolean
    {
        return __turn;
    }

    private function __efHandler( e:Event ):void
    {
        __move();
    }

    private function __move():void
    {
        var dx;
        var dy;
        var distSQ;
        var dist;
        var force;
        var tx;
        var ty;
        var point;
        var clip;
        var k;
        var minDist;

        if ( __drag )
        {
            __vx = this.x - __oldx;
            __vy = this.y - __oldy;
            __oldx = this.x;
            __oldy = this.y;

        } else
        {
            if ( __springToMouse )
            {
                __vx += ( this.parent.mouseX - this.x ) * __mouseK;
                __vy += ( this.parent.mouseY - this.y ) * __mouseK;
            }

            if ( __gravToMouse )
            {
                trace( "this.x = "+this.x )
                trace( "this.parent.mouseX ="+this.parent.mouseX )
                dx = this.parent.mouseX - this.x;
                dy = this.parent.mouseY - this.y;

                distSQ = dx * dx + dy * dy;
                dist = Math.sqrt( distSQ );
                force = __gravMouseForce / distSQ;
                __vx += force * dx / dist;
                __vy += force * dy / dist;
            }

            if ( __repelMouse )
            {
                dx = this.parent.mouseX - this.x;
                dy = this.parent.mouseY - this.y;

                dist = Math.sqrt(dx * dx + dy * dy);
                if (dist < __repelMouseMinDist)
                {
                    tx = this.parent.mouseX - __repelMouseMinDist * dx / dist;
                    ty = this.parent.mouseY - __repelMouseMinDist * dy / dist;
                    __vx += (tx - this.x) * __repelMouseK;
                    __vy += (ty - this.y) * __repelMouseK;
                }
            }

            for ( var sp:uint=0; sp < __springPoints.length; sp++ )
            {
                point = __springPoints[sp];
                __vx += (point.x - this.x) * point.k;
                __vy += (point.y - this.y) * point.k;
            }

            for ( var gp:uint = 0; gp < __gravPoints.length; gp++ )
            {
                point = __gravPoints[gp];

                dx = point.x - this.x;
                dy = point.y - this.y;

                distSQ = dx * dx + dy * dy;
                dist = Math.sqrt( distSQ );
                force = point.force / distSQ;
                __vx += force * dx / dist;
                __vy += force * dy / dist;
            }

            for ( var rp:uint = 0; rp < __repelPoints.length; rp++ )
            {
                point = __repelPoints[rp];
                dx = point.x - this.x;
                dy = point.y - this.y;

                dist = Math.sqrt( dx * dx + dy * dy );
                if (dist < point.minDist)
                {
                    tx = point.x - point.minDist * dx / dist;
                    ty = point.y - point.minDist * dy / dist;

                    __vx += (tx - this.x) * point.k;
                    __vy += (ty - this.y) * point.k;

                }
            }

            for ( var sc:uint = 0; sc < __springClips.length; sc++ )
            {
                clip = __springClips[sc].clip;
                k = __springClips[sc].k;
                __vx += (clip.x - this.x) * k;
                __vy += (clip.y - this.y) * k;

            }

            for ( var gc:uint = 0; gc < __gravClips.length; gc++ )
            {
                clip = __gravClips[gc].clip;
                dx = clip.x - this.x;
                dy = clip.y - this.y;

                distSQ = dx * dx + dy * dy;
                dist = Math.sqrt( distSQ );
                force = __gravClips[gc].force / distSQ;
                __vx += force * dx / dist;
                __vy += force * dy / dist;
            }

            for ( var rc:uint= 0; rc < __repelClips.length; rc++ )
            {
                clip = __repelClips[rc].clip;
                minDist = __repelClips[rc].minDist;
                k = __repelClips[rc].k;
                dx = clip.x - this.x;
                dy = clip.y - this.y;

                dist = Math.sqrt(dx * dx + dy * dy);
                if (dist < minDist)
                {
                    tx = clip.x - minDist * dx / dist;
                    ty = clip.y - minDist * dy / dist;
                    __vx += (tx - this.x) * k;
                    __vy += (ty - this.y) * k;

                }
            }
            __vx += Math.random() * __wander - __wander / 2;
            __vy += Math.random() * __wander - __wander / 2;
            __vy += __grav;
            __vx *= damp;
            __vy *= damp;

            var speed = Math.sqrt(__vx * __vx + __vy * __vy);
            if (speed > __maxSpeed) {
                __vx = __maxSpeed * __vx / speed;
                __vy = __maxSpeed * __vy / speed;
            }
            if (__turn)
            {
                this.rotation = Math.atan2(__vy, __vx) * 180 / Math.PI;
            }

            this.x += __vx;
            this.y += __vy;

            if(__edgeBehavior == "wrap")
            {
                if ( this.x > __bounds.right + this.width/2 )
                {
                    this.x = __bounds.left - this.width/2;
                } else if ( this.x < __bounds.left - this.width/2)
                {
                    this.x = __bounds.right + this.width/2;
                }
                if( this.y > __bounds.bottom + this.height/2)
                {
                    this.y = __bounds.top - this.height/2;
                } else if (this.y < __bounds.top - this.height/2)
                {
                    this.y = __bounds.bottom + this.height/2;
                }

            } else if(__edgeBehavior == "bounce")
            {
                if ( this.x > __bounds.right - this.width/2)
                {
                    this.x = __bounds.right - this.width/2;
                    __vx *= __bounce;
                } else if (this.x < __bounds.left + this.width/2){
                    this.x = __bounds.left + this.width/2;
                    __vx *= __bounce
                }
                if( this.y > __bounds.bottom - this.height/2){
                    this.y = __bounds.bottom - this.height/2;
                    __vy *= __bounce
                } else if ( this.y < __bounds.top + this.height/2){
                    this.y = __bounds.top + this.height/2;
                    __vy *= __bounce;
                }

            } else if(__edgeBehavior == "remove")
            {
                if( this.x > __bounds.right + this.width/2 || this.x < __bounds.left - this.width/2 ||
                   this.y > __bounds.bottom + this.height/2 || this.y < __bounds.top - this.height/2){
                    removeChild( this );
                }
            }
            if( stage != null )
                stage.invalidate();
        }
    };

    public function gravToMouse( bGrav:Boolean, force:Number ):void
    {
        if (bGrav) {
            if (!force) {
                var force = 1000;
            }
            __gravMouseForce = force;
            __gravToMouse = true;
        }
        else {
            __gravToMouse = false;
        }
    }

    public function springToMouse( bSpring:Boolean, force:Number ):void
    {
        if (bSpring)
        {
            if (!force) {
                var force = .1;
            }
            __mouseK = force;
            __springToMouse = true;

        } else
        {
            __springToMouse = false;
        }
    }

    public function repelMouse( bRepel:Boolean, force:Number, minDist:Number ):void
    {
        if (bRepel)
        {
            if (!force)
            {
                var force = .1;
            }
            if (!minDist)
            {
                var minDist = 100;
            }
            __repelMouseK = force;
            __repelMouseMinDist = minDist;
            __repelMouse = true;

        } else
        {
            __repelMouse = false;
        }
    }

    public function addSpringPoint(x:Number, y:Number, force:Number):Number
    {
        if (!force)
        {
            var force = .1;
        }
        __springPoints.push( {x:x, y:y, k:force} );
        return __springPoints.length - 1;
    }

    public function addGravPoint(x:Number, y:Number, force:Number):Number
    {
        if (!force)
        {
            var force = 1000;
        }
        __gravPoints.push( {x:x, y:y, force:force} );
        return __gravPoints.length - 1;
    }

    public function addRepelPoint( x:Number, y:Number, force:Number, minDist:Number ):Number
    {
        if (!force) {
            var force = .1;
        }
        if (!minDist) {
            var minDist = 100;
        }
        __repelPoints.push({x:x, y:y, k:force, minDist:minDist});
        return __repelPoints.length - 1;
    }

    public function addSpringClip(clip:MovieClip, force:Number):Number
    {
        if (!force)
        {
            var force = .1;
        }
        __springClips.push( {clip:clip, k:force} );
        return __springClips.length - 1;
    }

    public function addGravClip(clip:MovieClip, force:Number):Number
    {
        if (!force)
        {
            var force = 1000;
        }
        __gravClips.push({clip:clip, force:force});
        return __gravClips.length - 1;
    }

    public function addRepelClip( clip:MovieClip, force:Number, minDist:Number ):Number
    {
        if ( !force )
        {
            var force = .1;
        }
        if ( !minDist )
        {
            var minDist = 100;
        }
        __repelClips.push( {clip:clip, k:force, minDist:minDist} );
        return __repelClips.length - 1;
    }

    public function removeSpringPoint( index:Number ):void
    {
        __springPoints.splice(index, 1);
    }

    public function removeGravPoint( index:Number ):void
    {
        __gravPoints.splice(index, 1);
    }

    public function removeRepelPoint( index:Number ):void {
        __repelPoints.splice(index, 1);
    }

    public function removeSpringClip(index:Number):void
    {
        __springClips.splice(index, 1);
    }

    public function removeGravClip(index:Number):void
    {
        __gravClips.splice(index, 1);
    }

    public function removeRepelClip(index:Number):void
    {
        __repelClips.splice(index, 1);
    }

    public function clearSpringPoints():void
    {
        __springPoints = new Array();
    }

    public function clearGravPoints():void
    {
        __gravPoints = new Array();
    }

    public function clearRepelPoints():void
    {
        __repelPoints = new Array();
    }

    public function clearSpringClips():void
    {
        __springClips = new Array();
    }

    public function clearGravClips():void
    {
        __gravClips = new Array();
    }

    public function clearRepelClips():void
    {
        __repelClips = new Array();
    }
}

}

AS3 Polar Coordinates and Radians

/flash/radians.swf

Many times I’ve set up interfaces where I need to place different objects equidistant around a central object. The solution to this problem is to first calculate the angle of each object by converting Radians to Degrees. This can be expressed by the following formula

Media_httpuploadwikim_idwbg

So, you simply need to loop through your collection of objects and assign each a different angle. After that you plug that angle into a new Polar Point.

for(var i=0;i

Here’s the complete source: radians.zip

package
{
        import flash.ui.*;
        import flash.display.*;
        import flash.events.*;
        import flash.geom.*;

        public class Main extends Sprite
        {

                /*
                ========================================================
                | Private Variables                         | Data Type
                ========================================================
                */

                private var array:Array = new Array()
                private var circumference:int;

                /*
                ========================================================
                | Constructor
                ========================================================
                */

                public function Main ()
                {
                        stage.align = StageAlign.TOP_LEFT;

                        // make some balls
                        addParticle( 100 )

                        menu.txtParticles.text = 'Particles: 100';

                        stage.addEventListener( Event.ENTER_FRAME, runParticle )

                        menu.slideCircumference.addEventListener( Event.CHANGE, changeCircumference );
                        menu.particles.addEventListener( Event.CHANGE, changeParticles );

                }

                private function addParticle( num )
                {
                        stage.removeEventListener( Event.ENTER_FRAME, runParticle )

                        var tot:Number = array.length

                        // kill mc's
                        for( var t=0;t

Permalink: http://www.christeso.com/index.php/lab/as3-polar-coordinates-and-radians

Snow – A Reactive Environment Installation

http://vimeo.com/moogaloop.swf?clip_id=2566287&server=vimeo.com&show_title=1&show_byline=0&show_portrait=1&color=ffffff&fullscreen=1
Snow – Interactive Installation from chris teso on Vimeo. Commercial produced North.

Project Client

City of Portland Downtown Marketing Initiative in conjunction with North.

Project Goal

Create an outdoor reactive environment in which passersby could interact, based on their location and movements, with artists interpretations of snowfall in Portland.

Project Strategy and Equipment

Display – Custom made acrylic panels lined with photosensitive film built and erected to exact dimensions of installation window
Projection – Rear projection with flipped signal using a 5200 lumen Sanyo PDG-DXT10L Projector
Video CaptureLogitech QuickCam® Vision Pro
CPU – Mac Pro Quad
Application – Flash AS3
Industrial Design – Two large tarps sewn together to create light blocking canopy. Lining to seal off windows and acrylic. A shitload of Velcro.

Project Synopsis

As part of a larger campaign to brand Downtown Portland North was charged with creating an outdoor reactive environment in which passersby could interact, based on their location and movements, with artists interpretations of snowfall in Portland. Three traditional artists were commissioned by The Portland Institute for Contemporary Art to create their interpretation of snowfall in downtown Portland. These pieces were then transformed for use with my motion detection and tracking application built entirely in actionscript. The application was built to display 3 different scenes with randomly generated snowfall. The three scenes were set to rotate on a time interval. The application used motion detection to make the falling snowfall react and animate based on the location of an individuals movement. The application also incorporated and automated snapshot function that took a photo every 10 minutes and posted it to a private flickr account. This function was implemented solely for remote monitoring, ensuring the application was up and running. After going to the installation location and taking careful measurement of everything from window frame to projector distance, the installation was built and staged at North. We built a ‘to scale’ model of the window in the back of the office. This was necessary for accurate calibration of projector, and optimization of motion detection and tracking code. The staging was an extremely helpful and necessary step in eliminating early stage bugs such as projector calibration and camera positioning. We quickly learned the maximum distance for a USB signal, the proper use of DVI vs. DHMI to projector and the challenges of doing motion detection in every possible light range from complete darkness to bright sunshine. After testing stage was complete we moved the entire rig over to the installation spot located at 6th and Alder in Downtown Portland. We went about setting up a canopy to block out all extraneous light leak. The interior of the installation space was two stories of extremely large windows. The canopy we chose was a homemade compilation of two tarps strung up to the surrounding walls with rope. Since there was very expensive equipment residing under the canopy, the fear lingered of canopy failure collapsing down, resulting in devastating loss. We next set out to install the panels into the window frame. Since they were pre-cut to exact dimensions these flowed right in smoothly with only small light leaks needed to be sealed. We then hooked up the projector, cpu, camera, monitor, and application and set to testing. Testing in a staging environment is one thing. However, most tests are rendered moot when on-site. I quickly learned that reactive environments are just that, entirely dependent on their environment and all the challenges that come along with it. The motion detection is to run 24/7 for six weeks during all weather, lighting situations, and process location accurately with varying levels of distractions. Since the installation is located on an extremely busy downtown street corner, distractions ranged from traffic movement, pedestrians, bikers, storefront lights and weather. For testing purposes I built many functions that allows the system to be calibrated without actually going into the code, but rather using an external UI to update blurring, light detection levels, contrast, and other variables. After several days of calibration, code tweaks and testing the application has been running uninterrupted and has gained quality exposure for Downtown Portland. Many fine citizens of Portland have had a unique interactive experience, and have consequently spread kind words about the project. Furthermore, the project is a successful case study on the implementation of new technology and reactive medium into a larger branding campaign.

Project Challenges

Development – Create a motion detection application that worked in every possible light and weather condition.
Design – Making traditional raster art work work in a complex location detection application and animation.
Industrial Design – Create an environment that optimized presentation and functionality in varying environmental variables.

More information on the design and development process

Permalink: http://www.christeso.com/index.php/portfolio/snow-a-reactive-environment-inst…

Interactive Installation Testing Tribulations and Nerdery

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photo by .:9:.
With just a couple days until the launch of the interactive installation in Downtown Portland I’ve been going mad tweaking code and functionality to run motion detection in rain, darkness and direct sunlight, with multiple object motion distractions such as pedestrians, bikers, segways and automobile headlights stopped at the traffic light precariously located directly in front of the installation camera. Simultaneously we’ve been crazy busy setting up the environment. Designing and developing the application for motion detection has kept me busy enough and has been an awesome learning experience using Flash as an interactive installation platform.

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What I’ve underestimated are the challenges and learning curve associated with the industrial design end of the project. The challenges the environment has placed on us have been many. I’ve mentioned the lighting situation and the application challenges of varying weather, lighting and motion objects. There have also been other challenges such as getting the lens and projector right to cover the entire store front window from an elevation, keystoning [ keystonery? keystoningness? ] focal and clarity perspective. Properly aligning the webcam for best motion detection and display results within the application. [ viewers will be video overlayed in the application ].

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Sewing together multiple tarps and hanging them one story above the installation to block out extraneous light that would dull the projection. Major issues with using an AT&T 3G card for connectivity in the absence of any wifi. [ the application takes a snapshot and posts the image to a private flickr account every 10 minutes so I can ensure the app. is up and running ]. Dealing with not being able to use an internal monitor while running the app with the projector. Adhering the specialized light sensitive acrylic pieces properly into each of the six window frames. The list goes on and is still mounting.

All this said, testing is moving along nicely. As you can see from the images below there have been people using the app. in its beta stage already. The feedback has been amazing. Standing on the street corner and watching people interact with the snowflakes and move around the area waving their hands and legs has been great. It’s been especially cool pretending to be an innocent onlooker to overhear the conversations and guessing of how the entire thing may be working. I saw more than a few people physically touching the glass guessing that they could effect the display ala touch screen. Several people danced in front of it. A few people looked semi frightened by the whole scenario. The best quote of the night came from a man who was simply amazed by the display. After carrying on about how cool it was he wrapped up the rant by exclaiming “this is downright amazing… but pfft… they’ve probably had this in Tokyo for the last 10 years”.

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More testing tomorrow… and posting to ensue.

Watch the news report on the installation
Steve’s coverage of the install

Permalink: http://www.christeso.com/index.php/lab/interactive-installation-testing-tribu…

AS3 Drop Down Menu Class

I briefly Googled for a drop down class to no avail. I say briefly as I only went one page deep. I’m sure there are others out there, but I instead got impatient as usual and just wrote my own. I thought I’d share it for other impatient people’s benefit. Without further ado here’s the AS3 Drop Down Class code. It’s a work in progress and most likely will be updated when I give it any more thought.

You can see the drop down in use on my homepage.

Edit [ 12.16.08 ] : added directional code.

//usage
// array for drop
var dropOtherArray:Array = new Array()
dropOtherArray.push( {title:"iWork", name:"folio"} )
dropOtherArray.push( {title:"iExperiment", name:"lab"} )
dropOtherArray.push( {title:"iWrite", name:"blog"} )
dropOtherArray.push( {title:"iPhotograph", name:"photo"} )
dropOtherArray.push( {title:"iFlickr", name:"flickr"} )
dropOtherArray.push( {title:"iRecord", name:"vimeo"} )
dropOtherArray.push( {title:"contactMe", name:"contact"} )

fmat.color = 0xffffff
fmat.font = font.fontName
fmat.size = 11

addChild( _dropOther = new DropDown( 180, 25, "iLiveElsewhere:", fmat, 0x000033, dropOtherArray, "down", other ) )

package com.teso.ui
{
        import com.gskinner.motion.*
        import flash.display.*;
        import flash.events.*;
        import flash.net.*;
        import flash.utils.*;
        import flash.text.*;
        import fl.transitions.*;
        import fl.transitions.easing.*;

        public class DropDown extends Sprite
        {
                private var _items:Array = new Array()
                private var _overC:uint;
                private var _backC:uint;
                private var _w:Number;
                private var _h:Number;
                private var _timer:Timer;
                private var _open:Boolean = false;
                private var _defaultText:TextField;
                private var _title:String;
                private var _direction:String;
                private var _fmt:TextFormat;

                public function DropDown( w:Number, h:Number, title:String, fmt:TextFormat, colorBack:uint, itemArray:Array, direction:String, callback )
                {
                        // timer
                        _timer = new Timer( 300 );
                        _timer.addEventListener( TimerEvent.TIMER, closeDrop )

                        // vars
                        _w = w
                        _h = h
                        _backC = colorBack
                        _items = itemArray
                        _title = title
                        _direction = direction
                        _fmt = fmt

                        // create a back for the holder
                        var holder:MovieClip = new MovieClip();
                        holder.name = "holder"
                        holder.graphics.beginFill( _backC, 1 );
                        holder.graphics.drawRoundRect( 0, 0, _w, _h, 2, 2 )
                        holder.graphics.endFill()

                        // add the drop
                        addChild( holder )

                        // set listeners
                        holder.buttonMode = true;
                        holder.addEventListener( MouseEvent.MOUSE_OVER, openDrop )
                        holder.addEventListener( MouseEvent.MOUSE_OVER, cancelClose )
                        holder.addEventListener( MouseEvent.MOUSE_OUT, startClose )

                        // create a text field
                        var t:TextField = new TextField()
                        t.name = "holderText"
                        t.selectable = false;
                        t.autoSize = TextFieldAutoSize.LEFT;
                        t.htmlText = title
                        t.setTextFormat( fmt )
                        t.y = ( holder.height/2 ) - ( t.height/2 )

                        _defaultText = t

                        // add the text
                        holder.addChild( t )

                        // create children
                        for( var i=0; iPermalink:

http://www.christeso.com/index.php/lab/as3-drop-down-menu-classas3-drop-down-menu-class/

Interactive Motion Detection Installation

http://vimeo.com/moogaloop.swf?clip_id=2300282&server=vimeo.com&show_title=1&show_byline=1&show_portrait=1&color=00ADEF&fullscreen=1
Interactive Motion Detection Installation from chris teso on Vimeo.

Interface and motion design idea for future interactive installation using motion detection.

Words are chosen at random from a random pool of Flickr tags. The words are then broken down into individual characters. These characters are then animated based on the location of user interaction.

Picture this large. Now take that image and double it’s size. Picture it large enough to where you’d have to jump to reach different ‘doors’. That’s how I envision it.

Try it for yourself : Interactive Motion Detection Installation [webcam es necessitous]

Permalink: http://www.christeso.com/index.php/lab/interactive-motion-detection-installat…

Tracking Multiple Objects Using a Webcam

http://vimeo.com/moogaloop.swf?clip_id=2337699&server=vimeo.com&show_title=1&show_byline=1&show_portrait=1&color=00ADEF&fullscreen=1
Tracking Multiple Objects Using a Webcam from chris teso on Vimeo.

In continuing exploration into motion tracking using flash and a webcam I’ve created an application that enables you to track multiple objects based on color. The holy grail of the application is of course to track multiple objects without specifying color. However, this is a good step forward and actually opens up many other avenues for use. Color, after all, is ubiquitous.

The truly useful part of the code is getColorBoundsRect. If you’re unfamiliar with this function, it determines a rectangular region that either fully encloses all the pixels of a specified color within a BitmapData object, or fully encloses all pixels that do not include the color. The function returns a rectangle around the color area. You can then reference this rectangles x and y respectively.

var areaColor:Rectangle = SomeBitmapData.getColorBoundsRect( 0xFFFFFFFF, _colorArray[i].color, true );

The function is rather finicky about the depth of where the object is. Since it’s only searching for a certain RGB value it tends to lose it if the lighting or the object gets too small in the camera’s depth of field. To overcome this you could search for similar colors. Soulwire has written a sweet Color utility class that can aid you in this endeavor. However, searching for a range of colors will also come with it’s challenges, as the more range of color you search on the tougher it will be to pinpoint the exact object you want to track.

Check out the demo here: Tracking Multiple Objects Using a Webcam [webcam obv required]

Music: My Morning Jacket – I’m Amazed

Permalink: http://www.christeso.com/index.php/lab/tracking-multiple-objects-using-a-webcam/

Actionscript Sound Visualization with Drawing Api

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, originally uploaded by NymphoBrainiac.

drawn entirely with code, with an assist from radiohead.

Think of code as the ‘painter’. The ‘painter’ analyzes the the color of each pixel in the image you pass it. Other code analyzes Mp3 data and controls the ‘painter’. Thus, the ‘painting’ is performed using music as the artist.

go here to draw your own

Permalink: http://www.christeso.com/index.php/lab/actionscript-sound-visualization-with-…