What maps need · posted by vaibhav bhawsar 18 days ago

I personally like the inclusion of the word Atmosphere in the stack of things maps need to be in the future. What is good about it is that atmosphere can be expanded to include the ambient and the ubiquitous.
I found this on Cartifact
more is a lot more, less is a lot less · posted by vaibhav bhawsar 212 days ago
How do you show the effect of change in quantities in compelling and insightful ways? Can a simulated experience bring these insights?
- What happens when i increase the size of my water faucet from 3cm to 3.5cms?
- What happens when i increase the diameter of a cigarette filter by 3mm?
- what happens when i increase my bulb’s wattage by 10watts?
- What happens when i decrease the margins when i write on a piece of paper?
How do you communicate such experiences to show how small changes have large implications?
whereArt · posted by vaibhav bhawsar 213 days ago
whereArt:
- is produce that manifests distant events via objects both soft and hard.
- its produce creates experiences that inform us of geography, conditions, environments, networks that are located in ether and immediate.
- its produce talks of somewhere else. this produce could talk of this somewhere else in relation to here.
- its produce invokes futures with references to now and past.
Screen Visualization for TerraLine · posted by vaibhav bhawsar 443 days ago
I created this to help me debug the two navigation techniques that I am using to get the set of countries that lay in a given direction. One is navigation by the rhumb line or compass heading and the other is using the great circle path as the trajectory.
When using rhumb line method the navigator sets a certain heading say 30 degrees and continues to head in that direction.
Whereas a great circle provides the shortest possible path between any two points but requires the navigator to constantly correct the heading. This makes navigating by great circle a lot more complicated than rhumb line method. Great circles are
Wikipedia entries on the two methods-
Rhumb Line
In navigation, a rhumb line (or loxodrome) is a line crossing all meridians at the same angle, i.e. a path of constant bearing. It is obviously easier to manually steer than the constantly changing heading of the shorter great circle route.
Great Circles
The great circle on the spherical surface is the path with the smallest curvature, and, hence, an arc (an orthodrome) is the shortest path between two points on the surface. The distance between any two points on a sphere is known as the great-circle distance. The great-circle route is the shortest path between two points on a sphere; however, if one were to travel along such a route, it would be difficult to manually steer as the heading would constantly be changing (except in the case of due north, south, or along the equator).
week 6 mungingNoise · posted by vaibhav bhawsar 481 days ago
Short sound edited using textpad by cutting and pasting its contents successively. Multiple edits.
Original sample
*
listening · posted by vaibhav bhawsar 493 days ago
Russian woodpecker
image
sample
pan sonic
video
end of track1
track 8, 5
marriane amacher
video
0:28 & 4:21
NOISE
software
Hanatarash
video
Additive Synthesis · posted by vaibhav bhawsar 507 days ago
Two oscillators – SinOsc and TriOsc (triangle) at 200 and 300Hz
A sin and triangle oscillator with 200hz and 400hz base freq are multiplied in the following intervals 1,2,3,5,8,12 at 0.25 second intervals
A sin and triangle oscillator at these 1,2,3,5,8,12 intervals multiplied by their fundamental frequencies in sucession
Three triangle oscillators with 290hz and 300hz and 45hz base freq are multiplied by the following intervals 1,2,3,5,8 in 60ms intervals
64 sin waves at intervals 1,2,3,5,8,13,21,34 multipled by 21
60 sin waves at random freq between 200 and 240hz
60 sin waves at random freq between 200 and 2000hz
Thesis Timeline · posted by vaibhav bhawsar 508 days ago
Frameworks Week3 Sketches · posted by vaibhav bhawsar 514 days ago
All sketches here
Sketch1
starting at 0hz increment frequency of the sound by 20Hz every .1 second (100ms)
Sketch2
240 Hz sin
Sketch 3
Triangle wave at 240Hz
Sketch 4
100ms
10ms
600 Hz played for 10ms and 100ms. Microtimescale
Sketch 5
100ms
10ms
Alternate between two freqs one at 300Hz and the other at 600Hz. They are played at 10 ms intervals and 100ms intervals.
Sketch 6
sin wave starting at shred 1 at 240hz to shred 4 at 243hz produces beats
Sketch 7
LFO 1 is at 15Hz and LFO2 at 2Hz
1 Both lfo add to define the freq of sin wave
1
2 Each lfo define the sin freq at given interval (3ms)
2



