Screen Visualization for TerraLine · posted by vaibhav bhawsar Apr 16, 2008

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).

Comment

week 6 mungingNoise · posted by vaibhav bhawsar Mar 09, 2008

Short sound edited using textpad by cutting and pasting its contents successively. Multiple edits.

Original sample

*

listening · posted by vaibhav bhawsar Feb 26, 2008

Russian woodpecker
image
sample

pan sonic
video
end of track1
track 8, 5

marriane amacher
video
0:28 & 4:21

NOISE
software

Hanatarash
video

Comment

Additive Synthesis · posted by vaibhav bhawsar Feb 12, 2008

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

Comment

Thesis Timeline · posted by vaibhav bhawsar Feb 12, 2008

Frameworks Week3 Sketches · posted by vaibhav bhawsar Feb 05, 2008

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

Comment

udderring google · posted by vaibhav bhawsar Feb 05, 2008

Comment

Turn Back · posted by vaibhav bhawsar Feb 02, 2008


from http://xkcd.com/170/

Comment

Older Newer