Twitter: wcrtr

Bounce

Posted: March 29th, 2009 | Author: will | Filed under: music, prototypes | Comments Off


Bounce from wcrtr on Vimeo.

This is pretty old, but I’m throwing it up here for kicks. Basically, using a json file containing rhythm and dynamics data (for the song Days Bright and Blessed by Dan Giberman), I’m automating some dock icons using Dave Durbin’s little input manager hack. Pretty silly, really, but a decent way to show off how using something like a pre-determined data file to simulate real-time analysis of music without having to actually process that information in real time.


Accelerometer remote control

Posted: December 16th, 2008 | Author: will | Filed under: iPhone, mobile, processing, prototypes, teaching | Comments Off

Quick proof of concept code snippet for the USC mobile class I’m teaching in the spring. iPhone app allows you to control a cursor with the accelerometer, which is mapped into a simple game in processing. Will post the code after I clean it up a bit. This isn’t really doing anything super interesting yet, but I think it’s fun to think about some cool ways to use this basic interaction model. I’m especially thinking about a play mechanic where you have separate game spaces on the phone and on the desktop.


Dopplr Offsetr

Posted: October 1st, 2007 | Author: will | Filed under: projects, prototypes | 12 Comments »

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Dopplr Offsetr is a carbon calculator for the Dopplr Social Traveling Service.  The idea is to load in all the trips from your network, and calculate how much carbon has been used up by your fellow travelers.  After your network has loaded, and the offset values calculated, you can submit that data to the offsetr scoreboard so you can track how your network stacks up to others’ in terms of like, you know… ruining the environment.

The project is currently in a testing phase, but the site and source code will be posted by the end of the week.


simple carbon calculator

Posted: September 5th, 2007 | Author: will | Filed under: code, environment, location, mapping, prototypes | 1 Comment »

just finished writing a basic carbon calculator service, enabling me (or others, hypothetically) to grab miles & lbs/tons of carbon estimated by a plane trip.

call is:

http://nodesnoop.com/carbonCalc.php?source=terapass
&roundtrip=0& from=New%20York&to=LAX

where:

source: where the geocoding is done, either yahoo or terapass. Yahoo will geocode a estimated position, whereas terapass will geocode the nearest airport

roundtrip: 0 for not roundtrip, 1 for roundtrip

from: free text location depart (eg. LAX, Los Angeles, 90027, etc.)

to: free text location arrive (eg. LAX, Los Angeles, 90027, etc.)

if you want to geocode an airport via terapass, best to keep it simple (Los Angeles) vs. using a numerical address (1234 Sunset Blvd, Los Angeles CA).

the output looks like:

{"stat":"ok","from":"New York","to":"LAX","roundtrip":"false","miles":
2280.28908,"carbon_lbs":"1026.13",
"carbon_tons":"0.51"}


Fun with Flash Beat Detection

Posted: August 29th, 2007 | Author: will | Filed under: as3, design, music, prototypes | Comments Off

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Really enjoying playing with Antti Kupila’s SpectrumAnalyzer class for AS3, with some slight and simple modifications.


Excitebike Visualizer

Posted: August 13th, 2007 | Author: will | Filed under: processing, projects, prototypes, thumbs | Comments Off

As part of the run into the finish for the new TVHH album Evil Milk, I’ve been making a simple music visualizer based on Excitebike. This will allow me to “play” the single from the album through the excitebike engine, and output the result as a static movie. I guess I’ll also post the source code here, so anyone can play with it. Probably it’s not going to be super extensible, mostly just letting me execute my ideas for how I want the visuals to look.

ebike2


Mobzombies in Rue Morgue

Posted: April 14th, 2007 | Author: will | Filed under: games, mobzombies, projects, prototypes, thumbs | Comments Off

rue morguerue morgue

Cool. The awesomely sweet horror zine Rue Morgue did a bit on Mobzombies for their April Issue, which features Grindhouse! Plus, the sweetest part is that the Mobzombies article is right on that crease, you know? That crease where the magazine always opens, and you get completely forced into reading whatevers on the page… So thanks, Rue Morgue, for the writeup – I am now definitely a fan. And I can now say that my name appears in print in the same magazine as Rob Zombie!


Mobzombies at SXSW / Trailer

Posted: March 17th, 2007 | Author: will | Filed under: games, mobzombies, projects, prototypes, thumbs | Comments Off

mobzombies

Did some impromptu demos of mobzombies this week at SXSW, and showed what is probably our most polished video at one of the panels, cut together by aaron and myself pre-yahoo party. Was a bunch of fun overall, not only editing the video but the whole conference. One of the high points for sure was having master Matt Jones running all over the post-will wright keynote ballroom. Here’s a good snap of him running across the stage. One of the things I’ve definitely noticed about this game is that it’s at least 40-50% peformance, and the people that have more fun with it are definitely more willing to embrace making a relative fool out of themselves in public. You can watch the video here.


more green triangles

Posted: March 3rd, 2007 | Author: will | Filed under: art, processing, projects, prototypes, thumbs | Comments Off


grass glitch

Posted: March 3rd, 2007 | Author: will | Filed under: art, processing, projects, prototypes, thumbs | Comments Off

grass glitchhrm… using some guassian generators to spawn some greenish colored grass, and I accidently used the value of one of the generators to draw these weird triangles instead of small little, dainty even, particle ellipses.