Fractal Terrain Generator ~ Virtual landscapes and textures generated throught the Perlin Noise gradient algorithm. Perlin Noise is a computer generated texture that creates blurr and the illusion of distance and focus through texture synthesis. It injects randomness into codes that gives the illusion of a natural irregular texture.
Though many people today don’t think virtual reality has much of a future, I feel the opposite after learning about the level of technology that already exists within the realm of VR. Ken’s extensive experience within various fields of technology and media give him a unique perspective about both what has happened recently, and where technology might go in the future. It’s interesting to speculate on which path we will end up choosing, as there are many different possibilities based off of what exists in the world of tech right now. 3D printing is certainly a major factor. Already, it has changed the playing field in many areas. For example, prosthetics and fake limbs are quickly becoming cheaper and thus more accessible due to the fact that developers are finding ways to create medical-grade 3D printed pieces. The idea of having quicker, cheaper, and more compact 3D printing machines could facilitate our growing world in countless new ways, especially when you add in growing factors like VR. As far as VR is concerned, we are very close (if not already there) to having it being accessible for just about everyone, due to the fact that most of today’s smartphones are capable of hosting simple VR visuals. It is more than likely that, in just a few years, the new phones will be capable of even more.
Ken brings up the very important point of how this will change our current reality. His answer is that the world we live in is already a “virtual reality” of its own. And in many ways, he is right: so much of the world that we understand today is built by social constructs. Language is really nothing but us making sounds at each other, it’s just in a way that our brain is able to process. Gender is just arbitrary associations tied to each sex in ways that our society deemed sensible at any given time. These ways of thinking and understanding are evolutionary developments that have allowed us to be more successful as a species. But VR is not quite the same. Though one could say that, sure, a building is just a big pile of stone and brick, the fact is that, regardless, that pile exists in real life. You can touch it, feel it, see it. VR blurs that line by creating visual objects and worlds that are not at all present in any physical space. It takes the part of our psychology that processes space to a whole new level. Painters are able to arrange paint in such a way that any person can look at said art and recognize representations of objects or people in it. VR does this also, but on a whole other level: by using motion tracking technology, it is able to move images in time with us so that we feel not just that we are looking at a representation, but at a real thing in a real space, despite that thing not having any real 3D form. This drastic alteration of perception and communication will undoubtedly change our society. Only time will tell in just what way it happens.
Generative Design Variations 5, Complexity
The fifth chapter (of ten) that Jeanne de Bont and I have written and designed is about complex graphics generated using randomness and noise. There are plenty books that teach you how to program. However, in this publication there is not one line of code. It describes a part of the journey that I have made to use programming for the creation of graphics in 2D and 3D. This chapter, and all future chapters to come are free to read for everyone who is interested.
Ken Perlin: "From Magic Boards to the Future" and Virtual Reality
About Ken:
Ken, a Harvard and NYU graduate, is a professor in the Department of Computer Science at NYU. In 1985, he invented the Perlin noise,which led to winning an Academy Award for Technical Achievement.
Magic Board:
In Ken's lecture, he presented us an innovative Magic Board that stepped away from simply creating a 2-D image. Instead, his drawings allowed for movement; it was interactive and allowed users to easily turn 2-D drawings into 3-D images. I was amazed at the programming, almost at disbelief. Although I found it difficult to follow the programming jargon Ken used, I have pure admiration of what he created.
Is there a line to technology?
After Ken's presentation, our talk ended up meandering into the world of virtual reality. There was a large concern that soon we're going to cross a 'line' when it comes to technology.For example, its predicted that soon, instead of screens or iPhones, we can access technology through contact lenses. But the question that came resurfacing was: "When is enough enough?"
There are two sides of the argument.
The first is that we're going to get so swept away by the technology, that we won't be able to differentiate from reality and virtual reality. An example is that perhaps in our virtual world, we're going to be eating but we forget to eat in our real world, leading us to die out. Essentially, the advancement of technology could perhaps lead to the end of human and societal existence.
But while that side does have some valid concerns, I definitely do not agree.
Like Ken, I believe that we've been adapting to technology. We all can differentiate when we're watching a movie about driving a car, and when we're actually driving a car. But what really affected my perception about the thought of crossing this 'technology' line was one of Ken's simple explanations.
When technology first came out, it allowed for two separate worlds: reality and virtual reality. At the moment, we're so connected with our phones, that it's become a distraction at times. But soon, (according to Ken's predictions and hopes) is that technology will fade into the walls, fully integrating into our lives.
Maybe I'm just an optimist. But at the end of the day, whatever happens to us as a society, is our fault. Not technology's.
The visit to Ken Perlin’s media lab opened my eyes to the innumerable opportunities possible in the broad category of Digital Media. In the world of computer science, there is so much room for creativity and Ken Perlin really takes ahold of its potential in his Media Research Lab where he has created over 150 interactive media formats for users to play around with and potentially create something great.
Immersed in classes describing the technicalities of copyright infringement and the legalities of intellectual property, I really found Ken Perlin’s outlook about creating ideas to be shared and built upon very refreshing. In his lecture, he touched on his process of having an idea, constructing it through digital media, and then hoping that other creators will then build upon his concept to further develop the idea. This outlook of sharing intellectual property and allowing for other’s use and advancements in his technological innovations was exciting and a much more motivating perspective on creativity. It seems that creators are usually so quick to claim copyright on their inventions and in contrast to this traditional view, Ken Perlin was very optimistic about the potentials of shared intellectual property to work together and create.
Ken Perlin’s Media Research Lab features interactive forms of digital media from all across the academic spectrum. Targeted originally for learning purposes for the youth, Ken Perlin uses cute little animations to engage his audiences. Masking the complexities of his digital invention with wide-eyed ducklings or candy gumballs, the user of Ken Perlin’s games engages with the game as a leisurely and amusing activity rather than an aggressive and tedious learning device. I was energized by his initiatives into using digital media as learning tools for math, science, and introductions to coding among other fields. His Games for Learning Institute is a very progressive way in which technology can play a role in changing how students learn and give teachers new tools to create dynamic and effective curriculum. In a world that is increasingly becoming more and more digitalized, this encouraging perspective about the future of technology and the affirmative actions to clench onto it rather than push it away were hopeful.
His multi-disciplinary achievements in computer science, graphics, animation, gaming and science education were inspiring and astounding. With the abilities and an outlet like digital media, Ken Perlin has been able to achieve impressive inventions across many fields of study. Some impactful developments that Ken Perlin has been heavily involved with are technologies such as Perlin noise, hypertexture, real-time interactive character animation, and computer-user interfaces such as stylus-based input, zooming user interfaces, and most recently, cheap, accurate multi-touch input devices. Many of his inventions have now even become the standard that is used for computer graphics and movement! If creators and academics continue to keep up the mind-set of Ken Perlin, we have a bright digital future ahead of us.
The visit to Ken Perlin’s media lab opened my eyes to the innumerable opportunities possible in the broad category of Digital Media. In the world of computer science, there is so much room for creativity and Ken Perlin really takes ahold of its potential in his Media Research Lab where he has created over 150 interactive media formats for users to play around with and potentially create something great.
Immersed in classes describing the technicalities of copyright infringement and the legalities of intellectual property, I really found Ken Perlin’s outlook about creating ideas to be shared and built upon very refreshing. In his lecture, he touched on his process of having an idea, constructing it through digital media, and then hoping that other creators will then build upon his concept to further develop the idea. This outlook of sharing intellectual property and allowing for other’s use and advancements in his technological innovations was exciting and a much more motivating perspective on creativity. It seems that creators are usually so quick to claim copyright on their inventions and in contrast to this traditional view, Ken Perlin was very optimistic about the potentials of shared intellectual property to work together and create.
Ken Perlin’s Media Research Lab features interactive forms of digital media from all across the academic spectrum. Targeted originally for learning purposes for the youth, Ken Perlin uses cute little animations to engage his audiences. Masking the complexities of his digital invention with wide-eyed ducklings or candy gumballs, the user of Ken Perlin’s games engages with the game as a leisurely and amusing activity rather than an aggressive and tedious learning device. I was energized by his initiatives into using digital media as learning tools for math, science, and introductions to coding among other fields. His Games for Learning Institute is a very progressive way in which technology can play a role in changing how students learn and give teachers new tools to create dynamic and effective curriculum. In a world that is increasingly becoming more and more digitalized, this encouraging perspective about the future of technology and the affirmative actions to clench onto it rather than push it away were hopeful.
His multi-disciplinary achievements in computer science, graphics, animation, gaming and science education were inspiring and astounding. With the abilities and an outlet like digital media, Ken Perlin has been able to achieve impressive inventions across many fields of study. Some impactful developments that Ken Perlin has been heavily involved with are technologies such as Perlin noise, hypertexture, real-time interactive character animation, and computer-user interfaces such as stylus-based input, zooming user interfaces, and most recently, cheap, accurate multi-touch input devices. Many of his inventions have now even become the standard that is used for computer graphics and movement! If creators and academics continue to keep up the mind-set of Ken Perlin, we have a bright digital future ahead of us.