Current student work: Arts441M
Programming For Artists Class Wiki.
Project: Exciteable, Sad, Content using code
and primitive shapes. Students are using the programming environment
Processing to create simple shape compositions.
Nicholas
Duchnowski
Willis Bulliner: Content

Clint Miceli: Sad

The following is a small sample of student work from
the 2003-2004 Programming For Artists class that Jonas Downey and I developed.
Work from my own spring 2006 Programming ForArtists class (a different
syllabus) will be added this year as it comes.
Project: Create a Swarm. This is our introduction
to generating a multitude of graphic images on the fly (sprites, in director)
and programming each with autonomous movement; usually the second programming
project for students.
Tanya
Crenshaw. 2004. Project: Create a Swarm.
Tanya's project created a swarm of small otherworldly avian
creatures whose color changed to a neutral black when they became part
of the swarm (or crowd) and then to a completely different color afterwards
'because when you leave a group you are forever changed.' This director
project also programmatically played with 3D perspectives, generated
completely within the code; the closer to top left-hand corner the entities
flew, the smaller they would become.

Peter
Dobill "Sperm and the Egg." 2004.
Project: Create a Swarm.
Peter was an undergraduate in photography and had very
little programming experience when he joined the class, but was gifted
at coming up with themes or metaphors for each computer programming
assignment. Use of black and white in this case was interesting, as
was the outcome of each user click.

Peter
Hong. 2004. Peter hand-coded this game from scratch. Though
this project is way less poetic than we would have liked, this computer
science student went on to "create an interpretive time piece"
as his next project, and then to pair up with one of the art students
in the class and learn about landscape architecture for his final project,
which was a CAVE application. One of the greatest rewards of having
a class with so many different disciplines in it is watching the knowledge
exchange between students.

Kelly
Cree. 2004. The movement of this swarm of tiny, strange
ghostlike entities was really effective. They bustled about in a crazed
state until one clicked on the screen and then they hypnotically moved
toward one of the corners of the screen. Interesting project for a first-time
programmer.
3D Immersive Animation for CAVE environment.

Chad Tyler and Peter Hong "Supermodel Terrain."2004.
I had just gotten keys to the Beckman Cube (a CAVE environment) and
was so excited by the prospect of 3D animation that I prodded two very
capable students into creating a 3D piece for their final project. They
made a great team; one was a computer programmer with little art experience
and the other was a landscape architecture with no programming experience.
The outcome was fantastic - a terrain generator that accepts pictures
of a supermodel's face and creates from it a black and white mesh landscape,
a commentary on media and place - public space? I look forward to many
more years of teaching 3D animation!
Storytelling. Create a narrative using 10 buttons.

Chad
Tyler. 2004. Chad was an undergraduate landscape architecture
student who had very little prior programming experience. His projects
stood out for their use of space and perspective; it is always so rewarding
to watch students incorporate their passions into their programming
artwork. This is one of the most beautiful (and slightly incomprehensible)
pieces about loneliness, love and existentialism that I've ever seen
from one of my students.

Kathy
Kruszewski. 2004. Kathy was a photography student with
absolutely no programming experience. We really liked the graphic style
she used for her first computer program.

Julia
Simon "The Adventures of Fath'r." 2004. Julia
was a general liberal arts and sciences major who had no prior computer
programming experience and was one of the most enthusiastic and disciplined
students we had. We suggest that our students make their own interpretations
of subject matter that they chose to use; i.e., no straight intepretations
of rock band bios, your own resume, or the Bible. This project wins
the class award for the oddest use of religion in any graphic novel
narrative.

Ana
Mendez and Leslie Cuyjet. 2003. Ana and Leslie were undergraduate
dance students who had absolutely no prior programming experience. As
a first project they created for their 10-button assignment, a proposal
for an audience-response blueprint for a dance they were choreographing;
depending on which selections the audience would make, they would modify
their dance accordingly, on the fly.

Jonathan
Sarmiento. 2003. Jonathan was a graphic design undergrad
student with no programming experience. For his first project he created
a game based upon found photographs. All movement in this game is programmed;
no "tweening" is used (this was one of the requirements.)
Great use of music in a first project, this piece really shows the importance
of using good raw materials. Click on the lower-left hand flashing box
to get this piece started (and subsequent flashing boxes to continue.)

Molly
Sheehan "What Season Is It?" 2003. Molly was
an undergrad math student with no programming experience, who for her
first project created a seasonal calendar that attaches to the user's
clock. Impressively, all movements of objects in this program are created
on the fly, using math equations she researched on the internet. Based
upon the clock calculations her project performs, she displays the weather
outside, a project commenting on machine mediation of nature.

Ryan
"The Punisher" 2003. Jonas and I were extremely impressed
with Ryan's graphic style for his 10-button narrative assignment. In
retrospect, as I look at this assignment, I realize I should have googled
The Punisher, because I thought it was a character that Ryan had made
up. If I had known it wasn't, I probably would have suggested (maybe
a bit too soft of a word) that he make up his own character.
Generative Algorithm: Processing. A couple
of weeks of experience learning processing after months spent in Director
was not an easy experience for our beginning programmers. They had to
learn a completely different coding paradigm. It was a learning experience
for all of us.

Chad
Tyler. 2004. Chad was a landscape architecture undergrad
with no prior computer programming experience. This simple processing
piece is a perspective generating device - Chad was trying to develop
a program which continuously branched out into binary trees.

Julia
Simon. 2004. Julia's processing piece was a drawing machine.
She diligently struggled for hours coding it and did not get to finish
it, but her hours of coding practice really helped her for her final
project.

Aylin
Selcugoklu. 2004. Time Piece. This is a personal representation
of a clock.
Game. The students were told to "Create
a Game" and that was the only directive given. This was the final
project for the class and students were allowed to work in groups. We
made each student write a paper describing what part they created in the
project and what they learned in the project. We felt that learning to
collaborate was also an important skill that could be explored in class,
and that, in The Real World Outside College, programmers will most likely
write code and designers will design, and it might be nice to help them
learn to speak to, have respect for, and work with each other.

Julia
Simon. 2004. Very successful graphical reinterpretation
of photos of the school quad and extremely accurate graphic representation
of tae kwondo kicks (being a tae kwondo instructor, I know this!) Press
the keys around your "d" key to do various kicks and the arrow
keys to advance.

Nate,
Ryan, Srdj "Beer Drop." 2003. I was told that
Champaign IL's University of Illinois has the largest Greek system on
any campus in the world. When I saw the splash screen for this game
I was a bit hesitant, but it's hysterical and had the class screaming
with laughter. The graphics are extremely effective and the music works
perfectly well with the piece.

Ana
Mendez and Leslie Cuyjet. 2003. Cute final project from
our dance undergrads who, this semester, have learned to cut digital
photos out of photoshop as well as some lingo coding techniques.

Karyla
Trester. 2003. This game has a very interesting navigation
system - a giant llama makes one almost feel as though one's joystick
or mouse is larger than it normally is. Interesting graphics and game
from a first-time programmer.
Website: Biography/Narrative.
We realized that most, if not all of our students did not know
how to create a website, so we spent a week hand-coding html. We felt
that even though html is not a "computer programming" language,
xml was a valuable skill to spend a couple of days learning. In Spring
2004 we spent a day doing a coldfusion and database demo.

Jessica
Zhang. 2003. An undergraduate student with no computer
programming experience, Jessica made one of the most beautiful pieces
in our class, and the reason I remember this particular piece was that
she at first came in very frustrated, with a small Biblical piece consisting
of generic nature photos which didn't really tell much of a story about
her, and when we made her re-do the project, she came back with this
gorgeous biographical piece.

Kathy
Kruszewski. 2004. Very nice-looking reversal of the old
adage "you are what you eat" - fruit fortune-telling machine
by a photography student who had never programmed a computer before
our class.

Aylin
Selcugoklu "Warning!" 2004. Extremely successful
piece examining place and questioning how we look at our everyday environment
from a sophmore undergrad computer programmer who was just starting
to learn art.

Jonathan
Sarmiento "Nervous Website" 2003. Nice use of
windows in a narrative website.

Kelly
Cree. 2004 (on her server: https://netfiles.uiuc.edu/cree/www/)
Interesting (unfinished) prototypical graphical representation of what
was going to become a blog in the future from a computer science turning
art major.