CS1335
  • Introduction
  • Assignments
    • A1: Meta, Metta
    • A2: Functions, Emotions
    • A3: Repeat Patterns
    • A4 - Objects: Things and No Thing
    • Final Inspirations
    • A?: Grid Patterns
    • Inspiration
  • Getting Started
    • Processing
    • PDE - Code Editor
    • Learning Processing
  • Java Language
    • Java Syntax
      • Typed-Variables
      • Float - Integer Conversion Errors
      • Modulus
      • Functions
      • Object Reference Data Types
      • Arrays
        • Class Example Code
      • Switch-Case Statement
      • Ternary Operator
      • Class
  • Project 1
    • Random Variation
    • Noise
    • HSB Color Mode
      • HSB Color Wheel
        • Dynamic ColorWheel
        • HSB Color Palette Tool
    • PShape Objects
      • Example Code: PShape
        • Inspiration
    • Modeling Emotions
      • Emotions
        • Kandinsky Color - Emotion
    • PShape with Contour
    • Recursion
      • Recursion Call-Stack
      • Recursion Examples
        • Example Code 1
        • Example Code 2
    • Recursion - PShape
    • Recursive Patterns
    • Planning Structure: Functions:
      • Example Code - Feb 19
      • Final Code Structure
    • Project 1: Programmatic Variations in Color
      • LerpColor
      • Map Function
      • Map with LerpColor
      • noise( )
    • Transforms for Mirroring
    • Project 1-Steps
  • Grid Based Designs
    • Computational Design
    • Artist: Victor Vasarely
    • Grid Pattern Design
    • 1D - Array of PShapes for Grid Layout
      • Truchet Tiling
      • Example Code S2020
      • Example Code March 11
      • Example - March9
      • Example Code
    • PShapes in Grid Regions
    • Grid Region Logic
    • Pattern Preview - Transforms: Translate & Scale
  • Project 2
    • Project 2 - 2D Arrays for Gradient Logic
      • 2D Array Grid with Labels
    • Grid Patterns using 2D Array Indexes: i, j
      • Example Class Code
    • lerpColor( ) and map( ) Functions
    • Demo Lerp Colors
    • 2D Arrays with lerpColor
    • Create PShape 2D Array
    • Function: Populate2DArray( )
    • Function: DisplayShapeMatrix()
    • Transforms for Position, Rotation, Scale of ShapeMatrix Elements
    • Project 2 - Steps
    • Animation for ShapeMatrix
      • Animation w/Noise
  • Object Oriented Programming
    • Introduction to Objects
    • Button States
    • Buttons as Objects
      • Button Class
    • Create Object Instances
    • Button Types
    • Modeling Buttons: States and Events
    • OOP - Inheritance
    • OOP - Polymorphism
    • Child-Class: PImageButton
    • PShape - SVG Objects
    • Menu of Buttons
    • ButtonGroup - Final Version
    • Slider Controller
    • UML Class Diagram
  • Project 3
    • Project 3 - Logic, Steps
    • Project 3 - Class Definitions
      • Button
      • PImageButton
      • ButtonGroup
      • Pattern
        • PShapes - SVG, Vertex Shapes
        • Setting Colors For Patterns
        • Pattern - With Child-PShapes
      • Slider
      • Particles
  • Modeling
    • UML Class Diagram
  • Resources and References
    • Glossary
    • Resources
      • Acoustics
      • Learning Science
        • Emotional Intelligence
      • Creativity
      • Conceptual Art
      • Books
        • Art
      • Games, Rules
      • Complexity
    • Random Inspiration
      • Ulm School
      • Heart-Mind, Mind, Body
      • Statistical Uncertainty
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  • Assignment 4 - Details:
  • Submission Document:
  • Objects - Things: Attributes and Behaviors
  • Inspiration:
  • "To Change with Change is the Changeless State"

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  1. Assignments

A4 - Objects: Things and No Thing

Materiality, Matter, Energy, Space and Time: Mapping Relational Meanings in Complex - Dynamic Worlds

PreviousA3: Repeat PatternsNextFinal Inspirations

Last updated 3 years ago

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If Life is a Game, These are the Rules: Cherie Carter Scott

Rule 5 - Learning Does Not End There is no part of life that does not contain lessons - if you are alive, there are lessons to be learned.

Learn to embrace your role as a perpetual student

"Surrender - does not obstruct our power, it enhances it" Marianne Williamson Commitment - "Our greatest weakness lies in giving up. The most certain way to succeed is always to try just one more time." Thomas Edison Humility - "and when you have reached the mountaintop, then you shall begin to climb." Kahlil Gibran Flexibility - "To improve is to change; to be perfect is to change often." Winston Churchill

Assignment 4 - Details:

1. Watch one of the following videos

Curiosity: Cassini Nazir

Objects as Dynamic Energy Traces:

Submission Document:

Submission Instructions: Fall 2021:

Objects - Things: Attributes and Behaviors

Object Oriented Paradigms

Humans perceive the world as being composed of objects. Human object perception - can be understood as 'snapshots' of transient sensory input associated with a 'system' of condensed matter; matter and energy are different forms of the same phenomena.

Energy ( change ) flows in continuous waves - analog oscillations - Energy is a measure of change. Humans perceive change as a discrete measured difference between observations. Measured values can be stored as data. Without Human observation - no change can be quantified. Humans use language to communicate knowledge across time and space. Discrete data represents relational measurements of change phenomena.

Human languages provide a way to communicate about human subjective perception of some observed change.

Object Design:

The basic assumption underpinning the situated FBS framework is that designing involves interactions between three worlds: the external world, the interpreted world and the expected world.

  • External world: contains things in the “outside” world

  • Interpreted world: contains experiences, percepts and concepts, formed by the designer’s interactions with the external world

  • Expected world: contains expectations of the results of the designer’s actions, driven by goals and hypotheses about the current state of the world

The three worlds are interconnected by four classes of interaction:

  • Interpretation: transforms variables sensed in the external world into variables within the interpreted world

  • Focussing: selects subsets of variables in the interpreted world and uses them as goals in the expected world

  • Action: changes the external world according to the goals and hypotheses composing the expected world

  • Constructive memory: produces memories as a result of re-interpreting past experiences.

From Sensing to Meaning: Semiosis

In the diagram, classes are represented with boxes that contain three compartments:

  • The top compartment contains the name of the class. It is printed in bold and centered, and the first letter is capitalized.

  • The middle compartment contains the attributes of the class. They are left-aligned and the first letter is lowercase.

  • The bottom compartment contains the operations the class can execute. They are also left-aligned and the first letter is lowercase.

In the design of a system, a number of classes are identified and grouped together in a class diagram that helps to determine the static relations between them. With detailed modeling, the classes of the conceptual design are often split into a number of subclasses.

Objects and Agents

Just as we can consider organic and inorganic forms in the real world, these same concepts are metaphorically mapped to objects and agents in the world of software design, modeling, and simulation. Agents are objects that have additional complexity which may have higher order logic for example, the agent behavior may be dependent on the agent's state, ex: idle, walk, attack, collaborate.

Dynamics: Frame-based Paradigm

Simulation Engines and Multimedia Software platforms use frame-based execution to enable programming of dynamic object behaviors. It is the dynamic nature of the real-world that is sublime and subtle that makes it difficult for humans to understand the elegant sophistication of our own organic hardware / software systems. When thinking in the context of video games, it is helpful to consider the nature of the Player, NPC, and other functional and interactive game objects. It is helpful to use our imagination to contemplate the nature of human experiential reality...it is the interactions between objects that determine changes in the state of gameplay...Whereas the NPC gameObjects have action-states and associated behaviors, the player gameObject

Modeling Systems of Connected Autonomous Objects:

Here we want to consider the difference between modeling static deterministic processes as compared to systems with non-deterministic behavior....it is these non-linear interactions that most closely reflect the phenomena felt in the 'real' world. We are at a point in time, space, culture, cyber-technical sophisitation that we are rapidly approaching a bifurcation point - a singularity. Computational Generative Art: Modeling Emergence and transformational phenomena - self-adaptive collaborative systems.....that is what humans are. The neurobiological, evoloutionary ecologies ....capable of describing the nature of reality: ever evolving forms of integrated informational phenomena .... intelligence....the combination of human and machine intelligence. The question is: What can we do to impact the outcome .... does it matter? The Precipice...General AI - Generative Art....able to learn ... the computational nature of optimal decision making: Understanding the nature of the 'world'. The world is

Inspiration:

"To Change with Change is the Changeless State"

“To change with change is the changeless state.” Bruce Lee

Bruce Lee believed that individuals, societies and cultures need to change with change. The world is changing quickly and we want to do what we can to help it be for the better. To spark positive change and growth, there is much work and healing to be done.

Under the heavens, under the sky, we are all one family.” – Bruce Lee

Bruce Lee was an ally of humanity and believed that if everyone helped his neighbor, no one would be without help.

"BE WATER, MY FRIEND. Empty your mind. Be formless, shapeless, like water. You put water into a cup, it becomes the cup. You put water into a bottle, it becomes the bottle. You put it into a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend."

Magic, Error and Terror: Modern brain science has produced extraordinary insight into the functioning of the human brain. This book combines some of these results with the idea of subconscious and conscious models. It then explores how these models often generate magic, sometimes error, and occasionally terror. Subconscious models help us understand how psychotherapy changes minds, why fatigue is an emotion, how breathing affects our well-being, and how we may give mind and body a rest. Conscious models explain some instances of deception in medicine, economics, politics, and religion. Subconscious and conscious models together allow us to identify nonsensical questions. The age-old question "Do we have free will?" is one such case. Hence, this question cannot be answered. This book offers a kaleidoscope of topics and cases. More ideas about subconscious and conscious models and their effects will surely occur to you as you read. Klaus Truemper

Mad Mapper - Parametric Real-time Media

The Situated Function, Behavior, Structure Framework

Semiosis (from the : σημείωσις, sēmeíōsis, a derivation of the verb σημειῶ, sēmeiô, "to mark"), or sign process, is any form of , conduct, or process that involves , including the production of . A sign is anything that communicates a meaning, that is not the sign itself, to the interpreter of the sign. The meaning can be intentional such as a word uttered with a specific meaning, or unintentional, such as a symptom being a sign of a particular medical condition. Signs can communicate through any of the senses, visual, auditory, tactile, olfactory, or taste.

For humans, semiosis is an aspect of the wider systems of social interaction in which information is exchanged. It can result in particular types of social encounter, but the process itself can be constrained by social such as propriety, privacy, and disclosure. This means that no social encounter is reducible to semiosis alone, and that semiosis can only be understood by identifying and exploring all the conditions that make the transmission and reception of signs possible and effective. When two individuals meet, the ways in which they think, the specific identities they assume, the emotional responses they make, and the beliefs, motives, and purposes they have, will frame the situation as it develops dynamically and potentially test the legitimacy of the outcomes. All these elements are, to a greater or lesser extent, semiotic in nature in that prevailing codes and are being applied. Consequently, where the line is drawn between semiosis and semiotics will always be somewhat arbitrary.

See also:

Biosemiotics (from the βίος bios, "life" and σημειωτικός sēmeiōtikos, "observant of signs") is a field of and that studies the prelinguistic meaning-making, or production and of and and their in the biological realm.

Biosemiotics attempts to integrate the findings of biology and semiotics and proposes a in the scientific view of , in which (sign process, including and interpretation) is one of its immanent and intrinsic features.

UML - Class Diagram - The image below shows the hierarchical view of a series of

UML Class Diagram -

In , a class diagram in the (UML) is a type of static structure diagram that describes the structure of a system by showing the system's , their attributes, operations (or methods), and the relationships among objects.

The class diagram is the main building block of modeling. It is used for general of the structure of the application, and for detailed modeling translating the models into . Class diagrams can also be used for . The classes in a class diagram represent both the main elements, interactions in the application, and the classes to be programmed.

A class with three compartments.

In order to further describe the behavior of systems, these class diagrams can be complemented by a or .

[ Wikipedia ]
Greek
activity
signs
meaning
conventions
values
Wikipedia
Biosemiotics - Wikipedia
Greek
semiotics
biology
interpretation
signs
codes
communication
[1]
paradigmatic shift
life
semiosis
meaning
Wikipedia
Wikipedia
software engineering
Unified Modeling Language
classes
object-oriented
conceptual modeling
programming code
data modeling
[1]
state diagram
UML state machine
[2]
Designing Curiosity
https://utdallas.box.com/shared/static/m97l0nwy1by110bf2plsr5yvljeaq2xy.docxutdallas.box.com
Bruce LeeBruce Lee
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Magic, Error, and Terror: How Models in Our Brain Succeed and Fail
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Designing the Mind: Guide to Psychitecture and Self-MasteryDesigning the Mind
How to Change Your Mind - Michael PollanMichael Pollan
HOME | Art of ImpossibleArt of Impossible
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On Task: How Our Brain Gets Things Done
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Making Audio Reactive VisualsAirtight Interactive
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https://commons.wikimedia.org Uml_diagram2.png
Base-Class and Child-Class Hierarchy Relationship
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