Programming Media II
Professor Casey Reas, TA Sean Dockray
     
  "Emergent Behavior "
    + Run Applet

+ Results
 

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Assignment :
Behavior + Adaptation

Write a program which changes its behavior over time depending on the accumulated information exchanged with its environment. The primary input to the program should be human-controlled. The input can be a mouse, keyboard, camera, tablet, or a more unique device. The output can be visual or sonic or a combination of both. The focus in on the behavior you invent and how it relates to changes depending on the input.

The reading from Brooks will equip you with a vocabulary and context for thinking about constructing behavior. Think about the difference between a reactive system (hard-wired behavior with no modification) and learning (the ability to change behavior). This reading is not difficult, but is lengthy and contains many references which may not be familiar to you. It contains many valuable ideas so put a strong effort into extracting them.



Response/Concept:
The user is able to generate a flagellum-like object by keyboard entry. The behavior of the flagellum is based on the combination of the keyboard entry which the interactor makes. Therefore, for instance, entering "a" would generate a flagella to move in a sine fucntion in x direciton. In the same manner, entering "b" would regulate the flagellum to move in cosine function in y direction.

The main focus of this applet is to see what kind of new emergent bahavior is observed by converging several key strokes. In the example given above, converging the movement of both "a" and "b" would define the flagellum to move in a circular motion. Similarly, it is expected that several keyboard entry, each pre-defined as primitive movement, would result in a highly complex and yet innovative behavior of the flagellum.