Computational Play

Student: Scott Penmann

4.s52 Projects in Computational Making, Fall 2016

This project proposes computational play as a field of research that covers how and why designers roam as freely as they do, what the creative potential of such exploration might be, and how such techniques might responsibly be implemented in computational machines. The work argues that autotelism, defined as internal motivation, is an essential aspect of play and outlines how it can be incorporated in a computational framework. The work also demonstrates a proof-of-concept in the form of an autonomous drawing machine that is able to plot a drawing, view the drawing, and make decisions based on what it sees, bringing computational vision and computational drawing together into a cyclical process that permits the use of autotelic play behavior. [more]

Lydia Clark’s Bichos

Student: Jaya Eyzaguirre

4.521 Visual Computing, Spring 2017

In this project, the student analyzed the interactive, kinetic sculptures - called Bichos (“Critters”) - of the Brazilian artist Lydia Clark. She defined generative rules underlying the sculptures, which she then used to recreate Clark's existing works, as well to make a new and original Bicho, the Bicho Doce (“Sweet Critter”). [more]

Looking Through the Glass

Student: Yifen Zhong

4.521 Visual Computing, Spring 2017

In this project, the student developed rules to make colored, 3D ice-rays in a cube. [more]


Student: Yasaman Tahouni

4.s52 Projects in Computational Making, Fall 2016

Augmented Material Interfaces, defined as physical interfaces embedded with digital capabilities, can fill the gap between digital and physical modeling tools which can enhance the design process and creativity. NURBSform is an Augmented Material Interface aimed to be used at the preliminary stages of design/concept-making for sketching Nurbs curves and surfaces. Through combining digital and physical, mind and hand, and design and making, such interface can enhance the design process. [more]