4.3 Swatch – Festive Sensor


Kyle Shoesmith – 3177832


Analog Sensor

For my swatch, I decided to expand upon the analog sensor that I created and create a hat that activated based off of pressure. Originally, I wanted to create a propeller hat that activated through a sensor. However, I ended up not being able to get a hold of the materials that I would have needed to not only make it, but to also create it compactly (Adafruit, Conductive Thread, Conductive Fabric, DC Motor). I then decided to account for that by using a hat that was much larger in size so I could store all of the larger components within them: a Santa hat! This hat is able to light up like a Christmas tree whenever you press the sensor on the forehead.

I first attempted to recreate the sensor from before, albeit more compact in order to fit in the hat better.


I then attached the LED bulbs I had to the top of the hat and used copper wire and M/F wires to connect them all. NOTE: Apparently, my copper wire from before wasn’t working because it had a plastic coating on it that I never noticed, so I used sandpaper to shave off the layers on the edges.


I then went and sewed the Arduino Uno into the hat and accounted the length of the hat by adding wire extenders.


Afterwards, I sewed the patch onto the front of the hat and connected the wires and resistors with alligator clips and copper wire.


What’s nice about the hat is that due to its surface, you aren’t able to see the thread appear on the front, so it looks like a completely normal hat at face value.


Afterwards I quickly wrote the code up and Voila! I’m generally happy with the design of the hat and the fact that I was able to make it with the limited supplies at my disposal. I can’t wait to get a hold of better supplies in the future so that I can explore more in the future.

Materials used:

  • Arduino Uno
  • M/M and M/F wires
  • Copper wire
  • Santa Hat
  • LED Bulbs
  • Velostat
  • Felt
  • Thread
  • Jumper Wire
  • Resistors
  • fritzing




Exp.3-3-3: Interview with Neetu Sajan — Out of This World

Exp. 3-3-3: Review and Publish – Kyle Shoesmith

Neetu Sajan



Neetu’s piece was definitely my favourite piece during the presentation based off the idea and execution. Instead of creating an environment in front of you in which you can observe from a distance, she puts you right in the middle of one. Being able to explore the various stars, planets and satellites in your own home is a wondrous experience. The fact that you can actually walk up to them gives you a much better understanding of spatial relation than an app like Night Sky would. She also clearly put in a lot of effort to fill the environment in all directions so that you are engaged no matter where you go. The models are also quite amusing albeit simple.

Interview with Neetu:

What was the process behind making it?

  • I began brainstorming ideas and knew I wanted to create something that’s immersive.
  • Initially I wanted to create an educational app catered more towards children where you could tap on the elements within the solar system and it would give you facts on it.
  • But at the end I decided to create an installation inspired immersive, spacial environmental that was engaging.

What were the different stages, challenges that you came across?

  • Initial stage was brainstorming, then going into Adobe dimension and creating all the 3D models and then basically importing them into Adobe Aero and adding behaviours to each model.
  • Overall the process was pretty intuitive but some challenges I came across was creating the models itself as this was my first time really working in 3-d design. Another challenge was the Adobe aero app crashing. I was not able to and still not able to open up the file after exporting a link which was frustrating as I could not add additional 3-D renderings or behaviours like I had initially planned. Working around the limited acceptable file sizes within the app was also a challenge.

What tools did you use (besides Aero, if any)?

  • I used Adobe dimension along with Aero

What were some of your motivations?

  • I basically wanted to create an immersive environment where the user could walk around and experience a different environment but within a familiar space like their home.

If you could expand upon it, what would you add?

  • If I could expand upon what I have so far, I would make add more 3-d models to make it even more engaging. I would also make it interactive so that the user could move elements around on their own, and possibly even create a game where the goal is for users to walk around d and find certain stars or discover life of different planets.

What potential could you see for an app similar to this?

  • Like I mentioned earlier, it would be a great educational app for kids to visualize and understand what they are learning.
  • The overall AR immersive experience within the app also allows the user to see through a different perspective and gain a sense of empathy. An app with the similar intentions could help others to see from not only varying perspectives but also help one empathize more.

What was your biggest takeaway from this entire experience?

  • Creating my own app and brainstorming ideas, I came to realize and saw the endless possibilities in AR and how we can create many different experiences through this discipline- from interactive games to practical uses like in the fields of educating and even healthcare.

Shrinking Shapes

Generative art: Shrinking Shapes

Kyle Shoesmith




This demonstration was created in JavaScript using p5.js. May update final project link.


1.Divide a page or screen up into a grid.

2.Choose any random cell and draw a square or a right-angled triangle within it using 1 of 4 colours of your choice.

3.Repeat this step. If you land on a cell that you have already drawn in, draw a smaller shape of the same type and orientation within the existing shape.

4.If you land on a cell in which you can no longer draw another shape within it due to size, erase the cell.

Example: https://vimeo.com/user125863526/review/472341791/b4c35c4b88

Artistic Statement/Motivation

  • My initial goal was to recreate my second drawing from the generative drawing assignment.


  • I chose this one specifically for two reasons:
  • I found it aesthetically pleasing and thought it would look very hypnotic when animated.
  • I knew that translating the work into code would not be simple and would require a lot of mathematic formulas, so I saw this as an opportunity to not only challenge myself, but to also demonstrate my love of math, patterns and geometry.
  • I was inspired by both Langton’s Ant and Conway’s Game of Life and the way the grids developed over time. I even repurposed some of the cell elements from them in this work.

conways-game-of-life langtonsantanimated

  • I was also slightly inspired by Ramsha Zaman’s assignment from 2019, “Blooming”. Certain aesthetic choices (such as the fade) gave me ideas for how I wanted my assignment to look. https://codepen.io/ExPrima/pen/qBWgPLQ



  • Immediately, I knew the biggest challenge would be to figure out how draw the smaller right-angle triangles. With squares, you simply pull each corner in by the same amount; However, a triangle’s center point isn’t in the center of the cell, I had to come up with a formula to apply to the corners of the triangle that would increment them closer to the middle naturally.
  • I used Desmos to figure out the formula. Here’s a link to my work: https://www.desmos.com/calculator/jk266djkgf



  • The formula I discovered was: f(x)=(√2 + 1)(x – cellsize) + cellsize
  • This formula became an important function in my assignment.
  • I then worked on getting this formula working in p5.


  • Afterwards, I remade the function for each of the four orientations that the triangle could be in and I created the square formula.


  • The fun part is where I got to make the grid system that would store the type of shape and the number of shapes within the given shape. I then added the random number generation to draw the shapes. The system also had to account for if there were too many shapes within a cell and would erase the cell if that were the case.


  • Once this was perfected, I added the random colour element, changed the colour of the background and added the rotation system for the triangles.


  • All that there was left was to add a fade system for aesthetic purposes. This took a while to create but I eventually got it to work.




The Bird Call

The Bird Call

Sara Hosseini (3186250)

Kyle Shoesmith (3177832)

Giulia Zefilippo (3179987)


Project Description 

It is a social interaction/experience game involving two species (Raven or Dove) of birds interacting with each other. It is a sandbox/open-world game where each player individually controls a single species of bird, which can move around using arrow keys. The players are incentivized (when they see a bird call appear in a certain direction) to find the other players in the forest and interact with them. However, the map is large, and with random spawn points, it is difficult to find other players. Fortunately, all players have a call function (spacebar), also known as a bird call. If you see a bird call (either a coo or caw) in a certain direction, you can follow that direction until you get closer and find the other player. If you or the other player start distancing yourself, you will not be able to see their call function.

Project Development: 


Concept Diagram


First version (with basic mechanics).


Collision Testing with filler objects (coding from p5.play library).


Camera (p5.play library) was added to each player for them to explore a 5000 x 5000 scene.

We added assets / sprites (tree and bushes) that cycle through an animation loop and are randomly placed throughout the canvas with colliders (only on the trees).


We tracked the location of each player / bird to determine their location value in the canvas and compared the distance between players. We also added a random spawn point for each player on the scene and each time a player moves, their location is sent over PubNub.

With this information, we were able to attach their location direction and announce it with a “bird call” sprite and send it to each player, but the distance which the player is able to view the call of another player is also limited. This guides the player to follow the “bird call” in a certain direction and meet up with the closest player.

An interval timer was added to the bird call to prevent spamming and the life span of the “caw” sprite was increased so each player has more time to view the bird call on the screen.

Final version: 

P5 Web editor / Coding


Screen recording of the Project:

Player 1: https://ocadu.techsmithrelay.com/6Z3Y

Player 2: https://ocadu.techsmithrelay.com/aEBB

Wireframe – Planning of the Bird Game


Book Inspiration:

Birds in Legend, Fable and Folklore


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