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Det er viktig for spillere å være oppmerksomme på disse grensene for å unngå skuffelser. I tillegg til minimumsbeløpet, finnes det også maksimumsgrenser for innskudd som kan være avhengig av spillerens aktivitetsnivå og kontotilstand.

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21Bit Casino tilbyr et variert utvalg av betalingsmetoder for innskudd. Her er noen av de mest populære alternativene:

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Spillere bør være klar over at innskuddsgrensene kan endres basert på kampanjer eller spesielle hendelser på casinoet. Det er også viktig å merke seg at settene av grenseverdier kan variere for VIP-spillere og de med høyere innskuddsprofil. Videre kan andre faktorer som ansvarlig spilling påvirke innskuddsgrensene.

Betalingsmetode Min. innskudd Max. innskudd
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Ofte stilte spørsmål (FAQ)

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Die Registrierung im Gokong Casino gestaltet sich einfach und benutzerfreundlich. Spieler können auf der Webseite https://gokongcasinos.de/ in wenigen Schritten ein Konto erstellen und sofort mit dem Spielen beginnen. Dieser Artikel beleuchtet den reibungslosen Registrierungsprozess und gibt nützliche Tipps für neue Spieler.

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Yash – Final Project Proposal

Final Project Proposal: Boids, Audio, and Hand Gestures

Concept and Artistic Intention

For my final project, I want to build on my ninth assignment, Ephemeral Flocks, and turn it into something much more interactive. In that project, I worked with boids, which connects directly to the idea of autonomous agents from The Nature of Code.

Visually, it was really interesting to watch the flock respond to the webcam feed, it felt like they were “decoding” reality in their own way. But at the same time, the experience felt a bit passive. The user basically just clicked and watched, and I think that limited the potential of the piece.

This time, I want to bring the human back into the system in a more active way. The idea is for the user to feel like they’re conducting the flock, almost like an orchestra conductor. Instead of freezing the screen, the boids will constantly move over a live video feed, painting it with this messy, expressive texture inspired by Van Gogh or Studio Ghibli.

But the key difference is that now, the system will respond to the user’s body and voice, it will listen and react, not just exist.

Interaction Methodology

I’m planning to use two main types of input to control the behavior of the boids:

  • Hand gestures (via ml5)
  • Microphone input (via p5.sound)

The hand will act as a kind of steering force. Wherever the user moves their hand on the screen, it will create an attraction vector that pulls the flock toward that position. So you’re literally guiding them through space.

The microphone will control how chaotic the system becomes. If the user is quiet, the boids will behave more calmly, they’ll stay cohesive, aligned, and move smoothly as a group. But if the user makes noise (like clapping or speaking loudly), that volume will increase the separation force, causing the boids to scatter and behave more unpredictably.

So in a way, the user is constantly balancing control and chaos through movement and sound. This directly ties back to the forces and vector systems we’ve been working with in class, but turns them into something you can physically feel and experiment with.

Initial p5.js Sketch [Please Open Web Editor, give webcam permissions and wave your hand]

Design of the Canvas

I want the visual experience to feel minimal and immersive, almost like an installation rather than a typical interactive app. That means no buttons, no heavy UI,just the system itself.

Layout (rough idea):

[Image generated using gemini]

  • A fullscreen web canvas
  • The live webcam feed sits in the background
  • Hundreds of boids move across the screen, leaving painterly trails over the video
  • In the top-right corner, there’s a small line of text:
    “wave your hands and make some noise”

Once the system detects movement or sound, that text fades away so it doesn’t distract from the visuals.

The important part is that all control comes from the user’s body and voice. There are no sliders or settings, just interaction. The goal is for users to slowly discover how their gestures and sounds shape the digital painting over time, without being explicitly told how it works.

Final project proposal

“عود (Oud): A Responsive Atmosphere”

This project started from something very small and familiar to me: the moment when oud smoke rises. It is never still. It folds into itself, disappears, comes back, reacts to the smallest movement in the air. I kept thinking about how that feels less like an object and more like a system that is alive.

For me, decoding nature is not about representing trees or landscapes. It is about understanding behavior. How things move, how they react, how they carry presence without being solid.

So I built a system where smoke becomes the main language.

Concept

This work simulates a bukhoor burner where smoke, embers, and air exist as a responsive environment. The smoke is not pre-animated. It is generated through particles that move using forces like turbulence, attraction, and separation, similar to how natural systems behave.

The system is also reactive. When activated, it listens. Sound changes the environment. The smoke becomes heavier, faster, more chaotic. When there is no sound, it returns to a quieter, almost breathing state.

It feels like the space is aware of you.

Process

I worked with p5.js to build this from the ground up as a living system rather than an animation.

  • I used particle systems to construct the smoke and embers
  • I implemented flocking behaviors so particles move collectively instead of randomly
  • I used noise to introduce instability and natural variation
  • I connected the system to microphone input so it can respond in real time

What I found interesting is that the more I tried to control it, the less natural it felt. So the process became about letting the system behave on its own terms.

Visual Direction

Visually, the work sits between two conditions.

There is structure. The background uses a very subtle geometric pattern inspired by Islamic repetition and symmetry. It feels ordered, quiet, almost fixed.

Then there is the smoke. It interrupts that order. It drifts, breaks, spreads, disappears.

I wanted that tension between control and unpredictability to exist in the same space.

The color palette stays very minimal. Dark, warm tones with a soft glow from the coal. Nothing too loud. It should feel atmospheric, not illustrative.

Why Oud

Oud is important here because it is already a system. It is not just smell or smoke. It is memory, ritual, presence. It fills space without being seen clearly.

I am not trying to recreate it realistically. I am translating what it does into code.

Outcome

The final piece is an interactive sketch where:

  • Smoke continuously generates and evolves
  • The system responds to sound and presence
  • The environment shifts between calm and intensity

It becomes something you do not just look at, but exist with for a moment.

Haris – Final Project Proposal

Concept

For my final project, I want to create an interactive visual system in which particles move in a collective way and can be influenced through the user’s hand gestures captured by a webcam. The particles will behave like a living swarm using the flocking mechanism we have learned in class. Rather than interacting through a mouse or keyboard alone, the user will use their literal hands to push, scatter, gather, and possibly hold the particles in place. Through these gestures, the user will be able to create constantly changing visual compositions in real time.

The main interaction methodology will be webcam-based hand tracking. The user’s hands will become active forces inside the particle environment. Depending on the gesture or hand position, the particles may respond in different ways. A hand moving toward the swarm may push particles away as if creating a wave or gust. Slower or more stable hand positions may attract and gather particles into denser clusters. If both hands are used, they may create a temporary holding area between them, allowing the user to trap or guide a portion of the particles through the space. Faster gestures could create turbulence or scatter the particles more dramatically, while gentler movements could produce quieter, more controlled shifts. I may also include keyboard controls to switch between interaction modes if needed, but the webcam and hands will remain the main interface.

Hand Sketch

Interaction Design

  • One hand: pushes, repels, or redirects nearby particles
  • Two hands: gathers or traps particles between them
  • Fast motion: creates turbulence and scattering
  • Slow / steady motion: creates attraction or calm clustering

Initial p5 Sketch

Assignment 11 – Saeed Lootah

Concept

I’ve always liked Conway’s Game of Life as a way to represent real cellular life using simple rules. But whenever I looked at the end result, I couldn’t fully see the resemblance to living systems. There was something about it that felt off, even if I couldn’t explain it at first.

After thinking about it more, I realized what bothered me about the classic aesthetic:

  • The pixelated style felt too rigid and angular to resemble the organic curves we see in real life.
  • Motion was hard to perceive; it felt more like watching stop-motion frames.
  • The black-and-white palette didn’t offer enough visual variety.

At the same time, I didn’t want to overcomplicate my version. Like the original, I wanted to keep the code simple while addressing these issues.

Code Highlight

push();
        noStroke();
        colorMode(HSL);
        let saturation = map(count2, 0, 24, 0, 150);
        let lightness = map(count2, 0, 24, 50, 100);
        
        // Map the (x, y) position to a hue gradient from top-left (0,0) to bottom-right (cols-1, rows-1)
        // Project (x, y) onto the main diagonal from (0,0) to (cols-1, rows-1)
        let diagonalProgress = ((x / (cols - 1)) + (y / (rows - 1))) / 2;
        let hue = map(diagonalProgress, 0, 1, 0, 360);
        fill(hue, saturation, lightness);
        let coefficient = expoMap(count, 0, 24, 0.1, 4.5);
        rectMode(CENTER)
        rect(x * cellSize, y * cellSize, cellSize * coefficient, cellSize * coefficient);
pop();

It’s probably the simplist piece of code in the sketch but I find it to be the most important. The reason being the map functions. I explain later in the milestones.

Embedded Sketch

 

Milestones

Stage 1 – Conway’s Game of Life

I first rebuilt Conway’s Game of Life in p5.js. The main difference was making it responsive to the canvas instead of using a fixed-size grid. I also added randomization: pressing R randomizes the grid, and the sketch starts with a randomized state.

Stage 2 – Experimenting with Opacity

 

I quickly found that opacity was an easy and effective way to show motion. By adjusting background opacity over time, movement became visible through trails. During testing, I found a “walker,” and this screenshot made it clear: without opacity, you probably wouldn’t notice that it was moving at all.

Stage 3 – Experimenting with Saturation and Lightness (using colorMode(HSL))

After exploring opacity, I tried a heatmap-like idea: cells with more neighbors become more saturated. I started with immediate neighbors (a 3×3 region), then expanded to a 5×5 neighborhood. I also tested different hues, but saturation alone still didn’t give me the look I wanted.

Stage 4 – Dynamic Cell Size

This was actually one of my earliest ideas, but I initially overcomplicated it in my head. My first concept was that cells with more neighbors should not only get larger, but “bulge,” almost like pushing up on paper from underneath a grid cell.

I didn’t know how to implement that cleanly, so I simplified. Instead, I used an exponential mapping function (rather than p5’s linear map() for a more natural effect), considered neighbors in a 5×5 area, and made low-neighbor cells smaller than their grid square.

That small detail made a huge difference. It defined the edges of each “organism” more clearly, and it reduced visual emphasis on small, self-sustaining shapes (like plus signs or small ovals), while giving larger moving organisms more presence. It’s difficult to fully capture in words – the images, and especially the live sketch, tell the story best.

Reflection

There are some things I would do differently or try out. I want to see what the bulging effect might look like. Also, I want to try adding a function where, if there doesn’t appear to be enough movement, the grid would randomize and start all over again.

I used AI to create the exponential map function. I also wanted to make hue change along both the x and y axes and only knew how to do it one way, so I got help from AI.

Afra Binjerais – Final project proposal

Concept and Artistic intention

My final project explores how traditional UAE heritage can be translated into a contemporary interactive digital environment. The project is inspired by Al Sadu, a traditional Bedouin weaving practice known for its geometric motifs, repetition, rhythm, and handcrafted structure. I decided on continuing to explore Sadu based on the last assignment. 

The project imagines the user as both weaver and wind. Through hand gestures captured by a webcam, the user influences a woven digital textile in real time. Their movement changes the structure of patterns, shifts the flow of particles, and transforms the surface of the virtual cloth. The artistic intention is to show that culture can evolve through technology. By combining traditional visual language with generative systems, the project asks how heritage can be experienced dynamically rather than passively.

Themes I’m exploring:

  • Handcraft vs algorithm
  • Tradition translated through code

Interaction Methodology

The interaction uses a webcam and ml5.js HandPose tracking. The user stands in front of the screen and uses their hand to interact with the woven environment.

Diagrams (i uploaded as image and it was blurry)

https://drive.google.com/file/d/1-Kz34urKPHvqH2rd_4H-ug_PJxCJMO8c/view?usp=sharing

(i uploaded as image and it was blurry)

The color palette is inspired by traditional woven textiles and desert landscape:

  • Deep red / maroon
  • Sand beige
  • Cream wool tones
  • Dark brown accents

Main Visual Elements

  • Repeating geometric woven motifs
  • Dynamic stitched grid
  • Motion trails from gesture interaction 

User Guidance

The following is what I’m thinking of having on the sketch for user guidance: 

  • Move your hand to weave the pattern
  • Raise hand to densify motifs
  • Move faster to release threads
  • Press R to reset 

as well as a webcam for them to see themselves. 

Initial p5 Sketch