CIRCLE / KREIS
repetition study: line – square – triangle – circle / serielle übung: linie – viereck – dreieck – kreis
circle 1.1
9 horizontal rows, 16 columns
random size
5 sizes, 2 thirds divided down
rotational direction
30 fps
circle 1.2
9 horizontal rows, 16 columns
random size, random black&white
5 sizes, divided down by half
rotational direction
15 fps, frame blending to 30 fps
circle 1.3
9 horizontal rows, 16 columns
random size, random black&white, random black&white background
5 sizes, divided down by half
rotational direction
15 fps, frame blending to 30 fps
circle 2.2
100 x 50 dot matrix
random on/off, black&white state
rotational direction
120 fps
circle 2.2
100 x 50 dot matrix
random on/off, black&white, double size state
rotational direction
120 fps
quarter circle 1.1
11x 6 square matrix
random on/off
30 fps
quarter circle 1.2
21 x 12 square matrix
random on/off, double size state
30 fps
quarter circle 1.3
11 x 6 square matrix
random on/off, double size state
30 fps
circle 3.1
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 3.2
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 3.3
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 3.4
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 3.5
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 3.6
17 columns sine up and down motion
rotational shifting from column to column
overlayed by
14 rows sine left and right motion
rotational shifting from row to row
30 fps
circle 4.1
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
circle 4.2
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 5.1
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 5.2
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 5.3
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 5.4
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 5.5
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
—
circle 6.1
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
circle 6.2
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
circle 6.3
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
circle 6.4
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 7.1
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 7.2
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 7.3
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 7.4
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
semi-circle 7.5
18 horizontal rows
3×3 dot matrix, random on/off state
rotational direction
120 fps
in process…