ThisIsKindaSketchy.
Joe Chung



Information



Sketches
  1. CatSuit
  2. Venus In Blinds
  3. Mixed Signals
  4. The Candy Castle

Augmented Reality
  1. Parallel Thesis Show
  2. Tangible AR

Projects
  1. pin(gpong)ball
  2. Circular Rhythm Machine
  3. boxedin

Speculative/Conceptual
  1. Olfactory
  2. Center of Motion







SketchySketchy.



CatSuit
Generative textured primatives


CatSuit is a quick and fun exploration around generative characters using textured primitives to create bodies and shape.



CatSuit, 2023
p5js sketch
I like characters and have several attempts at illustrations and comics. I prefer simpler cleaner lines as characters can stand out among the chaos (graphic design inspired).

Creative coding with loose rules and constraints that allow for rapid generation appeal to me; I am often surprised by what I discover as a result of these random/noisy/organic iterations. For example, how the CatSuit wraps around the center CatPit, creating interesting shapes.



Venus In Blinds
Element-based rotational transformation


Venus In Blinds is a quick way to make element-based art without the physical hardware like flipdots or in this case, venetian blinds.



Venus In Blinds, 2024
p5js sketch

In many of my creative coding sketches I explore using a buffer for the actual image, and manipulating elements in the actual canvas using that buffer. There are quite a few parameters to play with, and the elements can always change based on an overarching theme. One day when I make it to the big leagues I’ll build statues with physical elements that move in real time to data etc.




Mixed Signals
Element-based op art


Mixed Signals is a Truchet tile op art sketch. 



Mixed Signals, 2024
p5js sketch

In another case of element manipulation, I explore how elements contribute to Gestalt, often with small changes.




Misc.
Collection of experiments





I enjoyed merging p5js 3D animations with generative AI, this one using depth maps with AnimateDiff in ComfyUI.


Tiling is also another pet topic, as is texturing primitives with tiled textures.


Typography, text and layouts also feature and something I always go back to. 



misc p5js sketches
Like most creative coders I enjoy working with data, noise, random, natural patterns and algorithms.




The Candy Castle
OpenSCAD parametric modelling


The Candy Castle is an exploration of OpenSCAD and using primitives to build Princess Bubblegum’s castle in Adventure Time.


Stoked to get it printed, courtesy of course instructor Justin Bakse.



The Candy Castle, 2020
OpenSCAD sketch
Parsons School of Design MFA Design & Technology
Computation Form Advisor: Justin Bakse

Evolved during class time, I built this castle and felt rather at home building with primitives and transformations, and was able to prototype this rather quickly.




Parallel Thesis Show
Augmented Reality Portfolio postcards





Parallel Thesis Show postcardsl, 2021
AFrame and ARjs
Parsons School of Design MFA Design & Technology
Featured  student portfolios: Yichan Wang, Jiangnan Hou, Valerie Lin, Julie Zhu, Sarah Lee

We wanted to supplement the online portfolio website with AR. I built this AR portfolio display for all who opted in, across five categories. It was a good exercise in AR motion design.

Developed in AFrame and ARjs, .




Tangible AR
Augmented Reality tracking markers



I’ve always been fascinated with bridging divides, such as the tactile-digital one. It’s akin to touching something and effect change in a parallel universe.



various AR projects, 2018 - 2021
spARk (@ RLab’s XR Bootcamp): Unity + Vuforia, 
able (@ Parsons MFADT): AFrame + ARjs

Experiments in anchoring AR objects and changing them via tactile interfaces.

Developed in AFrame and ARjs, .




pin(gpong)ball
Object Contour tracking in OpenCV and openFrameworks


pin(gpong)ball is a customizable projected pinball machine, with physical and digital parts. 

Players place physical moving parts that anchor digital bumpers with physics simulations. 

Once set up, they can play pinball.


I’ve been looking for ways for the physical to interact with the digital. 

In this early prototype, I used contour detection, and turned contours into colliders.


I detect the plastic pieces using their unique areas, assigning a range of values so that the camera can identify each under changing light settings.

Then I add cartoon bumpers to give the objects a personality.

You can see me playing with simple Lego controllers here.



pin(gpong)ball, 2020
openFrameworks
Parsons School of Design MFA Design & Technology
Major Studio 2 Advisor: Kyle Li

In this project I used laser cut shapes from my Circular Rhythm Machine project, but these could easily be things you find around the house.

Developed in Openframeworks (C++), using ofxBox2d, ofArduino (StandardFirmata), ofxCV and ofKinect libraries. More info on Github. Built mostly in a hotel room during my quarantine after my flight from NYC.




Circular Rhythm Machine
Blob detection in Processing


Circular Rhythm Machine is a rhythm synthesizer that uses pieces captured by an RGB camera to make music. 

To make beats, musicians place pieces on a mat, on rings, where each ring would correspond to a sound, like a high hat.


The camera picks up the location of the pieces, and if they are on one of the rings, the sound will trigger as the hand sweeps over the piece.


During set up, the camera image is adjusted for contrast, for optimal blob detection.


One of the aesthetic proof of concepts I built involved inserting plastic pegs into slots at intervals, and when the sweeping hand passed over the pegs, the LEDs for that ring would like up.



Circular Rhythm Machine, 2019
Processing
Parsons School of Design MFA Design & Technology
Major Studio 1 Advisor: Harpreet Sareen

Circular Rhythm Machine was part of a thirteen-week studio project involving research, feedback and iteration. You can more about the design process on the project Github Page here, and the paper here. A video summary is here

Created in Processing using its OpenCV library.




©2025