Particle Physics Windchime
From Matt Bellis
The PPW is written using the processing programming language. One very nice feature, is that it can create a transferable application (using Java) for different platforms.
There is a 2D version and a 3D version for the visualization part of the app. Depending on your setup, you may find one or the other runs better on your machine.
- When you have downloaded the .zip file, uncompress it using the tool of your choice (unzip, StuffIt).
- This creates a directory called
app_ppw_3D_<OS>, where OS is the operating system (linux, macosx or windows).
- Go into this directory and run the executable.
cd app_ppw_2D_linux ./ppw_2D
- Go into the app_ppw_2D_macosx/app_ppw_3D_macosx directory.
- In here, you should see an Application (actually it's directory) called ppw_2D.app (or ppw_3D.app) Double click on the icon/name to run the program.
- Go into the app_ppw_2D_windows/app_ppw_2D_windows directory.
- In here, you should see an executable called ppw_2D (or ppw_3D). Double click on the icon/name to run the program.
Using the Particle Physics Windchime
- Select a file using the Select a File dropdown menu at the top.
- Note that these files represent simulations of different particle physics processes.
- Press Play.
- Try different files (physics processes). Do they look/sound different?
- Try different Mappings using the Mapping drop down menu at the top.
- These are presets that take different particle physics/detector properties and map them onto the sonic characteristics.
- Change the speed using the Tempo slider in the lower-left.
- In the 3D version, you can change the view using the mouse and the mouse buttons (PeasyCam libraray in processing).
- Left button: rotate
- Middle button: translate
- Right button: zoom
- The purple dropdown menus will be enabled in a future release so that you can select your own sonic mappings.
This project makes use of the following tools:
- The processing language
- Some extra processing libraries.
Thanks to everyone who helped on this project during the Science Hack Day SF. Not just our group of developers, but the organizers of the event itself.