sheet three

book contet, RANDOM ORDER VOL. 2
PART ONE | the task roulette:
  1. TAKE AN OIL PAINTING CLASS.
  2. GO TO CHURCH AND LIGHT A CANDLE.
  3. CHILL AT THE COMMUNITY POOL AND SEE WHO SWIMS THE FASTEST.
PART TWO | how I solved it:

+ 13 columns divided into 19 equal parts of 2 units height and 2 units width. Centred.
+ Each column represents one of the 13 swimmers, racing against each other, who will first reach the edge of the pool represented by the edge line of the drawing grid. (Swimmers under odd numbering are “swimming” top-down; while the swimmers under an even number are “swimming” bottom-up.)


THE DRAWING

+ This task was executed with the help of a made-up, bingo like game:

+ For the base of the game the each cell of a column was randomly filled with a number between 1 and 10. One number per field, each representing one step forward towards the target, and thus sets the path for each participating swimmer.
+ To do this I used two different sets of numbers; in one I had numbers from 1 to 10, for the value of the cell; in the other numbers from 1 to 19 for the position within the column.


+ One number was drawn from each set until all the cells of the column were filed with a number.

+ During the game one by one, random numbers were called using a random number generator at www.mathgoodies.com. If this given number is matching the upcoming number on a swimmer’s path, the field is marked out. With other words: that swimmer moves one step forward; the game continues until one of the participating swimmers makes it to the other side of the pool.


+ THE drawing image shows the end state of the game board. All the marked out fields are painted black.

PART THREE | the image:
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