SHEET FOURTEEN

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PART ONE | the task roulette:
  1. GO TO THE COUNTRY FAIR.
  2. GO TO A CONCERT.
  3. PLAY CROQUET WITH ONIONS.
PART TWO | how I solved it:

+ 3 rows and 2 columns table with a cell of 12 units height and 12 units width. Centred.
+ Each cell represents one of the 6 repetitions of the assigned task.


THE DRAWING

+ I played something similar to croquet; using 4 plastic petanque balls and a hammer. The objective of the game was to get the ball into the goal with no more than four strokes. The balls were hit with a hammer.

+ Each cell of the base table was further divided into 4 columns to correspond to the 4 balls I was playing with; where the leftmost represents the first of the 4 balls per round and the rightmost the last, fourth ball.
+ These columns are furthermore vertically divided into 4 equal parts, corresponding to the number of strokes I needed to get the ball into the goal; the number rises bottom-up.


+ STARTING in the upper left cell, and working across to the right; in each column only that one cell was painted black that corresponds to the achieved result. If more than 4 strokes were needed to get the ball into the goal, the column stayed blank/white.

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SHEET THIRTEEN

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PART ONE | the task roulette:
  1. GET A SHAVE AT THE BARBER SHOP.
  2. BUILD A BIRD’S NEST OUT OF DRYER LINE AND TWINE.
  3. SEE WHO CAN CATCH THE MOST FIREFLIES.
PART TWO | how I solved it:

+ 3 rows and 2 columns table with a cell of 12 units height and 12 units width. Centred.
+ Each cell represents one round of the made-up bingo like Catch Fireflies game.


THE DRAWING

+ Each cell of the base-grid was further divided into 6 rows, and each row into 6 equal units which makes 36 fields per cell or 36 fireflies per round.
+ Using a dice each field was numbered with a number between 1 and 6.


+ AFTER all the cells of the base-grid were numbered, the dice was thrown one more time separately for each of the 6 cells, to get the so called winning number or the caught firefly; thus the drawing shows all the fields containing the matching number(s) or with other words all the fireflies caught.

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SHEET TWELVE

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PART ONE | the task roulette:
  1. MAKE YOUR OWN FREE WEBSITE.
  2. ENJOY SOME QUIET TIME AT STARBUKS.
  3. GO TO CHURCH AND LIGHT A CANDLE.
PART TWO | how I solved it:

+ 3 rows and 7 columns table with a cell of 5 units height and 5 units width. 90 degree CCW rotated.
+ Each cell represents one of the candles.


THE DRAWING

+ For this task I used the help of the web page greatfulness.org. Each time I visited the page a new (random) set of 21 burning candles was shown, thus I visited the page once for each book and made a screenshot of the scene i.e. the given candle layout.

final02
+ The round window showing the burning candle is vertically divided into 4 equal parts or levels, and the candles are given points according to their current height. These points determine the length of a square’s side depicted within the corresponding cell; 1 point equals 1 unit.

the unlit candle = 5 points
the one still above the middle line = 4 points
the one under the middle line = 3 points
the one nearly burned out = 2 points


ACCORDINGLY each cell of the table was marked with a score number.
+ Alight with the upper right edge, within each cell there is a black square corresponding to the ‘candle points’ of the current (random) candle set up.

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SHEET ELEVEN

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PART ONE | the task roulette:
  1. GET A FREE SAMPLE COOKIE AT THE BAKERY.
  2. SEE HOW LONG YOU CAN WALK ON THE BLACKTOP WITHOUT RUNNING TO THE GRASS.
PART TWO | how I solved it:

+ The grid used is the actual grid of the notebook page; 40 rows and 28 columns, where each cell is 1 unit high and 1 unit wide.
+ A stylized shape of the number 8 was depicted (24 units width and 36 units height) to the page of the notebook, with a line of 1 unit thickness. 


THE DRAWING

+ I did try it with walking on the blacktop, but it was somehow not exciting enough to be useful for this image, thus ‘walking a line’ was turned into ‘drawing a line’.
+ I attached a permanent marker with bold/bullet thickness to a 1 meter long stick. My task was to draw a line within the given outline, but I had to do this with a single stroke. I could lift the marker only once, for the middle/horizontal line. (This outline on the wall is identical to the one in the book. However, 90 degree CCW rotated.)


+ THE final image shows all those points (cells) left and/or right from the path outline where my line touches or crosses this outline.

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SHEET TEN

book contet
PART ONE | the task roulette:
  1. TAKE A WALK IN THE MOONLIGHT. BEWARE OF VAMPIRES AND WEREWOLVES.
  2. GO CRABBING AND CATCH YOURSELF A DINNER.
  3. BUY A USED VIDEO GAME.
PART TWO | how I solved it:

+ 3 rows and 3 columns table with a cell of 8 units height and 8 units width. Centred.
+  Each cell represents one playthrough of the (video) game.


THE DRAWING

+ I didn’t just buy a used video game, but tried to find and play an “outdated” video game we used to play as kids instead:
+ Minesweeper seemed the most suitable for this task.
+ I choose such a version of the game that has a box of 8 by 8 fields, and therefore fits to an individual cell of my drawing grid: www.freeminesweeper.org/minecore.html
+ To define the structure of the drawing the cells of the base-grid were randomly numbered with numbers from 1 to 9 using the sequence generator at http://www.random.org 


+ THUS I played the game 9 times per drawing and copied the state of my game field after ‘game over’ was called, into a cell of the corresponding (serial) number;  starting with the cell number one.
+ The unopened boxes are painted black while the opened ones stay blank/white.

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SHEET NINE

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PART ONE | the task roulette:
  1. GO WADING IN A RIVER.
  2. SKINNY DIP, IF YOU DARE.
  3. PUT FOOD COLOURING IN A VASE WITH CUT FLOWERS. SEE HOW LONG IT TAKES FOR THE BLOOM TO CHANGE COLOUR.
PART TWO | how I solved it:

+ 3 rows and 3 columns table with a cell of 6 units height and 6 units width; there is one unit space between each column and each row;
+ 8 units from the top edge, vertically centred.
+ Each cell of the base-grid represents one flower and is further divided into smaller cells of 2 units height and 2 units width arranged in 3 rows. However, from these 9 cells only 5 are actually used or considered for the task: the upper left and right, bottom left and right, and the one in the middle. (To mimic the shape of a bloom.)


THE DRAWING

+ The 9 bloom shapes give a total of 45 cells or flower petals; these were randomly numbered with a number from 1 to 45, using a random sequence generator at http://www.random.org.
+ Then, like in a bingo game one by one numbers were called out, and a cell with that number was marked out. The game went on until one of the nine blooms was entirely marked out.


+ FOR the drawing the given scheme was copied; all the marked out cells are painted black while the others are left blank/white.

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SHEET EIGHT

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PART ONE | the task roulette:
  1. GO WALKING THROUGH A HAY FIELD.
  2. PLAY ONE-HANDED VOLLEYBALL ON THE BEACH.
  3. MAKE ICE CUBES OUT OF JUICE.
PART TWO | how I solved it:

+ 3 rows and 3 columns grid.
+ Each cell is to hold one ice cube. However, as my ice cube mould is only for 8 cubes, the bottom left cell was left unused.
+ The so called ‘starting point’ of the drawing is 4 units from the left edge, and 15 units from the top edge.


THE DRAWING

+ I made ice cubes containing a serial number from 1 to 8, on tiny pieces of paper. These cubes were then melted, and the order in which the cubes dissolved had been recorded. From the fastest melted cube to the slowest one; one number per cell, starting in the upper right cell, and working across to the left.

+ Each number was then transformed into a black square, where the given number corresponds to the side length of the depicted square; the square of the number one has a side length of 1 unit and the square of the number 8 has a side length of 8 units, and so on.


+ FINALLY all these black squares were aligned:
1) The square in cell number one is the base point of the final image; this is with its bottom right corner, placed at the so called starting point of the drawing. The other squares are aligned with this:
2) The squares in each row are aligned on the bottom side, with a 1 unit space between them.
3) The squares of the right column are aligned with the right corner of the base-table.
4) There is 1 unit space between the largest square of the given row and its upper row.

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SHEET SEVEN

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PART ONE | the task roulette:
  1. THROW THE NEWSPAPER BACK AT THE PAPERBOY.
  2. HAVE A FUNOODLE FIGHT.
  3. TRY TO CATCH MINNOWS IN A CUP.
PART TWO | how I solved it:

+ 6 tables of 3 rows and 13 columns with a cell of 2 units height and 2 units width, placed directly below each other. Centred.
+ While the base-grid represents the pond in which the minnows are swimming, the cells stand for a (potential) minnow.


THE DRAWING
+ A three step bingo like game was created for this task:

STEP ONE: Using the Random Sequence Generator at www.random.org the cells of the six tables were numbered with a number from 1 to 39.

STEP TWO: For each table separately, 20 numbers were drawn using the same sequence generator; the 20 cells with a matching number were marked out, and these cells are now representing the minnows which can be caught during the game.

STEP THREE: With this final step the size and the position of the ‘catching-cup’ was designed:

+ The vertical lines of the grid are from left to right numbered with numbers from 1 to 13, and thus determine the width of the ‘cup’, while the horizontal lines are bottom-up numbered with numbers from 1 to 18 and determine the height of the ‘cup’.
+ For each coordinate, 2 random numbers were selected, using Chrome random number generator. The smaller of the two numbers defined the start, and the other the end of the ‘cup’s’ outline; and at the same time the position of the ‘cup’ inside the grid or pond was fixed.


+ FOR the drawing image only the marked out cells or ‘minnows’ within this cropped up rectangle slash ‘cup’ were considered i.e. painted black.

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SHEET SIX

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PART ONE | the task roulette:
  1. LEARN A CARD TRICK AND AMAZE YOUR FRIENDS.
  2. MAKE FLOWERS OUT OF CUPCAKE PAPERS AND CONSTRUCTION PAPERS.
  3. TRY TO NAME THE KIND OF CARS THAT PASS BY.
PART TWO | how I solved it:

+ 2 tables of 3 rows and 4 columns with a cell of 4 units height and 4 units width, placed directly below each other,
+ 6 units from the top edge, vertically centred.
+ In the upper table, each cell represents one of the cars passing by, while the cells of the lower table represent my predictions.


THE DRAWING

+ I felt that, with the given task, sticking to the “kind of the car” will give me too many options thus, I changed it into “colour of the car”.
+ The colours were generalized into 7 possibilities: white, black, gray, red, blue, green and yellow, and transformed into a visual sign. (However, all –ish colours were recognised as one of the given options, where the orange and gold is considered as yellow and pink or purple as red.)


+ To increase the random factor, the guessing of the colour part of the task was replaced by lottery. The results were written into the upper table, starting with the upper left cell working across to the right.

+ Then I went out to the street and filmed the traffic until 216 cars have passed by, 12 for each book. (Cars in both directions have been taken into account.)


+ THE final drawing is thus divided into 2 parts. While the upper half contains a form corresponding to the actual colour of the passing by car, the lower half, shows which of them were correctly guessed; they are marked with a black square at the fitting place/cell.

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SHEET FIVE

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PART ONE | the task roulette:
  1. BUILD A SNOW BEAR INSTEAD OF A SNOWMAN.
  2. GO TO THE WATER AND WATCH THE BOATS.
  3. PLAY TIC TAC TOE.
PART TWO | how I solved it:

+ 3 rows and 3 columns table with a cell of 9 units height and 9 units width,
+ 6 units from the top edge, and aligned with the left edge, horizontally centred.
+ Each cell represents one of the 9 rounds of tic tac toe I played per drawing or book; and is furthermore divided into a smaller table of 3 rows and 3 columns with a cell of 3 units height and 3 units width, to correspond to the actual grid of the individual game.


THE DRAWING

+ To define the structure of the drawing the cells of the base-grid were randomly numbered with numbers from 1 to 9 using the sequence generator at http://www.random.org


+ At http://www.playtictactoe.org I played 9 rounds of tic tac toe per drawing or book, and copied the result of each into the relevant cell.


+ THE circle (representing my opponent in the game – the computer) is depicted as a square of 3 by 3 units; x (representing me) as a rectangular triangle with a side of 3 units and the blank cells stay blank/white.

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