A look into Chicago police department’s arrest reports containing cannabis. The data is from data.cityofchicago.org. Time range used for the two static maps below is 2001 through 2018.
Time range used for bar chart and animated map below is 2010 through 2018. A gradual decline in the last 8 years can be noticed.
Where will you be offered narcotics in Chicago? Or, where do cops go to do undercover busts.
Crime incident reports are gathered by the Chicago Police Department. The time range spans from 2001 through 2018. The data is from data.cityofchicago.org.
Incident descriptors used:
NARCOTICS – Primary Type
SOLICIT NARCOTICS ON PUBLICWAY – Description
A decline in publicway narcotic solicitations or enforcement can be noticed around 2008.
A look into the Denver police department’s incident reports containing an offense category of “drug-alcohol”. The time ranged used spans from 2013 through 2018. The data is from denvergov.org.
A look into downtown Chicago’s purse snatching and pocket picking. The data was gathered by the Chicago Police Department, and filtered by crime incident descriptor. Data is from here data.cityofchicago.org. Carto was used to create the maps below. The time range is from 2001 through 2018.
Data is from https://data.cityofchicago.org. Chicago police department’s crime incident reports were filtered to contain descriptors of Aggravated Handgun, and Armed Handgun. Maps were rendered using Carto.
Recorded with a GoPro Hero 3, edited with VSDC.
A compilation of physics simulations created using blender. Video Below.
Visualizing the decline of Chicago prostitution from the eyes of the police department. The time range used spans from 2001 through 2017. The data was filtered from data.cityofchicago.org. Below is a Torque/Geo Temporal Map which animates over time using 67,690 total incident reports, each report with a primary crime type of prostitution. Beneath that is a cumulative heat map. And lastly, a map created attempting to show the migration of enforcement over years.
This is a game concept whipped up using Unity3d and C#.
I figured it might look interesting to see procedurally generated trees spawning in, and growing, as the player moves. The tree variance, growth rate, and spawn locations are randomized. New tree spawns are triggered by the player’s movement. Something I’ve never seen done with foliage in a video game before.
Watch the video.