Coding art : the four steps to creative programming with the processing language /
Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the cr...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress,
2021.
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Colección: | Design Thinking.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Intro
- Table of Contents
- About the Authors
- About the Technical Reviewer
- Acknowledgments
- Chapter 1: Introduction
- 1.1 Coding art
- 1.2 Motivation
- 1.2.1 How to talk with a "machine"
- 1.2.2 Practice a practice
- 1.2.3 Do it and own it
- 1.3 How to read this book
- 1.3.1 Calling all creatives
- 1.3.2 Four steps, one example, one zoom
- 1.3.3 Getting ready
- Part I: Creative coding
- Chapter 2: Idea to visuals
- 2.1 Visual elements
- 2.1.1 Shapes
- 2.1.2 Shaping up in Processing
- 2.1.3 Colors, transparency, and filters
- 2.1.4 Working with form and texture
- 2.2 Canvas secrets
- 2.2.1 Scaling visual elements
- 2.2.2 Resetting or restoring the canvas
- 2.2.3 Rotation and translation
- 2.3 Animation: From frames to motion
- 2.3.1 Animation basics
- 2.3.2 Simple movement
- 2.3.3 Rhythm in motion
- 2.4 Interaction as input for animation
- 2.4.1 Combining mouse presses and movement
- 2.5 Summary
- Chapter 3: Composition and structure
- 3.1 Data and code structure
- 3.1.1 Creating many things
- 3.1.2 Controlling many things
- 3.2 Visual structure
- 3.2.1 Composition and alignment
- 3.2.2 Composing with layers
- 3.2.3 Controlling layers
- 3.3 Summary
- Chapter 4: Refinement and depth
- 4.1 Randomness and noise
- 4.1.1 Working with randomness
- 4.1.2 Controlling randomness
- 4.1.3 Selecting and making choices with randomness
- 4.1.4 Working with noise
- 4.2 MemoryDot
- 4.2.1 Smoothing
- 4.2.2 Smoothly working with many things
- 4.3 Using computed values
- 4.3.1 Computing values with functions
- 4.3.2 Interpolation
- 4.3.3 Interpolation with functions
- 4.4 Interactivity
- 4.4.1 Mouse interaction
- 4.4.2 Keyboard interaction
- 4.4.3 Other input
- 4.5 Summary
- Chapter 5: Completion and production
- 5.1 Making things big for print
- 5.1.1 High-resolution rendering
- 5.1.2 Migrating to scalable version
- 5.1.3 Rendering snapshots of dynamic work
- 5.2 A backstage for control
- 5.2.1 Tweak mode in Processing
- 5.2.2 Centralizing control with variables
- 5.2.3 "Backstaging" with the keyboard
- 5.3 More stable and less risky code
- 5.3.1 The right things in the right place
- 5.3.2 Avoiding resource bloat
- 5.3.3 Code structure
- 5.3.4 Don't reinvent the wheel
- 5.4 Testing before deployment
- 5.4.1 Depending on dependencies
- 5.4.2 Anticipating differences
- 5.4.3 Preparing for unattended operation
- 5.5 Moving to mobile
- 5.5.1 Structure of mobile Processing content
- 5.5.2 From Processing to p5.js
- 5.5.3 Fine-tuning the presentation
- 5.5.4 How to spot errors?
- 5.5.5 Deploying for mobile use
- 5.6 Summary
- Part II: An example: MOUNTROTHKO
- Chapter 6: Inspiration
- 6.1 Context and starting point
- 6.2 Concept and artwork
- Chapter 7: From idea to completion
- 7.1 Idea to visuals
- 7.2 Composition and structure
- 7.2.1 Composition: The fog
- 7.2.2 Composition: Creating the mountains
- 7.2.3 Structure: Creating the particles