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9780262542043

Code as Creative Medium A Handbook for Computational Art and Design

by ;
  • ISBN13:

    9780262542043

  • ISBN10:

    0262542048

  • Format: Paperback
  • Copyright: 2021-02-02
  • Publisher: The MIT Press

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Supplemental Materials

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Summary

An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work.

This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.

Author Biography

Golan Levin is Professor of Electronic Art at Carnegie Mellon University, where is also Director of the Frank-Ratchye STUDIO for Creative Inquiry.

Tega Brain, an Australian-born artist, educator and researcher, is Assistant Professor of Integrated Digital Media at New York University. Her work has been exhibited in such venues as the Whitney Museum, the Guangzhou Triennial, the Vienna Design Biennale, and the Transmediale Festival.

Table of Contents

Foreword
Introduction
Part One: Assignments
Iterative Pattern
Face Generator
Clock
Generative Landscape
Virtual Creature
Custom Pixel
Drawing Machine
Modular Alphabet
Data Self-Portrait
Augmented Projection
One-Button Game
Bot
Collective Memory
Experimental Chat
Browser Extension
Creative Cryptography
Voice Machine
Measuring Device
Personal Prosthetic
Parametric Object
Virtual Public Sculpture
Extrapolated Body
Synesthetic Instrument
Part Two: Exercises
Computing without a Computer
Graphic Elements
Iteration
Color
Conditional Testing
Unpredictability
Arrays
Time and Interactivity
Typography
Curves
Shapes
Geometry
Image
Visualization
Text and Language
Simulation
Machine Learning
Sound
Games
Part Three: Interviews
Teaching Programming to Artists and Designers
The Bimodal Classroom
Encouraging a Point of View
The First Day
Favorite Assignment
When Things Go Wrong
Most Memorable Response
Advice for New Educators
Classroom Techniques
Provenance
Appendices
Authors and Contributors
Notes on Computational Book Design
Acknowledgments
Bibliographies
Related Resources
Illustration Credits
Indexes
Name Index
Subject Index

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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