Programming Interactivity
A Designer's Guide to Processing, Arduino, and OpenFrameworks
(Sprache: Englisch)
Want to create rich interactive experiences with your artwork, designs, or prototypes, using electronics and programming? This is the place to start. Programming Interactivity helps you explore common themes in interactive art and design, including 2D and...
Leider schon ausverkauft
versandkostenfrei
Buch
41.00 €
Produktdetails
Produktinformationen zu „Programming Interactivity “
Want to create rich interactive experiences with your artwork, designs, or prototypes, using electronics and programming? This is the place to start. Programming Interactivity helps you explore common themes in interactive art and design, including 2D and 3D graphics, sound, physical interaction, computer vision, geolocation, and more. No programming experience is required to get started.
Learn the basics of programming and electronics with this book, and get working code samples you can use right away. You'll also find the background and technical information you need to design, program, build, and troubleshoot your own projects.
The second edition brings you up-to-date on the latest versions of these three freely available tools created specifically for artists and designers:
Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones
Arduino, a system that integrates a microcontroller prototyping board, development environment, and programming language for creating your own sensor and control hardware
openFrameworks, a coding framework for designers and artists that uses the powerful C++ programming language
Learn the basics of programming and electronics with this book, and get working code samples you can use right away. You'll also find the background and technical information you need to design, program, build, and troubleshoot your own projects.
The second edition brings you up-to-date on the latest versions of these three freely available tools created specifically for artists and designers:
Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones
Arduino, a system that integrates a microcontroller prototyping board, development environment, and programming language for creating your own sensor and control hardware
openFrameworks, a coding framework for designers and artists that uses the powerful C++ programming language
Klappentext zu „Programming Interactivity “
Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you'll explore several themes in interactive art and design - including 3D graphics, sound, physical interaction, computer vision, and geolocation - and learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary.You'll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFrameworks toolkit. You'll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects. Learn cutting-edge techniques for interaction design from leading artists and designers Let users provide input through buttons, dials, and other physical controls Produce graphics and animation, including 3D images with OpenGL Use sounds to interact with users by providing feedback, input, or an element they can control Work with motors, servos, and appliances to provide physical feedback Turn a user's gestures and movements into meaningful input, using Open CV
Inhaltsverzeichnis zu „Programming Interactivity “
InhaltsverzeichnisIntroductions
Chapter 1 Introducing Interaction Design
What This Book Is for
Programming for Interactivity
Design and Interaction
Art and Interaction
Data Exchange and Exploration
Working Process
Chapter 2 Programming Basics
Why You'll Read This Chapter More Than Once
The Nature of Code
Variables
Control Statements
Functions
Objects and Properties
Scope
Review
Chapter 3 Processing
Downloading and Installing Processing
Exploring the Processing IDE
The Basics of a Processing Application
The Basics of Drawing with Processing
Capturing Simple User Interaction
Importing Libraries
Loading Things into Processing
Running and Debugging Applications
Exporting Processing Applications
Conclusion
Review
Chapter 4 Arduino
Starting with Arduino
Touring Two Arduino Boards
Touring the Arduino IDE
The Basics of an Arduino Application
Features of the Arduino Language
How to Connect Things to Your Board
Hello World
Debugging Your Application
Importing Libraries
Running Your Code
Review
Chapter 5 Programming Revisited
Object-Oriented Programming
Classes
Public and Private Properties
Inheritance
Processing: Classes and Files
C++: Classes and Files
Pointers and References
Review
Chapter 6 openFrameworks
Your IDE and Computer
Taking Another Quick Tour of C++
Getting Started with oF
Touring an oF Application
Creating "Hello, World"
Drawing in 2D
Displaying Video Files and Images
Importing Libraries
Compiling an oF Program
Debugging an oF Application
Review
Themes
Chapter 7 Sound and Audio
Sound As Feedback
Sound and Interaction
How Sound Works on a Computer
Audio in Processing
Sound in openFrameworks
openFrameworks and the FMOD Ex Library
The Sound Object Library
The Magic of the Fast Fourier Transform
Physical Manipulation of Sound with Arduino
A Quick
... mehr
Note on PWM
Creating Interactions with Sound
Further Resources
Review
Chapter 8 Physical Input
Interacting with Physical Controls
Thinking About Kinetics
Getting Gear for This Chapter
Controlling Controls
Turning Knobs
Using Lights
Detecting Touch and Vibration
Communicating with Other Applications
Sending Messages from the Arduino
Detecting Motion
Reading Distance
Understanding Binary Numbers
Detecting Forces and Tilt
Introducing I2C
What Is a Physical Interface?
What's Next
Review
Chapter 9 Programming Graphics
The Screen and Graphics
Seeing Is Thinking, Looking Is Reading
Math, Graphics, and Coordinate Systems
Drawing Strategies
Processing and Transformation Matrices
Creating Motion
Using Vectors
Using Graphical Controls
Importing and Exporting Graphics
What's Next
Review
Chapter 10 Bitmaps and Pixels
Using Pixels As Data
Using Pixels and Bitmaps As Input
Providing Feedback with Bitmaps
Looping Through Pixels
Manipulating Bitmaps
Analyzing Bitmaps in oF
Using Pixel Data
Using Textures
Saving a Bitmap
What's Next
Review
Chapter 11 Physical Feedback
Using Motors
Using Servos
Using Household Currents
Working with Appliances
Introducing the LilyPad Board
Using Vibration
Using an LED Matrix
Using LCDs
Using Solenoids for Movement
What's Next
Review
Chapter 12 Protocols and Communication
Communicating Over Networks
Using XML
Understanding Networks and the Internet
Handling Network Communication in Processing
Understanding Protocols in Networking
Using ofxNetwork
Creating Networks with the Arduino
Using Carnivore to Communicate
Communicating with Bluetooth
Communicating Using MIDI
Review
Explorations
Chapter 13 Graphics and OpenGL
What Does 3D Have to Do with Interaction?
Understanding 3D
Working with 3D in Processing
Making Custom Shapes in Processing
Using Coordinates and Transforms in Processing
Working with 3D in OpenGL
Using Matrices and Transformations in OpenGL
Using Vertices in OpenGL
Drawing with Textures in oF
Lighting in OpenGL
Blending Modes in OpenGL
Using Textures and Shading in Processing
Using Another Way of Shading
Using an ofShader Addon
What to Do Next
Review
Chapter 14 Detection and Gestures
Computer Vision
OpenCV
Using Blobs and Tracking
Using OpenCV in Processing
Detecting Gestures
Implementing Face Recognition
Exploring Touch Devices with oF
What's Next
Review
Chapter 15 Movement and Location
Using Movement As and in Interaction
Using Software-Based Serial Ports
Understanding and Using GPS
Storing Data
Logging GPS Data to an Arduino
Sending GPS Data
Determining Location by IP Address
What to Do Next
Review
Chapter 16 Interfaces and Controls
Examining Tools, Affordances, and Aesthetics
Reexamining Tilt
Exploring InputShield
Understanding Touch
Exploring Open Source Touch Hardware
Communicating Using OSC
Using the Wiimote
What's Next
Review
Chapter 17 Spaces and Environments
Using Architecture and Space
Sensing Environmental Data
Using an XBee with Arduino
Placing Objects in 2D
Using the X10 Protocol
Setting Up an RFID Sensor
Reading Heat and Humidity
What's Next
Review
Chapter 18 Further Resources
What's Next?
Bibliography
Conclusion
Appendix Circuit Diagram Symbols
Programming Glossary
Colophon
Inhaltsverzeichnis
Introductions
Chapter 1 Introducing Interaction Design
What This Book Is for
Programming for Interactivity
Design and Interaction
Art and Interaction
Data Exchange and Exploration
Working Process
Chapter 2 Programming Basics
Why You'll Read This Chapter More Than Once
The Nature of Code
Variables
Control Statements
Functions
Objects and Properties
Scope
Review
Chapter 3 Processing
Downloading and Installing Processing
Exploring the Processing IDE
The Basics of a Processing Application
The Basics of Drawing with Processing
Capturing Simple User Interaction
Importing Libraries
Loading Things into Processing
Running and Debugging Applications
Exporting Processing Applications
Conclusion
Review
Chapter 4 Arduino
Starting with Arduino
Touring Two Arduino Boards
Touring the Arduino IDE
The Basics of an Arduino Application
Features of the Arduino Language
How to Connect Things to Your Board
Hello World
Debugging Your Application
Importing Libraries
Running Your Code
Review
Chapter 5 Programming Revisited
Object-Oriented Programming
Classes
Public and Private Properties
Inheritance
Processing: Classes and Files
C++: Classes and Files
Pointers and References
Review
Chapter 6 openFrameworks
Your IDE and Computer
Taking Another Quick Tour of C++
Getting Started with oF
Touring an oF Application
Creating "Hello, World"
Drawing in 2D
Displaying Video Files and Images
Importing Libraries
Compiling an oF Program
Debugging an oF Application
Review
Themes
Chapter 7 Sound and Audio
Sound As Feedback
Sound and Interaction
How Sound Works on a Computer
Audio in Processing
Sound in openFrameworks
openFrameworks and the FMOD Ex Library
The Sound Object Library
The Magic of the Fast Fourier Transform
Physical Manipulation of Sound with Arduino
A Quick Note on PWM
Creating Interactions with Sound
Further Resources
Review
Chapter 8 Physical Input
Interacting with Physical Controls
Thinking About Kinetics
Getting Gear for This Chapter
Controlling Controls
Turning Knobs
Using Lights
Detecting Touch and Vibration
Communicating with Other Applications
Sending Messages from the Arduino
Detecting Motion
Reading Distance
Understanding Binary Numbers
Detecting Forces and Tilt
Introducing I2C
What Is a Physical Interface?
What's Next
Review
Chapter 9 Programming Graphics
The Screen and Graphics
Seeing Is Thinking, Looking Is Reading
Math, Graphics, and Coordinate Systems
Drawing Strategies
Processing and Transformation Matrices
Creating Motion
Using Vectors
Using Graphical Controls
Importing and Exporting Graphics
What's Next
Review
Chapter 10 Bitmaps and Pixels
Using Pixels As Data
Using Pixels and Bitmaps As Input
Providing Feedback with Bitmaps
Looping Through Pixels
Manipulating Bitmaps
Analyzing Bitmaps in oF
Using Pixel Data
Using Textures
Saving a Bitmap
What's Next
Review
Chapter 11 Physical Feedback
Using Motors
Using Servos
Using Household Currents
Working with Appliances
Introducing the LilyPad Board
Using Vibration
Using an LED Matrix
Using LCDs
Using Solenoids for Movement
What's Next
Review
Chapter 12 Protocols and Communication
Communicating Over Networks
Using XML
Understanding Networks and the Internet
Handling Network Communication in Processing
Understanding Protocols in Networking
Using ofxNetwork
Creating Networks with the Arduino
Using Carnivore to Communicate
Communicating with Bluetooth
Communicating Using MIDI
Review
Explorations
Chapter 13 Graphics and OpenGL
What Does 3D Have to Do with Interaction?
Understanding 3D
Working with 3D in Processing
Making Custom Shapes in Processing
Using Coordinates and Transforms in Processing
Working with 3D in OpenGL
Using Matrices and Transformations in OpenGL
Using Vertices in OpenGL
Drawing with Textures in oF
Lighting in OpenGL
Blending Modes in OpenGL
Using Textures and Shading in Processing
Using Another Way of Shading
Using an ofShader Addon
What to Do Next
Review
Chapter 14 Detection and Gestures
Computer Vision
OpenCV
Using Blobs and Tracking
Using OpenCV in Processing
Detecting Gestures
Implementing Face Recognition
Exploring Touch Devices with oF
What's Next
Review
Chapter 15 Movement and Location
Using Movement As and in Interaction
Using Software-Based Serial Ports
Understanding and Using GPS
Storing Data
Logging GPS Data to an Arduino
Sending GPS Data
Determining Location by IP Address
What to Do Next
Review
Chapter 16 Interfaces and Controls
Examining Tools, Affordances, and Aesthetics
Reexamining Tilt
Exploring InputShield
Understanding Touch
Exploring Open Source Touch Hardware
Communicating Using OSC
Using the Wiimote
What's Next
Review
Chapter 17 Spaces and Environments
Using Architecture and Space
Sensing Environmental Data
Using an XBee with Arduino
Placing Objects in 2D
Using the X10 Protocol
Setting Up an RFID Sensor
Reading Heat and Humidity
What's Next
Review
Chapter 18 Further Resources
What's Next?
Bibliography
Conclusion
Appendix Circuit Diagram Symbols
Programming Glossary
Colophon
Creating Interactions with Sound
Further Resources
Review
Chapter 8 Physical Input
Interacting with Physical Controls
Thinking About Kinetics
Getting Gear for This Chapter
Controlling Controls
Turning Knobs
Using Lights
Detecting Touch and Vibration
Communicating with Other Applications
Sending Messages from the Arduino
Detecting Motion
Reading Distance
Understanding Binary Numbers
Detecting Forces and Tilt
Introducing I2C
What Is a Physical Interface?
What's Next
Review
Chapter 9 Programming Graphics
The Screen and Graphics
Seeing Is Thinking, Looking Is Reading
Math, Graphics, and Coordinate Systems
Drawing Strategies
Processing and Transformation Matrices
Creating Motion
Using Vectors
Using Graphical Controls
Importing and Exporting Graphics
What's Next
Review
Chapter 10 Bitmaps and Pixels
Using Pixels As Data
Using Pixels and Bitmaps As Input
Providing Feedback with Bitmaps
Looping Through Pixels
Manipulating Bitmaps
Analyzing Bitmaps in oF
Using Pixel Data
Using Textures
Saving a Bitmap
What's Next
Review
Chapter 11 Physical Feedback
Using Motors
Using Servos
Using Household Currents
Working with Appliances
Introducing the LilyPad Board
Using Vibration
Using an LED Matrix
Using LCDs
Using Solenoids for Movement
What's Next
Review
Chapter 12 Protocols and Communication
Communicating Over Networks
Using XML
Understanding Networks and the Internet
Handling Network Communication in Processing
Understanding Protocols in Networking
Using ofxNetwork
Creating Networks with the Arduino
Using Carnivore to Communicate
Communicating with Bluetooth
Communicating Using MIDI
Review
Explorations
Chapter 13 Graphics and OpenGL
What Does 3D Have to Do with Interaction?
Understanding 3D
Working with 3D in Processing
Making Custom Shapes in Processing
Using Coordinates and Transforms in Processing
Working with 3D in OpenGL
Using Matrices and Transformations in OpenGL
Using Vertices in OpenGL
Drawing with Textures in oF
Lighting in OpenGL
Blending Modes in OpenGL
Using Textures and Shading in Processing
Using Another Way of Shading
Using an ofShader Addon
What to Do Next
Review
Chapter 14 Detection and Gestures
Computer Vision
OpenCV
Using Blobs and Tracking
Using OpenCV in Processing
Detecting Gestures
Implementing Face Recognition
Exploring Touch Devices with oF
What's Next
Review
Chapter 15 Movement and Location
Using Movement As and in Interaction
Using Software-Based Serial Ports
Understanding and Using GPS
Storing Data
Logging GPS Data to an Arduino
Sending GPS Data
Determining Location by IP Address
What to Do Next
Review
Chapter 16 Interfaces and Controls
Examining Tools, Affordances, and Aesthetics
Reexamining Tilt
Exploring InputShield
Understanding Touch
Exploring Open Source Touch Hardware
Communicating Using OSC
Using the Wiimote
What's Next
Review
Chapter 17 Spaces and Environments
Using Architecture and Space
Sensing Environmental Data
Using an XBee with Arduino
Placing Objects in 2D
Using the X10 Protocol
Setting Up an RFID Sensor
Reading Heat and Humidity
What's Next
Review
Chapter 18 Further Resources
What's Next?
Bibliography
Conclusion
Appendix Circuit Diagram Symbols
Programming Glossary
Colophon
Inhaltsverzeichnis
Introductions
Chapter 1 Introducing Interaction Design
What This Book Is for
Programming for Interactivity
Design and Interaction
Art and Interaction
Data Exchange and Exploration
Working Process
Chapter 2 Programming Basics
Why You'll Read This Chapter More Than Once
The Nature of Code
Variables
Control Statements
Functions
Objects and Properties
Scope
Review
Chapter 3 Processing
Downloading and Installing Processing
Exploring the Processing IDE
The Basics of a Processing Application
The Basics of Drawing with Processing
Capturing Simple User Interaction
Importing Libraries
Loading Things into Processing
Running and Debugging Applications
Exporting Processing Applications
Conclusion
Review
Chapter 4 Arduino
Starting with Arduino
Touring Two Arduino Boards
Touring the Arduino IDE
The Basics of an Arduino Application
Features of the Arduino Language
How to Connect Things to Your Board
Hello World
Debugging Your Application
Importing Libraries
Running Your Code
Review
Chapter 5 Programming Revisited
Object-Oriented Programming
Classes
Public and Private Properties
Inheritance
Processing: Classes and Files
C++: Classes and Files
Pointers and References
Review
Chapter 6 openFrameworks
Your IDE and Computer
Taking Another Quick Tour of C++
Getting Started with oF
Touring an oF Application
Creating "Hello, World"
Drawing in 2D
Displaying Video Files and Images
Importing Libraries
Compiling an oF Program
Debugging an oF Application
Review
Themes
Chapter 7 Sound and Audio
Sound As Feedback
Sound and Interaction
How Sound Works on a Computer
Audio in Processing
Sound in openFrameworks
openFrameworks and the FMOD Ex Library
The Sound Object Library
The Magic of the Fast Fourier Transform
Physical Manipulation of Sound with Arduino
A Quick Note on PWM
Creating Interactions with Sound
Further Resources
Review
Chapter 8 Physical Input
Interacting with Physical Controls
Thinking About Kinetics
Getting Gear for This Chapter
Controlling Controls
Turning Knobs
Using Lights
Detecting Touch and Vibration
Communicating with Other Applications
Sending Messages from the Arduino
Detecting Motion
Reading Distance
Understanding Binary Numbers
Detecting Forces and Tilt
Introducing I2C
What Is a Physical Interface?
What's Next
Review
Chapter 9 Programming Graphics
The Screen and Graphics
Seeing Is Thinking, Looking Is Reading
Math, Graphics, and Coordinate Systems
Drawing Strategies
Processing and Transformation Matrices
Creating Motion
Using Vectors
Using Graphical Controls
Importing and Exporting Graphics
What's Next
Review
Chapter 10 Bitmaps and Pixels
Using Pixels As Data
Using Pixels and Bitmaps As Input
Providing Feedback with Bitmaps
Looping Through Pixels
Manipulating Bitmaps
Analyzing Bitmaps in oF
Using Pixel Data
Using Textures
Saving a Bitmap
What's Next
Review
Chapter 11 Physical Feedback
Using Motors
Using Servos
Using Household Currents
Working with Appliances
Introducing the LilyPad Board
Using Vibration
Using an LED Matrix
Using LCDs
Using Solenoids for Movement
What's Next
Review
Chapter 12 Protocols and Communication
Communicating Over Networks
Using XML
Understanding Networks and the Internet
Handling Network Communication in Processing
Understanding Protocols in Networking
Using ofxNetwork
Creating Networks with the Arduino
Using Carnivore to Communicate
Communicating with Bluetooth
Communicating Using MIDI
Review
Explorations
Chapter 13 Graphics and OpenGL
What Does 3D Have to Do with Interaction?
Understanding 3D
Working with 3D in Processing
Making Custom Shapes in Processing
Using Coordinates and Transforms in Processing
Working with 3D in OpenGL
Using Matrices and Transformations in OpenGL
Using Vertices in OpenGL
Drawing with Textures in oF
Lighting in OpenGL
Blending Modes in OpenGL
Using Textures and Shading in Processing
Using Another Way of Shading
Using an ofShader Addon
What to Do Next
Review
Chapter 14 Detection and Gestures
Computer Vision
OpenCV
Using Blobs and Tracking
Using OpenCV in Processing
Detecting Gestures
Implementing Face Recognition
Exploring Touch Devices with oF
What's Next
Review
Chapter 15 Movement and Location
Using Movement As and in Interaction
Using Software-Based Serial Ports
Understanding and Using GPS
Storing Data
Logging GPS Data to an Arduino
Sending GPS Data
Determining Location by IP Address
What to Do Next
Review
Chapter 16 Interfaces and Controls
Examining Tools, Affordances, and Aesthetics
Reexamining Tilt
Exploring InputShield
Understanding Touch
Exploring Open Source Touch Hardware
Communicating Using OSC
Using the Wiimote
What's Next
Review
Chapter 17 Spaces and Environments
Using Architecture and Space
Sensing Environmental Data
Using an XBee with Arduino
Placing Objects in 2D
Using the X10 Protocol
Setting Up an RFID Sensor
Reading Heat and Humidity
What's Next
Review
Chapter 18 Further Resources
What's Next?
Bibliography
Conclusion
Appendix Circuit Diagram Symbols
Programming Glossary
Colophon
... weniger
Autoren-Porträt von Joshua Noble
Joshua Noble is a consultant, freelance developer and Rich Internet Application designer, based in New York City. He has taught at Tufts University, and has worked as a consultant with Disney, Adobe, ABC, Schematic, Cynergy, Aspen Ski Resorts, New England Journal of Medicine, and Howcast.
Bibliographische Angaben
- Autor: Joshua Noble
- 2012, 2nd ed., 726 Seiten, mit Abbildungen, Maße: 18 x 23,3 cm, Kartoniert (TB), Englisch
- Verlag: O'Reilly Media
- ISBN-10: 144931144X
- ISBN-13: 9781449311445
- Erscheinungsdatum: 21.02.2012
Sprache:
Englisch
Rezension zu „Programming Interactivity “
"Das umfangreiche und gut geschriebene Werk ist für Einsteiger und Fortgeschrittene gleichermaßen zu empfehlen." - macherzin, August 2012
Kommentar zu "Programming Interactivity"
0 Gebrauchte Artikel zu „Programming Interactivity“
Zustand | Preis | Porto | Zahlung | Verkäufer | Rating |
---|
Schreiben Sie einen Kommentar zu "Programming Interactivity".
Kommentar verfassen