Code as Creative Medium
A Handbook for Computational Art and Design
(Sprache: Englisch)
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...
This book is an essential resource for art educators and practitioners who want to explore...
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Klappentext zu „Code as Creative Medium “
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.
Inhaltsverzeichnis zu „Code as Creative Medium “
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
Autoren-Porträt von Golan Levin, Tega Brain
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.
Bibliographische Angaben
- Autoren: Golan Levin , Tega Brain
- 2021, Annotated ed, 280 Seiten, Maße: 20,3 x 22,8 cm, Kartoniert (TB), Englisch
- Verlag: MIT Press
- ISBN-10: 0262542048
- ISBN-13: 9780262542043
- Erscheinungsdatum: 28.02.2022
Sprache:
Englisch
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