Creative Coding and Generative Art in Processing 2
Author: Ira Greenberg
Processing: Creative Coding and Generative Art in Processing 2 is a fun and creative approach to learning programming. Using the easy to learn Processing programming language, you will quickly learn how to draw with code, and from there move to animating in 2D and 3D. These basics will then open up a whole world of graphics and computer entertainment. If you’ve been curious about coding, but the thought of it also makes you nervous, this book is for you; if you consider yourself a creative person, maybe worried programming is too non-creative, this book is also for you; if you want to learn about the latest Processing 2.0 language release and also start making beautiful code art, this book is also definitely for you. You will learn how to develop interactive simulations, create beautiful visualizations, and even code image-manipulation applications. All this is taught using hands-on creative coding projects. Processing 2.0 is the latest release of the open-source Processing language, and includes exciting new features, such as OpenGL 2 support for enhanced 3D graphics performance. Processing: Creative Coding and Generative Art in Processing 2 is designed for independent learning and also as a primary text for an introductory computing class. Based on research funded by the National Science Foundation, this book brings together some of the most engaging and successful approaches from the digital arts and computer science classrooms. Teaches you how to program using a fun and creative approach. Covers the latest release of the Processing 2.0 language. Presents a research based approach to learning computing.
14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings
Author: Konstantinos Chorianopoulos
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.
Using a project-based approach, you will be able to learn the coolest aspects of working with Processing. Each project contains step-by-step explanations, diagrams, screenshots, and downloadable material to make learning Processing even easier.This book targets Processing developers, visual artists, creative professionals, and students who want to move to the next level of learning Processing for gaining inspiration, work, or just for fun. The book assumes a basic understanding of programming. However, this book is also recommended to non-artistic readers, looking to expand their graphics and develop their creativity.
This book gives clear and effective instructions, stuffed with practical examples, to build your own fun, stunning and highly-interactive openFrameworks applications. Each chapter is focused differently and has a new theme to it,This book targets visual artists, designers, programmers and those interested in creative coding by getting started with openFrameworks. This book will help you understand the capabilities of openFrameworks to help you create visually stunning and fully interactive applications. You should have a basic knowledge of object oriented programming, such as C++, Java, Python, ActionScript 3, etc.
Drawn from the contributions to the 9th international “Consciousness Reframed” research conference held at University of Applied Arts Vienna in 2008, this publication aims for a timely re-definition of contemporary syncretic inquiries into the fields of art, science, technology and society through theory and practice alike, reframing the concept of innovation in its relationship to progress and change within the context of perception and its transformation. It comprises a wide range of outstanding expertise and insights of artists, architects, performers, musicians, writers, scientists, and scholars. Among the authors from at least 20 countries are most prominently Roy Ascott, Gerald Bast, Jim Gimzewski, Pierre Lévy, Ryohei Nakatsu, Michael Punt, Ruth Schnell, Barbara Maria Stafford, Alfred Vendl, Victoria Vesna and Peter Weibel. The publication includes full papers and a DVD, edited by Ruth Schnell, with short video extracts of the event and accompanying visual reference.