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E-raamat: Art of Coding: The Language of Drawing, Graphics, and Animation [Taylor & Francis e-raamat]

, (University of Northern Colorado), (Goldsmiths, University of London)
  • Formaat: 292 pages, 50 Illustrations, black and white
  • Ilmumisaeg: 28-Feb-2020
  • Kirjastus: Chapman & Hall/CRC
  • ISBN-13: 9781315210339
  • Taylor & Francis e-raamat
  • Hind: 184,65 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 263,78 €
  • Säästad 30%
  • Formaat: 292 pages, 50 Illustrations, black and white
  • Ilmumisaeg: 28-Feb-2020
  • Kirjastus: Chapman & Hall/CRC
  • ISBN-13: 9781315210339

As the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies.

Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of

writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming.

Features:

·       Introduces coding in a visual way

·       Explores the elegance behind coding and the outcome

·       Includes types of outcomes and options for coding

·       Covers the transition from front-of-classroom instruction to the use of online-streamed video tutorials

·       Encourages abstract and cognitive thinking, as well as creativity

 

The Art of Coding contains a collection of learning projects for students, instructors and teachers to select specific themes from. Problems and projects are aimed at making the learning process entertaining, while also involving social exchange and sharing. This process allows for programming to become interdisciplinary, enabling projects to be co-developed by specialists from different backgrounds, enriching the value of coding and what it can achieve.


The authors of this book hail from three different continents, and have several decades of combined experience in academia, education, science and visual arts.

List of Codes
xiii
Foreword xv
Preface xvii
Contributors xxi
Authors xxiii
About the Cover xxv
Chapter 1 Introduction
1(6)
1.1 Who is This Book For?
1(2)
1.2 Coding: Language or Mathematics?
3(1)
1.3 Coding With Visual and Verbal Cues
4(3)
Chapter 2 Introduction to Coding
7(80)
2.1 A Brief History of Coding
8(2)
2.2 Choosing a Programming Language
10(6)
2.2.1 Object-oriented programming (OOP)
15(1)
2.3 Basic Concepts in Coding
16(4)
2.3.1 Syntax and semantics
16(1)
2.3.2 Assignment statements
17(1)
2.3.3 Sequences
17(1)
2.3.4 Selections
17(1)
2.3.5 Loops
18(1)
2.3.6 Programming languages & computer architecture
19(1)
2.4 Java, Some Background
20(4)
2.4.1 How Java works
21(1)
2.4.2 Attributes and behaviour
22(2)
2.5 Introduction to Coding Animation
24(13)
2.5.1 First animation: Expanding Circle
24(1)
2.5.1.1 Basic animation of simple objects
25(1)
2.5.1.2 Class Circle
26(2)
2.5.1.3 Initialisation and configuration
28(1)
2.5.1.4 The animation process
28(1)
2.5.1.5 Further coding
29(1)
2.5.2 Morphing
30(1)
2.5.2.1 Circle
30(1)
2.5.2.2 Triangle
31(1)
2.5.2.3 Square
31(1)
2.5.2.4 Random shape
32(1)
2.5.2.5 Animating the morphing process
32(4)
2.5.2.6 Further coding
36(1)
2.6 Audio Visualisation
37(19)
2.6.1 Building an audio visualiser
38(1)
2.6.2 Basic audio player
39(2)
2.6.3 Basic line graph generator
41(3)
2.6.4 Basic audio waveform static visualiser
44(7)
2.6.5 Basic audio animated visualiser
51(2)
2.6.6 Basic audio animated visualiser polarised
53(3)
2.7 Multisensory-Based Perception & Learning
56(6)
2.7.1 Image versus text
62(1)
2.8 Multisensory-Based Coding
62(25)
2.8.1 The elements of design in art
63(1)
2.8.2 Line
64(1)
2.8.2.1 Project: Meteorological events
65(1)
2.8.3 Texture
65(2)
2.8.4 Pattern
67(1)
2.8.5 Colour and value
67(4)
2.8.5.1 Primary colours in pigment and light
71(1)
2.8.5.2 Project: Drawing an apple
72(4)
2.8.6 Space
76(1)
2.8.6.1 Showing space in a 2D drawing
77(1)
2.8.6.2 Perspective in painting
78(1)
2.8.6.3 Cognitive perception by painters
79(1)
2.8.7 The principles of design in art
79(1)
2.8.7.1 Balance
80(1)
2.8.7.2 Emphasis
80(1)
2.8.7.3 Movement
80(1)
2.8.7.4 Composition
81(1)
2.8.7.5 Variety and contrast
82(1)
2.8.7.6 Proportion
83(1)
2.8.7.7 Unity/harmony
83(1)
2.8.7.8 Analysis of artworks
83(1)
2.8.8 Basic art concepts
84(1)
2.8.9 Visual aspects of math, computing, and coding
85(2)
Chapter 3 Coding for Art
87(92)
3.1 Introduction
88(1)
3.2 Code Art
89(9)
3.2.1 ASCII art
89(1)
3.2.1.1 A personal account
89(3)
3.2.1.2 Portrait and still life as ASCII art
92(1)
3.2.2 Landscape: A cherry tree
93(1)
3.2.2.1 How does it work?
94(1)
3.2.2.2 The code
94(1)
3.2.2.3 What is `this'?
95(1)
3.2.3 Project: Map of winds
95(1)
3.2.4 Wind visualisation
96(2)
3.3 Abstract Art
98(18)
3.3.1 Introduction to geometric art with Python
98(1)
3.3.1.1 Downloading and installation
99(1)
3.3.1.2 Launching Python
99(2)
3.3.1.3 Making and saving programs
101(1)
3.3.2 Examples and experiments
101(1)
3.3.2.1 n-pointed star
101(2)
3.3.2.2 Recursive star
103(2)
3.3.3 Adult colouring book series
105(3)
3.3.4 MATLAB: Algorithmic generation of design patterns
108(2)
3.3.4.1 autoxshapes
110(1)
3.3.4.2 xshapes
110(1)
3.3.4.3 How it works
110(1)
3.3.4.4 Some qualifications
111(2)
3.3.4.5 Under the hood
113(1)
3.3.4.6 Challenges and projects
113(1)
3.3.4.7 Getting the software and using MATLAB
114(1)
3.3.4.8 Background
115(1)
3.4 3D Visualiser With Java
116(19)
3.4.1 Simple wireframe tetrahedron
117(4)
3.4.2 Filled coloured tetrahedron
121(3)
3.4.3 Z-Buffered coloured tetrahedron
124(1)
3.4.4 Cosine shaded tetrahedron
125(2)
3.4.5 From tetrahedron to sphere
127(2)
3.4.6 Changing 3D object to a box
129(1)
3.4.7 Morphing object from spiky tetrahedron to sphere
130(1)
3.4.7.1 Control frame
131(1)
3.4.7.2 3D Object and draw method class
132(1)
3.4.7.3 Canvas class
132(3)
3.5 Audio Data to Drive 3D Morphing Animation
135(17)
3.5.1 Basic sine wave generator
137(2)
3.5.2 Basic sine wave-driven animation
139(7)
3.5.3 Full audio file-driven animation
146(2)
3.5.3.1 Class files
148(4)
3.6 A Framework for Visualisation of Codes
152(27)
3.6.1 How to build a computer
152(4)
3.6.2 Projects involving expressive themes
156(1)
3.6.2.1 Coding a horse and a rider, across media
156(2)
3.6.3 Scientific visualisation
158(1)
3.6.4 Programming 3D forms
159(4)
3.6.4.1 Creating characters with feelings
163(11)
3.6.4.2 Storytelling
174(5)
Chapter 4 Interactivity and Visualising Inputs: Mouse, Data, Finger
179(62)
4.1 Inputs and Outputs
180(1)
4.2 A Portrait: Person With a Jetpack
180(2)
4.3 Interactive Weather Tree Application
182(36)
4.3.1 Basic Tree class
183(9)
4.3.2 Adding some controls
192(8)
4.3.3 Controlling Tree class
200(3)
4.3.4 Connecting to a live feed
203(1)
4.3.5 Connecting to OpenWeather.com
204(3)
4.3.6 Accessing the data from Canvas class
207(5)
4.3.7 Adding rain to our display
212(2)
4.3.8 Driving the Tree class from the weather data
214(3)
4.3.9 Adding features to the control panel
217(1)
4.4 Adding Bling: Using Leds With Arduino
218(23)
4.4.1 Introduction
219(1)
4.4.2 Arduino
219(1)
4.4.3 Downloading and installation
219(1)
4.4.3.1 Electronics basics
220(2)
4.4.4 Arduino programming
222(3)
4.4.4.1 Uploading to Arduino board
225(1)
4.4.5 Wiring LEDs to Arduino
225(1)
4.4.5.1 Wiring and powering circuits
226(5)
4.4.6 Current limiting resistor calculation
231(1)
4.4.7 Controlling multiple LEDs
232(4)
4.4.8 Dimming an LED with pulse width modulation
236(1)
4.4.9 Using randomness
237(1)
4.4.10 Questions you should ask about LEDs
238(3)
Chapter 5 Translation
241(24)
5.1 Code the Same Thing in Many Languages
241(1)
5.2 Translation of Fortran into Java
242(3)
5.3 Image Processing in Java from Scratch
245(3)
5.3.1 Digital images in Java
246(1)
5.3.2 Digital image processing
246(1)
5.3.3 Pattern recognition
247(1)
5.3.4 Computer vision
247(1)
5.3.5 Optical character recognition
247(1)
5.4 Basic Steps of Java Program Development
248(4)
5.4.1 Java compiler download and installation
248(1)
5.4.2 IDE software download and installation
249(3)
5.4.3 Writing code to develop application
252(1)
5.4.4 Compile and run application
252(1)
5.5 Steps of Java Image Processing
252(13)
5.5.1 Draw JFrame
253(1)
5.5.2 Read image file
253(2)
5.5.3 Store image file
255(3)
5.5.4 Modify image
258(2)
5.5.5 Save the image file
260(2)
5.5.6 Conclusion
262(1)
5.5.7 Useful links
263(2)
Chapter 6 Conclusions and Educational Propositions
265(10)
6.1 Coding in Curriculum-Graphical Thinking
266(2)
6.2 Resources
268(1)
6.3 Further Reading
269(6)
6.3.1 Books on art and cognition
269(2)
6.3.2 Books on coding for artists
271(4)
References 275(6)
Glossary 281(4)
Index 285
Mohammad Majid al-Rifaie, Anna Ursyn, Theodor Wyeld