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Code as Creative Medium: A Teacher's Manual [Pehme köide]

  • Formaat: Paperback / softback, 280 pages, kõrgus x laius: 191x235 mm, 161
  • Ilmumisaeg: 02-Feb-2021
  • Kirjastus: MIT Press
  • ISBN-10: 0262542048
  • ISBN-13: 9780262542043
Teised raamatud teemal:
  • Formaat: Paperback / softback, 280 pages, kõrgus x laius: 191x235 mm, 161
  • Ilmumisaeg: 02-Feb-2021
  • Kirjastus: MIT Press
  • ISBN-10: 0262542048
  • ISBN-13: 9780262542043
Teised raamatud teemal:
"This textbook provides artists, designers, and educators the necessary tools and curricula to employ "creative coding" in their school work and professional practice"--

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 artists 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.
Foreword vi
Introduction 1(16)
Part One Assignments
Iterative Pattern
17(6)
Face Generator
23(6)
Clock
29(6)
Generative Landscape
35(4)
Virtual Creature
39(4)
Custom Pixel
43(6)
Drawing Machine
49(6)
Modular Alphabet
55(6)
Data Self-Portrait
61(6)
Augmented Projection
67(6)
One-Button Game
73(4)
Bot
77(4)
Collective Memory
81(6)
Experimental Chat
87(6)
Browser Extension
93(4)
Creative Cryptography
97(6)
Voice Machine
103(6)
Measuring Device
109(6)
Personal Prosthetic
115(8)
Parametric Object
123(8)
Virtual Public Sculpture
131(6)
Extrapolated Body
137(6)
Synesthetic Instrument
143(7)
Part Two Exercises
Computing without a Computer
150(2)
Graphic Elements
152(1)
Iteration
153(2)
Color
155(2)
Conditional Testing
157(1)
Unpredictability
158(2)
Arrays
160(1)
Time and Interactivity
161(1)
Typography
162(2)
Curves
164(2)
Shapes
166(2)
Geometry
168(2)
Image
170(1)
Visualization
171(2)
Text and Language
173(3)
Simulation
176(2)
Machine Learning
178(3)
Sound
181(2)
Games
183(3)
Part Three Interviews
Teaching Programming to Artists and Designers
186(4)
The Bimodal Classroom
190(6)
Encouraging a Point of View
196(6)
The First Day
202(6)
Favorite Assignment
208(8)
When Things Go Wrong
216(4)
Most Memorable Response
220(4)
Advice for New Educators
224(29)
Classroom Techniques
231(6)
Provenance
237(16)
Appendices
Authors and Contributors
253(5)
Notes on Computational Book Design
258(2)
Acknowledgments
260(4)
Bibliographies
Related Resources
264(2)
Illustration Credits
266(7)
Indexes
Name Index 273(3)
Subject Index 276