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Author Levin, Golan, author

Title Code as creative medium : a handbook for computational art and design / by Golan Levin and Tega Brain
Published Cambridge : MIT Press, 2021
Online access available from:
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Description 1 online resource
Contents Intro -- Contents -- 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
Summary An essential guide for teaching and learning computational art and design: exercises, assignments, anecdotes, and interviews; more than 150 color images. This book is an essential resource for art educators and artists who want to explore code as a creative medium, and a guide for computer scientists transitioning from "STEM to STEAM" in their syllabi or practice. It offers a collection of classic creative coding prompts or assignments, accompanied by annotated examples of historic or contemporary projects, more than 150 illustrations of creative work, and interviews with leading educators. It provides alternative programming pedagogies missing from standard programming guides, including art- and design-oriented toolkits, teaching approaches, assignments, and community support structures
Bibliography Includes bibliographical references and index
Notes Online resource; title from PDF title page (viewed January 18, 2021)
Subject Computer art -- Study and teaching
Computer art -- Problems, exercises, etc
Computer programming -- Problems, exercises, etc
ART -- Digital.
Computer programming.
Computer art -- Study and teaching.
Computer art.
Art.
Genre/Form Problems and exercises.
Author Brain, Tega
ISBN 0262362031
9780262362030