• Complain

Joshua Noble - Programming Interactivity

Here you can read online Joshua Noble - Programming Interactivity full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. publisher: OReilly Media, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

No cover
  • Book:
    Programming Interactivity
  • Author:
  • Publisher:
    OReilly Media
  • Genre:
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Programming Interactivity: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Programming Interactivity" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Want to create rich interactive experiences with your artwork, designs, or prototypes, using electronics and programming? This is the place to start. Programming Interactivity helps you explore common themes in interactive art and design, including 2D and 3D graphics, sound, physical interaction, computer vision, geolocation, and more. No programming experience is required to get started. Learn the basics of programming and electronics with this book, and get working code samples you can use right away. Youll also find the background and technical information you need to design, program, build, and troubleshoot your own projects. The second edition brings you up-to-date on the latest versions of these three freely available tools created specifically for artists and designers: Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones Arduino, a system that integrates a microcontroller prototyping board, development environment, and programming language for creating your own sensor and control hardware openFrameworks, a coding framework for designers and artists that uses the powerful C++ programming language

Joshua Noble: author's other books


Who wrote Programming Interactivity? Find out the surname, the name of the author of the book and a list of all author's works by series.

Programming Interactivity — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Programming Interactivity" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Programming Interactivity
A Designers Guide to Processing, Arduino, and openFrameworks
Joshua Noble

Copyright 2009 Joshua Noble

This book uses RepKover, a durable and flexible lay-flat binding.

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

Nutshell Handbook, the Nutshell Handbook logo, and the OReilly logo are registered trademarks of OReilly Media, Inc. Programming Interactivity, the image of guinea fowl, and related trade dress are trademarks of OReilly Media, Inc.

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps.

While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

OReilly Media Preface This is a book about creating physical interaction - photo 1

O'Reilly Media

Preface

This is a book about creating physical interaction with computer systems. It focuses on designing hardware and programming for systems that use either physical input or physical feedback. This book has been a dream of mine since I was an art student beginning to create interactive installations and finding that there was no simple introduction to the topics that I wanted to explore. At the time, I didnt know what platforms, tools, and programming languages were available for creating interactive art, and I didnt know where to find more information about these topics that a relative novice programmer could understand. As I began teaching, I was asked the same question again and again by students: where do I begin? Much has changed in the seven years since then, though, and now many excellent projects are helping beginners program, artists create, and programmers rapidly prototype applications. Well cover three of these projects in this book: Processing, Arduino, and openFrameworks. This book intends to answer the question Where do I begin? in as comprehensive a manner as possible. It is the intention of this book to be useful for almost any type of project. This book will provide technical advice, critical commentary for you to consider, code that you can use, hardware diagrams that you can use, and further resources for you to explore.

Ten years ago, the idea of artists or designers writing code or designing hardware was almost unheard of. Today, not only has it become commonplace, but it has become an important arena of expression and exploration. The dialogue between technology and design is a vital and vibrant one that shapes art and technology alike. I hope that this book can be, in some small way, another path into this conversation for more artists and designers.

Who This Book Is For

This book is aimed at designers, artists, amateur programmers, or anyone interested in working with physical interaction in computing. No assumption is made about your technical background or previous experience. The only assumption is that you are interested in learning to program and build hardware. This book is an introduction to a great number of topics, and throughout the book we list links to further resources so you can expand your knowledge or explore a particular topic that interests you. We encourage you to make as much use as possible of these resources and to use this book as a map for exploring a great number of technologies and techniques.

How This Book Is Organized

This book is broken into three parts. The first introduces the three projects that will be used throughout this book, the second introduces some of the most common themes in creating interaction in designs and applications, and the third introduces some of the more advanced topics that you may want to explore further. Also included with some of the chapters are interviews with programmers, artists, designers, and authors who work with the tools covered in this book. Covering such a massive range of topics means that this book doesnt go into great depth about most of them, but it is filled with references to other books, websites, designers, and artists that you may find helpful or inspiring.

What Isand Isntin This Book

My excitement about the ideas and rapid growth of the field of interaction design is hard to contain. However, as exciting and far-reaching as interaction design is, the limitations of time and physical book size dictate that I be selective about what is and isnt covered in this book.

Whats in

This book covers Processing, Arduino, and openFrameworks. To help novice programmers, it covers some of the core elements of programming in C and C++ for Arduino and openFrameworks and also covers the Processing language. We introduce dozens of libraries for openFrameworks and Processingtoo many to list here. Some of these are official libraries or add-ons for the two frameworks, and some are simply extensions that have been created for this book or provided by altruistic coders.

We also introduce some of the basics of electronics and how computer hardware functions , as well as many tools and components that you can use with an Arduino. The Arduino and Processing IDEs are covered, as are two different IDEs for openFrameworks , namely, CodeBlocks, and Xcode. The Arduino Duemilanove and Mini are covered in depth, and we discuss other boards only briefly. We cover many electronic components that have designed expressly for the Arduino, called shields , in depth as well.

Whats Not in

While this book shows how to create some circuits, it doesnt cover a great deal of the fundamentals of electronics or hardware, how to create circuits, or electronics theory. are several excellent resources that you can use to learn about these deeper topics in C++.

There are so many Arduino-compatible boards now that its almost impossible to cover them all in depth; the book mentions the Mega, the Nano, and several other boards only in passing and leaves out many of the Arduino-compatible boards that are not created by the Arduino team. Quite a few components and other tools that we would have liked to discuss in depth could not be included to maintain scope and to save space. A good camera for computer vision was not included either, though a glance at the openFrameworks or Processing forums will likely provide a more up-to-date discussion than could have been given here.

Many topics that we would have liked to include have been left out because of space considerations: artificial intelligence, data visualization, and algorithmic music, among others. Though these are all potentially interesting areas for artists and designers, the focus of the book is on teaching some of the theory and techniques for interaction design as well as the basics of hardware and programming. The resources listed at the end of the book can provide the names of some materials that might help you explore these topics.

Companion Website

All the code included in this book are available for download from the books companion website, http://www.oreilly.com/catalog/9780596154141.

Typographical Conventions Used in This Book

The following typographical conventions are used in this book:

Italic

Indicates new terms, URLs, email addresses, filenames, file extensions, path names, and directories.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Programming Interactivity»

Look at similar books to Programming Interactivity. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Programming Interactivity»

Discussion, reviews of the book Programming Interactivity and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.