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Joshua Noble - Programming Interactivity, 2nd Edition

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Joshua Noble Programming Interactivity, 2nd Edition
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Programming Interactivity, 2nd Edition: summary, description and annotation

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Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, youll explore several themes in interactive art and designincluding 3D graphics, sound, physical interaction, computer vision, and geolocationand learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary. Youll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFrameworks toolkit. Youll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects.Learn cutting-edge techniques for interaction design from leading artists and designers Let users provide input through buttons, dials, and other physical controls Produce graphics and animation, including 3D images with OpenGL Use sounds to interact with users by providing feedback, input, or an element they can control Work with motors, servos, and appliances to provide physical feedback Turn a users gestures and movements into meaningful input, using Open CV

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Programming Interactivity
Joshua Noble
Editor
Shawn Wallace
Editor
Brian Jepson

Copyright 2012 Joshua Noble

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, Second Edition , the cover 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 authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

OReilly Media Preface This book is broken into three parts The first - photo 1

O'Reilly Media

Preface

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, Code::Blocks, and Xcode. The Arduino Uno 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, Fio, 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.

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.

Conventions Used in This Book

The following typographical conventions are used in this book:

Italic

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

Constant width

Used for program listings, as well as within paragraphs to refer to program elements such as variable or function names, databases, data types, environment variables, statements, and keywords.

Constant width bold

Shows commands or other text that should be typed literally by the user.

Constant width italic

Shows text that should be replaced with user-supplied values or by values determined by context.

Tip

This icon signifies a tip, suggestion, or general note.

Caution

This icon indicates a warning or caution.

Companion Website

All the code included in this book is available for download from the books companion website, http://www.oreilly.com/catalog/9781449311445.

Using Code Examples

This book is here to help you get your job done. In general, you may use the code in this book in your programs and documentation. You do not need to contact us for permission unless youre reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from OReilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your products documentation does require permission.

We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: Programming Interactivity, Second Edition by Joshua Noble (OReilly). Copyright 2012 Joshua Noble, 978-1-449-31144-5.

If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at .

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