This book is an essential resource for art educators and practitioners 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.
Author: Golan Levin
Publisher: MIT Press
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 practitioners 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.
4.2 Code as Creative Medium A digital artwork is created through computer programming and encoding. Palyka addresses the issues of this digital create process as the following: Programming is a step-by step process where the programmer ...
Author: Qi Li
Publisher: Springer Nature
This book investigates a new interactive data visualisation concept that employs traditional Chinese aesthetics as a basis for exploring contemporary digital technological contexts. It outlines the aesthetic approach, which draws on non-Western aesthetic concepts, specifically the Yijing and Taoist cosmological principles, and discusses the development of data-based digital practices within a theoretical framework that combines traditional Taoist ideas with the digital humanities. The book also offers a critique of the Western aesthetics underpinning data visualisation, in particular the Kantian sublime, which prioritises the experience of power over the natural world viewed at a distance. Taoist philosophy, in contrast, highlights the integration of the surface of the body and the surface of nature as a Taoist body, rather than promoting an opposition of mind and body. The book then explores the transformational potential between the human body and technology, particularly in creating an aesthetic approach spanning traditional Chinese aesthetics and gesture-based technology. Representing a valuable contribution to the digital humanities, the book helps readers understand data-based artistic practices, while also bringing the ideas of traditional Chinese aesthetics to Western audiences. In addition, it will be of interest to practitioners in the fields of digital art and data visualisation seeking new models.
By looking beyond the confines of the software tools, it is possible to see the computer as a creative medium in its own right, ... CODE: MANIPULATING THE MEDIUM Code and Creativity Exploring the creative 10 CHAPTER ONE DESIGNERS AND CODE.
Author: Andrew Richardson
Publisher: Bloomsbury Publishing
Digital technology has not only revolutionized the way designers work, but also the kinds of designs they produce. The development of the computer as a design environment has encouraged a new breed of digital designer; keen to explore the unique creative potential of the computer as an input/output device. Data-driven Graphic Design introduces the creative potential of computational data and how it can be used to inform and create everything from typography, print and moving graphics to interactive design and physical installations. Using code as a creative environment allows designers to step outside the boundaries of commercial software tools, and create a set of unique, digitally informed pieces of work. The use of code offers a new way of thinking about and creating design for the digital environment. Each chapter outlines key concepts and techniques, before exploring a range of innovative projects through case studies and interviews with the artists and designers who created them. These provide an inspirational, real-world context for every technique. Finally each chapter concludes with a Code section, guiding you through the process of experimenting with each technique yourself (with sample projects and code examples using the popular Processing language supplied online to get you started).
At Southern Methodist University in Dallas there is a Center of Creative Computation (C3) that explores computation as a fundamental creative medium. C3 considers computer code (as well as other aspects of computation) the same way a ...
Author: Ira Greenberg
Processing: Creative Coding and Generative Art in Processing 2 is a fun and creative approach to learning programming. Using the easy to learn Processing programming language, you will quickly learn how to draw with code, and from there move to animating in 2D and 3D. These basics will then open up a whole world of graphics and computer entertainment. If you’ve been curious about coding, but the thought of it also makes you nervous, this book is for you; if you consider yourself a creative person, maybe worried programming is too non-creative, this book is also for you; if you want to learn about the latest Processing 2.0 language release and also start making beautiful code art, this book is also definitely for you. You will learn how to develop interactive simulations, create beautiful visualizations, and even code image-manipulation applications. All this is taught using hands-on creative coding projects. Processing 2.0 is the latest release of the open-source Processing language, and includes exciting new features, such as OpenGL 2 support for enhanced 3D graphics performance. Processing: Creative Coding and Generative Art in Processing 2 is designed for independent learning and also as a primary text for an introductory computing class. Based on research funded by the National Science Foundation, this book brings together some of the most engaging and successful approaches from the digital arts and computer science classrooms. Teaches you how to program using a fun and creative approach. Covers the latest release of the Processing 2.0 language. Presents a research based approach to learning computing.
inspired, of understanding how we might imitate Montfort or his machine in our own creative works. Finally, Taroko Gorge also offers a lightweight introduction to the use of code as a creative medium. For the writer interested in ...
Author: Michael Dean Clark
Publisher: Bloomsbury Publishing
Category: Language Arts & Disciplines
Creative Writing in the Digital Age explores the vast array of opportunities that technology provides the Creative Writing teacher, ranging from effective online workshop models to methods that blur the boundaries of genre. From social media tools such as Twitter and Facebook to more advanced software like Inform 7, the book investigates the benefits and potential challenges these technologies present instructors in the classroom. Written with the everyday instructor in mind, the book includes practical classroom lessons that can be easily adapted to creative writing courses regardless of the instructor's technical expertise.
Computer code was the creative medium elected to translate these ideas. It can capture accurately the colour information of individual pixels and generate both, still and moving images. But can it express subjective creativity?
Author: Marisa Gómez
Category: Language Arts & Disciplines
The present volume gathers a selection of texts that attempt to contribute to the critical reflection about digital arts and the social-cultural context in which they arise.
CREATIVE. MEDIUM. George. Fifield. C. ode is an interesting word. For such a little word, it has so many meanings. There is genetic code, code as law, secret codes, social codes, and many, many others. The most recent use is software ...
Author: Katie Eelman
Category: Literary Collections
At Papercuts, “the tiny Boston icon” (The Guardian), we’re passionate about great books and we’re delighted to present our own. Inside you’ll find rare works of fiction, nonfiction, and poetry from the distinct authors we hosted in our first year. From New York Times bestselling to hometown treasures, this book of cutting-edge writing encapsulates what happened here. PAPERCUTS J.P. is an award-winning independent bookstore located in Boston, Massachusetts, established in 2014 by former publishing professional Kate Layte. Katie Eelman has been the media and events coordinator since the store opened.
The computer code is not just an instrument for making something but it is also the very material of the work itself. At the same time, practitioners for whom the digital is the main medium also use tools for associated tasks, ...
Author: Linda Candy
The Creative Reflective Practitioner explores research and practice through the eyes of people with a wholehearted commitment to creative work. It reveals what it means to be a reflective creative practitioner, whether working alone, in collaboration with others, with digital technology or doing research, and what we can learn from listening and observing closely. It gives the reader new insights into the fascinating challenge that having a reflective creative mindset can bring. Creative reflective practice is seen through practitioner ideas and works which have informed the writing at every level, supported by research studies and historical accounts. The practitioners featured in this book represent a broad spectrum of interdisciplinary creative activities producing works in film, music, drama, dance and interactive installations. Their work is innovative, full of new ideas and exciting to experience, offering engagement and challenge for audiences and participants alike. Practitioner interviews give a direct sense of how they see creative practice from the inside. The ways in which these different situations of practice stimulate and facilitate reflection in practice and how we can learn from this are described. Variations of reflective practice are discussed that extend the original concepts proposed by Donald Schön, and a contemporary dimension is added through the role of the digital in creative reflective practice as a tool, mediator, medium and partner. This book is relevant to people who wish to understand creativity and reflection in practice and how to learn from the practitioners themselves. This includes researchers in any discipline as well as students, arts professionals and practitioners such as artists, curators, designers, musicians, performers, producers and technologists.
The Code stunted the growth of comics as a creative medium by forcing every book to be acceptable and appropriate for a child to read369. Imagine the creative state of movies, television, theater, and novels today if every story had to ...
Author: Gamal Hennessy
Publisher: Nightlife Publishing
Category: Business & Economics
Do you want to build a business publishing comics? Do you want a chance to create and own the next generation of iconic characters? Do you want to understand how the comic book industry really works? If you’re a comic creator who is building a business for your work, then you need to read this book. Written by a comic book attorney with twenty years in the business, edited by a senior editor for DC, Marvel, and AfterShock Comics, and enjoyed by hundreds of comic book professionals, The Business of Independent Comic Book Publishing offers the reader the chance to develop a unique business plan, guiding them from initial inspiration to being a professional publisher.