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The art of coding : the language of drawing, graphics, and animation / Mohammad Majid al-Rifaie, Anna Ursyn, Theodor Wyeld.

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Format:
Book
Author/Creator:
Majid al-Rifaie, Mohammad, author.
Ursyn, Anna, 1955- author.
Wyeld, Theodor G., author.
Language:
English
Subjects (All):
Coding theory.
Physical Description:
1 online resource (319 pages)
Edition:
1st ed.
Place of Publication:
Boca Raton, Florida ; London ; New York : CRC Press, [2020]
Summary:
"As the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies. Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming"-- Provided by publisher.
Contents:
Cover
Half Title
Title Page
Copyright Page
Dedication
Contents
List of Codes
Foreword
Preface
Contributors
Authors
About the Cover
Chapter 1: Introduction
1.1 WHO IS THIS BOOK FOR?
1.2 CODING: LANGUAGE OR MATHEMATICS?
1.3 CODING WITH VISUAL AND VERBAL CUES
Chapter 2: Introduction to Coding
2.1 A BRIEF HISTORY OF CODING
2.2 CHOOSING A PROGRAMMING LANGUAGE
2.2.1 Object-oriented programming (OOP)
2.3 BASIC CONCEPTS IN CODING
2.3.1 Syntax and semantics
2.3.2 Assignment statements
2.3.3 Sequences
2.3.4 Selections
2.3.5 Loops
2.3.6 Programming languages &amp
computer architecture
2.4 JAVA, SOME BACKGROUND
2.4.1 How Java works
2.4.2 Attributes and behaviour
2.5 INTRODUCTION TO CODING ANIMATION
2.5.1 First animation: Expanding Circle
2.5.1.1 Basic animation of simple objects
2.5.1.2 Class Circle
2.5.1.3 Initialisation and configuration
2.5.1.4 The animation process
2.5.1.5 Further coding
2.5.2 Morphing
2.5.2.1 Circle
2.5.2.2 Triangle
2.5.2.3 Square
2.5.2.4 Random shape
2.5.2.5 Animating the morphing process
2.5.2.6 Further coding
2.6 AUDIO VISUALISATION
2.6.1 Building an audio visualiser
2.6.2 Basic audio player
2.6.3 Basic line graph generator
2.6.4 Basic audio waveform static visualiser
2.6.5 Basic audio animated visualiser
2.6.6 Basic audio animated visualiser polarised
2.7 MULTISENSORY-BASED PERCEPTION &amp
LEARNING
2.7.1 Image versus text
2.8 MULTISENSORY-BASED CODING
2.8.1 The elements of design in art
2.8.2 Line
2.8.2.1 Project: Meteorological events
2.8.3 Texture
2.8.4 Pattern
2.8.5 Colour and value
2.8.5.1 Primary colours in pigment and light
2.8.5.2 Project: Drawing an apple
2.8.6 Space
2.8.6.1 Showing space in a 2D drawing.
2.8.6.2 Perspective in painting
2.8.6.3 Cognitive perception by painters
2.8.7 The principles of design in art
2.8.7.1 Balance
2.8.7.2 Emphasis
2.8.7.3 Movement
2.8.7.4 Composition
2.8.7.5 Variety and contrast
2.8.7.6 Proportion
2.8.7.7 Unity/harmony
2.8.7.8 Analysis of artworks
2.8.8 Basic art concepts
2.8.9 Visual aspects of math, computing, and coding
Chapter 3: Coding for Art
3.1 INTRODUCTION
3.2 CODE ART
3.2.1 ASCII art
3.2.1.1 A personal account
3.2.1.2 Portrait and still life as ASCII art
3.2.2 Landscape: A cherry tree
3.2.2.1 How does it work?
3.2.2.2 The code
3.2.2.3 What is 'this'?
3.2.3 Project: Map of winds
3.2.4 Wind visualisation
3.3 ABSTRACT ART
3.3.1 Introduction to geometric art with Python
3.3.1.1 Downloading and installation
3.3.1.2 Launching Python
3.3.1.3 Making and saving programs
3.3.2 Examples and experiments
3.3.2.1 n-pointed star
3.3.2.2 Recursive star
3.3.3 Adult colouring book series
3.3.4 MATLAB: Algorithmic generation of design patterns
3.3.4.1 autoxshapes
3.3.4.2 xshapes
3.3.4.3 How it works
3.3.4.4 Some qualifications
3.3.4.5 Under the hood
3.3.4.6 Challenges and projects
3.3.4.7 Getting the software and using MATLAB
3.3.4.8 Background
3.4 3D VISUALISER WITH JAVA
3.4.1 Simple wireframe tetrahedron
3.4.2 Filled coloured tetrahedron
3.4.3 Z-Buffered coloured tetrahedron
3.4.4 Cosine shaded tetrahedron
3.4.5 From tetrahedron to sphere
3.4.6 Changing 3D object to a box
3.4.7 Morphing object from spiky tetrahedron to sphere
3.4.7.1 Control frame
3.4.7.2 3D Object and draw method class
3.4.7.3 Canvas class
3.5 AUDIO DATA TO DRIVE 3D MORPHING ANIMATION
3.5.1 Basic sine wave generator
3.5.2 Basic sine wave-driven animation.
3.5.3 Full audio file-driven animation
3.5.3.1 Class files
3.6 A FRAMEWORK FOR VISUALISATION OF CODES
3.6.1 How to build a computer
3.6.2 Projects involving expressive themes
3.6.2.1 Coding a horse and a rider, across media
3.6.3 Scientific visualisation
3.6.4 Programming 3D forms
3.6.4.1 Creating characters with feelings
3.6.4.2 Storytelling
Chapter 4: Interactivity and Visualising Inputs: Mouse, Data, Finger
4.1 INPUTS AND OUTPUTS
4.2 A PORTRAIT: PERSON WITH A JETPACK
4.3 INTERACTIVE WEATHER TREE APPLICATION
4.3.1 Basic Tree class
4.3.2 Adding some controls
4.3.3 Controlling Tree class
4.3.4 Connecting to a live feed
4.3.5 Connecting to OpenWeather.com
4.3.6 Accessing the data from Canvas class
4.3.7 Adding rain to our display
4.3.8 Driving the Tree class from the weather data
4.3.9 Adding features to the control panel
4.4 ADDING BLING: USING LEDS WITH ARDUINO
4.4.1 Introduction
4.4.2 Arduino
4.4.3 Downloading and installation
4.4.3.1 Electronics basics
4.4.4 Arduino programming
4.4.4.1 Uploading to Arduino board
4.4.5 Wiring LEDs to Arduino
4.4.5.1 Wiring and powering circuits
4.4.6 Current limiting resistor calculation
4.4.7 Controlling multiple LEDs
4.4.8 Dimming an LED with pulse width modulation
4.4.9 Using randomness
4.4.10 Questions you should ask about LEDs
Chapter 5: Translation
5.1 CODE THE SAME THING IN MANY LANGUAGES
5.2 TRANSLATION OF FORTRAN INTO JAVA
5.3 IMAGE PROCESSING IN JAVA FROM SCRATCH
5.3.1 Digital images in Java
5.3.2 Digital image processing
5.3.3 Pattern recognition
5.3.4 Computer vision
5.3.5 Optical character recognition
5.4 BASIC STEPS OF JAVA PROGRAM DEVELOPMENT
5.4.1 Java compiler download and installation
5.4.2 IDE software download and installation.
5.4.3 Writing code to develop application
5.4.4 Compile and run application
5.5 STEPS OF JAVA IMAGE PROCESSING
5.5.1 Draw JFrame
5.5.2 Read image file
5.5.3 Store image file
5.5.4 Modify image
5.5.5 Save the image file
5.5.6 Conclusion
5.5.7 Useful links
Chapter 6: Conclusions and Educational Propositions
6.1 CODING IN CURRICULUM - GRAPHICAL THINKING
6.2 RESOURCES
6.3 FURTHER READING
6.3.1 Books on art and cognition
6.3.2 Books on coding for artists
References
Glossary
Index.
Notes:
Description based on print version record and CIP data provided by publisher; resource not viewed.
ISBN:
1-351-80933-4
1-315-21033-9
9781315210339

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