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Code as Creative Medium

A Handbook for Computational Art and Design

Golan Levin Tega Brain

$85

Paperback

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English
MIT Press
16 June 2021
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.

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.

By:   ,
Imprint:   MIT Press
Country of Publication:   United States
Edition:   Annotated edition
Dimensions:   Height: 191mm,  Width: 235mm, 
Weight:   368g
ISBN:   9780262542043
ISBN 10:   0262542048
Pages:   280
Publication Date:  
Audience:   General/trade ,  ELT Advanced
Format:   Paperback
Publisher's Status:   Active
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

Golan Levin is Professor of Electronic Art at Carnegie Mellon University, where is also Director of the Frank-Ratchye STUDIO for Creative Inquiry. Tega Brain, an Australian-born artist, educator and researcher, is Assistant Professor of Integrated Digital Media at New York University. Her work has been exhibited in such venues as the Whitney Museum, the Guangzhou Triennial, the Vienna Design Biennale, and the Transmediale Festival.

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