Visualizing Data: Exploring and Explaining Data with the Processing EnvironmentBen Fry  
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Enormous quantities of data go unused or underused today, simply because people can't visualize the quantities and relationships in it. Using a downloadable programming environment developed by the author, Visualizing Data demonstrates methods for representing data accurately on the Web and elsewhere, complete with user interaction, animation, and more.

How do the 3.1 billion A, C, G and T letters of the human genome compare to those of a chimp or a mouse? What do the paths that millions of visitors take through a web site look like? With Visualizing Data, you learn how to answer complex questions like these with thoroughly interactive displays. We're not talking about cookie-cutter charts and graphs. This book teaches you how to design entire interfaces around large, complex data sets with the help of a powerful new design and prototyping tool called "Processing".

Used by many researchers and companies to convey specific data in a clear and understandable manner, the Processing beta is available free. With this tool and Visualizing Data as a guide, you'll learn basic visualization principles, how to choose the right kind of display for your purposes, and how to provide interactive features that will bring users to your site over and over. This book teaches you: The seven stages of visualizing data — acquire, parse, filter, mine, represent, refine, and interactHow all data problems begin with a question and end with a narrative construct that provides a clear answer without extraneous detailsSeveral example projects with the code to make them workPositive and negative points of each representation discussed. The focus is on customization so that each one best suits what you want to convey about your data setThe book does not provide ready-made "visualizations" that can be plugged into any data set. Instead, with chapters divided by types of data rather than types of display, you'll learn how each visualization conveys the unique properties of the data it represents — why the data was collected, what's interesting about it, and what stories it can tell. Visualizing Data teaches you how to answer questions, not simply display information.

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Understanding Video Games: The Essential IntroductionSimon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca  
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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development―including mobile, casual, educational, and indie gaming.

In the third edition of this textbook, students will:

Learn the major theories and schools of thought used to study games, including ludology and narratology;

Understand the commercial and organizational aspects of the game industry;

Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming;

Explore the aesthetics of game design, including rules, graphics, audio, and time;

Analyze the narrative strategies and genre approaches used in video games;

Consider the debate surrounding the effects of violent video games and the impact of "serious games."

Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

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Art in Motion, Revised Edition: Animation AestheticsMaureen Furniss  
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Art in Motion is the first comprehensive examination of the aesthetics of animation in its many forms. It gives an overview of the relationship between animation studies and media studies, then focuses on specific aesthetic issues concerning flat and dimensional animation, full and limited animation, and new technologies. A series of studies on abstract animation, audiences, representation, and institutional regulators is also included.

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What the Best College Teachers DoKen Bain  
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What makes a great teacher great? Who are the professors students remember long after graduation? This book, the conclusion of a fifteen-year study of nearly one hundred college teachers in a wide variety of fields and universities, offers valuable answers for all educators.

The short answer is—it's not what teachers do, it's what they understand. Lesson plans and lecture notes matter less than the special way teachers comprehend the subject and value human learning. Whether historians or physicists, in El Paso or St. Paul, the best teachers know their subjects inside and out—but they also know how to engage and challenge students and to provoke impassioned responses. Most of all, they believe two things fervently: that teaching matters and that students can learn.

In stories both humorous and touching, Bain describes examples of ingenuity and compassion, of students' discoveries of new ideas and the depth of their own potential. What the Best College Teachers Do is a treasure trove of insight and inspiration for first-year teachers and seasoned educators.

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Getting Started with Processing: A Hands-On Introduction to Making Interactive GraphicsCasey Reas, Ben Fry  
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Processing opened up the world of programming to artists, designers, educators, and beginners. This short book gently introduces the core concepts of computer programming and working with Processing. Written by the co-founders of the Processing project, Reas and Fry, Getting Started with Processing shows you how easy it is to make software and systems with interactive graphics. If you're an artist looking to develop interactive graphics programs or a programmer on your way to becoming an artist, this book will take you where you want to go. Updated with new material on graphics manipulation, data, and for the latest version of Processing.

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Processing: A Programming Handbook for Visual Designers and ArtistsCasey Reas, Ben Fry  
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The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing's cofounders, the book offers a definitive reference for students and professionals. Tutorial chapters make up the bulk of the book; advanced professional projects from such domains as animation, performance, and installation are discussed in interviews with their creators.

This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New "synthesis" chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. "Extension" chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics.

InterviewsSUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter

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Algorithms for Visual Design Using the Processing LanguageKostas Terzidis  
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As the first book to share the necessary algorithms for creating code to experiment with design problems in the processing language, this book offers a series of generic procedures that can function as building blocks and encourages you to then use those building blocks to experiment, explore, and channel your thoughts, ideas, and principles into potential solutions. The book covers such topics as structured shapes, solid geometry, networking and databases, physical computing, image processing, graphic user interfaces, and more.

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Learning Processing, Second Edition: A Beginner's Guide to Programming Images, Animation, and InteractionDaniel Shiffman  
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Learning Processing, Second Edition, is a friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages. Requiring no previous experience, this book is for the true programming beginner. It teaches the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. Step-by-step examples, thorough explanations, hands-on exercises, and sample code, supports your learning curve.

A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. The book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.

This book is ideal for graphic designers and visual artists without programming background who want to learn programming. It will also appeal to students taking college and graduate courses in interactive media or visual computing, and for self-study. A friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languagesNo previous experience required―this book is for the true programming beginner!Step-by-step examples, thorough explanations, hands-on exercises, and sample code supports your learning curve

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The SparkFun Guide to Processing: Create Interactive Art with CodeDerek Runberg  
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Processing is a free, beginner-friendly programming language designed to help non-programmers create interactive art with code.

The SparkFun Guide to Processing, the first in the SparkFun Electronics series, will show you how to craft digital artwork and even combine that artwork with hardware so that it reacts to the world around you. Start with the basics of programming and animation as you draw colorful shapes and make them bounce around the screen. Then move on to a series of hands-on, step-by-step projects that will show you how to: Make detailed pixel art and scale it to epic proportionsWrite a maze game and build a MaKey MaKey controller with fruit buttonsPlay, record, and sample audio to create your own soundboardFetch weather data from the Web and build a custom weather dashboardCreate visualizations that change based on sound, light, and temperature readingsWith a little imagination and Processing as your paintbrush, you'll be on your way to coding your own gallery of digital art in no time! Put on your artist's hat, and begin your DIY journey by learning some basic programming and making your first masterpiece with The SparkFun Guide to Processing.

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Processing for Visual Artists: How to Create Expressive Images and Interactive ArtAndrew Glassner  
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Learn how to create gorgeous and expressive imagery with the Processing graphics language and environment. It's easy with this practical, hands-on book. Processing is for artists, designers, visualization creators, hobbyists, or anyone else looking to create images, animation, and interactive pieces for art, education, science, or business. Processing for Visual Artists shows you everything you need to know in a friendly, project-based style designed for visual thinkers.

The projects can serve as a starting point for your own original, creative development and exploration. Walk with veteran author Andrew Glassner on a journey of shared discovery as he uses Processing to take each project from inspiration to reality. You'll closely follow every step he takes and see exactly how each piece evolves, including the big and small mistakes he's made along the way (and how to fix them!), and the times when he changed direction.

As your knowledge and skills grow and develop, you'll understand why Processing is such a powerful tool for self-expression. And you'll be ready to strike off on your own. Processing offers you a 21st-century medium for expressing new kinds of ideas and engaging audiences in new ways. This book gives you everything you need to know to explore new frontiers in your own images, animations, and interactive experiences.

Source code for each chapter is available for free download on the book's description at the crcpress website.

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Data-driven Graphic Design: Creative Coding for Visual CommunicationAndrew Richardson  
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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).

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On Screen In Time: Transitions in Motion Graphic Design for Film, TV and New MediaMelanie Goux, James A. Houff  
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The moving image is a significant part of graphic design, even discounting motion graphics on-line. But now this world is in turmoil. ‘Transitions’ is the theme that runs through this book, which deals not only with technical and creative innovations at the cutting edge of this branch of graphic design, but the challenges facing the industry and the changes ahead. Moves and changes are the stock in trade of the motion graphic designer from one image or scene to the next and this book neatly takes the analogy and applies it globally to the discipline.

The availability of cheap, easy to use digital video equipment has enabled graphic designers to move into the world of film; On Screen In Time arrives at the point where digital media design and film making meet. Through interviews with leading practitioners across the world, the book focuses on transitions across the range of motion graphics, from Hollywood titles to experimental films on digital video, to interactive interfaces for digital TV. There is also a practical tutorial section.

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