Programming Interactivity - Unlock the Power of Arduino ...
Unlock the Power of Arduino, Processing, and OpenFrameworks by Joshua Noble Description Interested in using electronics and programming to create rich interactive experiences with your artwork and designs? With Programming Interactivity, you'll explore cutting-edge techniques for interaction design, and get the background and technical information you need to design, program, build, and troubleshoot your own projects. This book explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: Processing, Arduino, and OpenFrameworks. Full Description If you're interested in using electronics and programming to create rich interactive experiences with your artwork, designs, or prototypes, Programming Interactivity is the place to start. You'll explore common themes in interactive art and design, like 2D and 3D graphics, sound, physical interaction, computer vision, circuit bending, geo-location and more. This book explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: * Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones * Arduino, a system that integrates a microcomputer prototyping board, IDE, and programming language for creating your own hardware and controls * OpenFrameworks, a coding framework simplified for designers and artists, using the powerful C++ programming language You'll get working code samples you can use right away, along with the background and technical information you need to design, program, build, and troubleshoot your own projects. Programming Interactivity also examines cutting-edge design techniques, and includes discussions with leading artists and designers on projects and theory. Table of Contents 1. Introductions 1. Chapter 1 Introducing Interaction Design 1. What This Book Is for 2. Programming for Interactivity 3. Design and Interaction 4. Art and Interaction 5. Data Exchange and Exploration 6. Working Process 2. Chapter 2 Programming Basics 1. Why Youll Read This Chapter More Than Once 2. The Nature of Code 3. Variables 4. Control Statements 5. Functions 6. Objects and Properties 7. Scope 8. Review 3. Chapter 3 Processing 1. Downloading and Installing Processing 2. Exploring the Processing IDE 3. The Basics of a Processing Application 4. The Basics of Drawing with Processing 5. Capturing Simple User Interaction 6. Importing Libraries 7. Loading Things into Processing 8. Running and Debugging Applications 9. Exporting Processing Applications 10. Conclusion 11. Review 4. Chapter 4 Arduino 1. Starting with Arduino 2. Touring Two Arduino Boards 3. Touring the Arduino IDE 4. The Basics of an Arduino Application 5. Features of the Arduino Language 6. How to Connect Things to Your Board 7. Hello World 8. Debugging Your Application 9. Importing Libraries 10. Running Your Code 11. Review 5. Chapter 5 Programming Revisited 1. Object-Oriented Programming 2. Classes 3. Public and Private Properties 4. Inheritance 5. Processing: Classes and Files 6. C++: Classes and Files 7. Pointers and References 8. Review 6. Chapter 6 openFrameworks 1. Your IDE and Computer 2. Taking Another Quick Tour of C++ 3. Getting Started with oF 4. Touring an oF Application 5. Creating Hello, World 6. Drawing in 2D 7. Displaying Video Files and Images 8. Importing Libraries 9. Compiling an oF Program 10. Debugging an oF Application 11. Review 2. Themes 1. Chapter 7 Sound and Audio 1. Sound As Feedback 2. Sound and Interaction 3. How Sound Works on a Computer 4. Audio in Processing 5. Sound in openFrameworks 6. openFrameworks and the FMOD Ex Library 7. The Sound Object Library 8. The Magic of the Fast Fourier Transform 9. Physical Manipulation of Sound with Arduino 10. A Quick Note on PWM 11. Creating Interactions with Sound 12. Further Resources 13. Review 2. Chapter 8 Physical Input 1. Interacting with Physical Controls 2. Thinking About Kinetics 3. Getting Gear for This Chapter 4. Controlling Controls 5. Turning Knobs 6. Using Lights 7. Detecting Touch and Vibration 8. Communicating with Other Applications 9. Sending Messages from the Arduino 10. Detecting Motion 11. Reading Distance 12. Understanding Binary Numbers 13. Detecting Forces and Tilt 14. Introducing I2C 15. What Is a Physical Interface? 16. Whats Next 17. Review 3. Chapter 9 Programming Graphics 1. The Screen and Graphics 2. Seeing Is Thinking, Looking Is Reading 3. Math, Graphics, and Coordinate Systems 4. Drawing Strategies 5. Processing and Transformation Matrices 6. Creating Motion 7. Using Vectors 8. Using Graphical Controls 9. Importing and Exporting Graphics 10. Whats Next 11. Review 4. Chapter 10 Bitmaps and Pixels 1. Using Pixels As Data 2. Using Pixels and Bitmaps As Input 3. Providing Feedback with Bitmaps 4. Looping Through Pixels 5. Manipulating Bitmaps 6. Analyzing Bitmaps in oF 7. Using Pixel Data 8. Using Textures 9. Saving a Bitmap 10. Whats Next 11. Review 5. Chapter 11 Physical Feedback 1. Using Motors 2. Using Servos 3. Using Household Currents 4. Working with Appliances 5. Introducing the LilyPad Board 6. Using Vibration 7. Using an LED Matrix 8. Using LCDs 9. Using Solenoids for Movement 10. Whats Next 11. Review 6. Chapter 12 Protocols and Communication 1. Communicating Over Networks 2. Using XML 3. Understanding Networks and the Internet 4. Handling Network Communication in Processing 5. Understanding Protocols in Networking 6. Using ofxNetwork 7. Creating Networks with the Arduino 8. Using Carnivore to Communicate 9. Communicating with Bluetooth 10. Communicating Using MIDI 11. Review 3. Explorations 1. Chapter 13 Graphics and OpenGL 1. What Does 3D Have to Do with Interaction? 2. Understanding 3D 3. Working with 3D in Processing 4. Making Custom Shapes in Processing 5. Using Coordinates and Transforms in Processing 6. Working with 3D in OpenGL 7. Using Matrices and Transformations in OpenGL 8. Using Vertices in OpenGL 9. Drawing with Textures in oF 10. Lighting in OpenGL 11. Blending Modes in OpenGL 12. Using Textures and Shading in Processing 13. Using Another Way of Shading 14. Using an ofShader Addon 15. What to Do Next 16. Review 2. Chapter 14 Detection and Gestures 1. Computer Vision 2. OpenCV 3. Using Blobs and Tracking 4. Using OpenCV in Processing 5. Detecting Gestures 6. Implementing Face Recognition 7. Exploring Touch Devices with oF 8. Whats Next 9. Review 3. Chapter 15 Movement and Location 1. Using Movement As and in Interaction 2. Using Software-Based Serial Ports 3. Understanding and Using GPS 4. Storing Data 5. Logging GPS Data to an Arduino 6. Sending GPS Data 7. Determining Location by IP Address 8. What to Do Next 9. Review 4. Chapter 16 Interfaces and Controls 1. Examining Tools, Affordances, and Aesthetics 2. Reexamining Tilt 3. Exploring InputShield 4. Understanding Touch 5. Exploring Open Source Touch Hardware 6. Communicating Using OSC 7. Using the Wiimote 8. Whats Next 9. Review 5. Chapter 17 Spaces and Environments 1. Using Architecture and Space 2. Sensing Environmental Data 3. Using an XBee with Arduino 4. Placing Objects in 2D 5. Using the X10 Protocol 6. Setting Up an RFID Sensor 7. Reading Heat and Humidity 8. Whats Next 9. Review 6. Chapter 18 Further Resources 1. Whats Next? 2. Bibliography 3. Conclusion 1. Appendix Circuit Diagram Symbols 2. Programming Glossary 3. Colophon
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