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Programming Interactivity
A Designer's Guide to Processing, Arduino, and Openframeworks

Rating
131 Ratings by Goodreads
Already own it? Write a review
Format
Paperback, 726 pages
Published
United States, 31 January 2012

Preface;

What Is-and Isn't-in This Book;

Conventions Used in This Book;

Companion Website;

Using Code Examples;

Safari® Books Online;

How to Contact Us;

Acknowledgments;

Chapter 1: Introducing Interaction Design;

1.1 What This Book Is For;

1.2 Programming for Interactivity;

1.3 Design and Interaction;

1.4 Art and Interaction;

1.5 Data Exchange and Exploration;

1.6 Working Process;

Chapter 2: Programming Basics;

2.1 Why You'll Read This Chapter More Than Once;

2.2 The Nature of Code;

2.3 Variables;

2.4 Control Statements;

2.5 Functions;

2.6 Objects and Properties;

2.7 Scope;

2.8 Review;

Chapter 3: Processing;

3.1 Downloading and Installing Processing;

3.2 Exploring the Processing IDE;

3.3 The Basics of a Processing Application;

3.4 The Basics of Drawing with Processing;

3.5 Capturing Simple User Interaction;

3.6 Importing Libraries;

3.7 Loading External Data into Processing;

3.8 Running and Debugging Applications;

3.9 Exporting Processing Applications;

3.10 Conclusion;

3.11 Review;

Chapter 4: Arduino;

4.1 Starting with Arduino;

4.2 Touring an Arduino Board;

4.3 Touring the Arduino IDE;

4.4 The Basics of an Arduino Application;

4.5 Features of the Arduino Language;

4.6 How to Connect Things to Your Board;

4.7 Hello World;

4.8 Debugging Your Application;

4.9 Importing Libraries;

4.10 Running Your Code;

4.11 Review;

Chapter 5: Programming Revisited;

5.1 Object-Oriented Programming;

5.2 Classes;

5.3 Public and Private Properties;

5.4 Inheritance;

5.5 Processing: Classes and Files;

5.6 C++: Classes and Files;

5.7 Pointers and References;

5.8 Review;

Chapter 6: openFrameworks;

6.1 Your IDE and Computer;

6.2 Taking Another Quick Tour of C++;

6.3 Getting Started with oF;

6.4 Touring an oF Application;

6.5 Creating "Hello, World";

6.6 Drawing in 2-D;

6.7 Displaying Video Files and Images;

6.8 Compiling an oF Program;

6.9 Debugging an oF Application;

6.10 Importing Libraries;

6.11 Review;

Chapter 7: Physical Input;

7.1 Interacting with Physical Controls;

7.2 Thinking About Kinetics;

7.3 Getting Gear for This Chapter;

7.4 Controlling Controls;

7.5 Turning Knobs;

7.6 Using Lights;

7.7 Detecting Touch and Vibration;

7.8 Detecting Proximity;

7.9 Detecting Motion;

7.10 Reading Distance;

7.11 Understanding Binary Numbers;

7.12 Communicating with Other Applications;

7.13 Sending Messages from the Arduino;

7.14 Detecting Forces and Tilt;

7.15 Introducing I2C;

7.16 What's Next;

7.17 Review;

Chapter 8: Programming Graphics;

8.1 The Screen and Graphics;

8.2 Seeing Is Thinking, Looking Is Reading;

8.3 Math, Graphics, and Coordinate Systems;

8.4 Drawing Strategies;

8.5 Transformation Matrices;

8.6 Creating Motion;

8.7 Using Vectors;

8.8 Using Graphical Controls;

8.9 Importing and Exporting Graphics;

8.10 What's Next;

8.11 Review;

Chapter 9: Bitmaps and Pixels;

9.1 Using Pixels As Data;

9.2 Using Pixels and Bitmaps As Input;

9.3 Providing Feedback with Bitmaps;

9.4 Looping Through Pixels;

9.5 Manipulating Bitmaps;

9.6 Analyzing Bitmaps in oF;

9.7 Using Edge Detection;

9.8 Using Pixel Data;

9.9 Using Textures;

9.10 Saving a Bitmap;

9.11 What's Next;

9.12 Review;

Chapter 10: Sound and Audio;

10.1 Sound As Feedback;

10.2 Sound and Interaction;

10.3 How Sound Works on a Computer;

10.4 Audio in Processing;

10.5 Sound in openFrameworks;

10.6 openFrameworks and the FMOD Ex Library;

10.7 Maximilian;

10.8 Physical Manipulation of Sound with Arduino;

10.9 A Quick Note on PWM;

10.10 Creating Interactions with Sound;

10.11 Further Resources;

10.12 Review;

Chapter 11: Arduino and Feedback;

11.1 Using Motors;

11.2 Smart Feedback;

11.3 Using Servos;

11.4 Using Household Currents;

11.5 Working with Appliances;

11.6 Introducing the LilyPad Board;

11.7 Using Vibration;

11.8 Using an LED Matrix;

11.9 Using the SPI Protocol;

11.10 Serial LED Matrix;

11.11 Using LCDs;

11.12 Using Solenoids for Movement;

11.13 What's Next;

11.14 Review;

Chapter 12: Protocols and Communication;

12.1 Communicating over Networks;

12.2 Using XML;

12.3 Understanding Networks and the Internet;

12.4 Handling Network Communication in Processing;

12.5 Understanding Protocols in Networking;

12.6 Using the ofxNetwork Add-on;

12.7 Creating Networks with the Arduino;

12.8 Wireless Internet on the Arduino;

12.9 Communicating with Bluetooth;

12.10 Communicating Using MIDI;

12.11 Review;

Chapter 13: Graphics and OpenGL;

13.1 What Does 3-D Have to Do with Interaction?;

13.2 Understanding 3-D;

13.3 What Is OpenGL?;

13.4 Working with 3-D in Processing;

13.5 Making Custom Shapes in Processing;

13.6 Using Coordinates and Transforms in Processing;

13.7 3-D in openFrameworks;

13.8 Lighting in OpenGL;

13.9 Blending Modes in OpenGL;

13.10 Creating 3-D Objects in oF;

13.11 Using Textures and Shading in Processing;

13.12 Using Another Way of Shading;

13.13 Using ofShader;

13.14 Using Shaders in Processing;

13.15 What to Do Next;

13.16 Review;

Chapter 14: Motion and Gestures;

14.1 Computer Vision;

14.2 OpenCV;

14.3 Using Blobs and Tracking;

14.4 Detecting Features with oF;

14.5 Using OpenCV in Processing;

14.6 Feature Tracking in Processing;

14.7 Using Blob Tracking with Physics;

14.8 Exploring Further in OpenCV;

14.9 Detecting Gestures;

14.10 Capturing iOS gestures with oF;

14.11 Touch with oF;

14.12 What's Next;

14.13 Using the Microsoft Kinect;

14.14 Review;

Chapter 15: Movement and Location;

15.1 Using Movement As and In Interaction;

15.2 Using Software-Based Serial Ports;

15.3 Understanding and Using GPS;

15.4 Storing Data;

15.5 Logging GPS Data to an Arduino;

15.6 Sending GPS Data;

15.7 Getting Location on a Mobile Device;

15.8 What to Do Next;

15.9 Review;

Chapter 16: Spaces and Environments;

16.1 Using Architecture and Space;

16.2 Sensing Environmental Data;

16.3 Using an XBee with Arduino;

16.4 Placing Objects in 2-D;

16.5 Using the X10 Protocol;

16.6 Setting Up an RFID Sensor;

16.7 Reading Heat and Humidity;

16.8 Determine Position of an Object;

16.9 What's Next;

16.10 Review;

Chapter 17: Further Resources;

17.1 What's Next?;

17.2 Bibliography;

17.3 Conclusion;

Colophon;

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Product Description

Preface;

What Is-and Isn't-in This Book;

Conventions Used in This Book;

Companion Website;

Using Code Examples;

Safari® Books Online;

How to Contact Us;

Acknowledgments;

Chapter 1: Introducing Interaction Design;

1.1 What This Book Is For;

1.2 Programming for Interactivity;

1.3 Design and Interaction;

1.4 Art and Interaction;

1.5 Data Exchange and Exploration;

1.6 Working Process;

Chapter 2: Programming Basics;

2.1 Why You'll Read This Chapter More Than Once;

2.2 The Nature of Code;

2.3 Variables;

2.4 Control Statements;

2.5 Functions;

2.6 Objects and Properties;

2.7 Scope;

2.8 Review;

Chapter 3: Processing;

3.1 Downloading and Installing Processing;

3.2 Exploring the Processing IDE;

3.3 The Basics of a Processing Application;

3.4 The Basics of Drawing with Processing;

3.5 Capturing Simple User Interaction;

3.6 Importing Libraries;

3.7 Loading External Data into Processing;

3.8 Running and Debugging Applications;

3.9 Exporting Processing Applications;

3.10 Conclusion;

3.11 Review;

Chapter 4: Arduino;

4.1 Starting with Arduino;

4.2 Touring an Arduino Board;

4.3 Touring the Arduino IDE;

4.4 The Basics of an Arduino Application;

4.5 Features of the Arduino Language;

4.6 How to Connect Things to Your Board;

4.7 Hello World;

4.8 Debugging Your Application;

4.9 Importing Libraries;

4.10 Running Your Code;

4.11 Review;

Chapter 5: Programming Revisited;

5.1 Object-Oriented Programming;

5.2 Classes;

5.3 Public and Private Properties;

5.4 Inheritance;

5.5 Processing: Classes and Files;

5.6 C++: Classes and Files;

5.7 Pointers and References;

5.8 Review;

Chapter 6: openFrameworks;

6.1 Your IDE and Computer;

6.2 Taking Another Quick Tour of C++;

6.3 Getting Started with oF;

6.4 Touring an oF Application;

6.5 Creating "Hello, World";

6.6 Drawing in 2-D;

6.7 Displaying Video Files and Images;

6.8 Compiling an oF Program;

6.9 Debugging an oF Application;

6.10 Importing Libraries;

6.11 Review;

Chapter 7: Physical Input;

7.1 Interacting with Physical Controls;

7.2 Thinking About Kinetics;

7.3 Getting Gear for This Chapter;

7.4 Controlling Controls;

7.5 Turning Knobs;

7.6 Using Lights;

7.7 Detecting Touch and Vibration;

7.8 Detecting Proximity;

7.9 Detecting Motion;

7.10 Reading Distance;

7.11 Understanding Binary Numbers;

7.12 Communicating with Other Applications;

7.13 Sending Messages from the Arduino;

7.14 Detecting Forces and Tilt;

7.15 Introducing I2C;

7.16 What's Next;

7.17 Review;

Chapter 8: Programming Graphics;

8.1 The Screen and Graphics;

8.2 Seeing Is Thinking, Looking Is Reading;

8.3 Math, Graphics, and Coordinate Systems;

8.4 Drawing Strategies;

8.5 Transformation Matrices;

8.6 Creating Motion;

8.7 Using Vectors;

8.8 Using Graphical Controls;

8.9 Importing and Exporting Graphics;

8.10 What's Next;

8.11 Review;

Chapter 9: Bitmaps and Pixels;

9.1 Using Pixels As Data;

9.2 Using Pixels and Bitmaps As Input;

9.3 Providing Feedback with Bitmaps;

9.4 Looping Through Pixels;

9.5 Manipulating Bitmaps;

9.6 Analyzing Bitmaps in oF;

9.7 Using Edge Detection;

9.8 Using Pixel Data;

9.9 Using Textures;

9.10 Saving a Bitmap;

9.11 What's Next;

9.12 Review;

Chapter 10: Sound and Audio;

10.1 Sound As Feedback;

10.2 Sound and Interaction;

10.3 How Sound Works on a Computer;

10.4 Audio in Processing;

10.5 Sound in openFrameworks;

10.6 openFrameworks and the FMOD Ex Library;

10.7 Maximilian;

10.8 Physical Manipulation of Sound with Arduino;

10.9 A Quick Note on PWM;

10.10 Creating Interactions with Sound;

10.11 Further Resources;

10.12 Review;

Chapter 11: Arduino and Feedback;

11.1 Using Motors;

11.2 Smart Feedback;

11.3 Using Servos;

11.4 Using Household Currents;

11.5 Working with Appliances;

11.6 Introducing the LilyPad Board;

11.7 Using Vibration;

11.8 Using an LED Matrix;

11.9 Using the SPI Protocol;

11.10 Serial LED Matrix;

11.11 Using LCDs;

11.12 Using Solenoids for Movement;

11.13 What's Next;

11.14 Review;

Chapter 12: Protocols and Communication;

12.1 Communicating over Networks;

12.2 Using XML;

12.3 Understanding Networks and the Internet;

12.4 Handling Network Communication in Processing;

12.5 Understanding Protocols in Networking;

12.6 Using the ofxNetwork Add-on;

12.7 Creating Networks with the Arduino;

12.8 Wireless Internet on the Arduino;

12.9 Communicating with Bluetooth;

12.10 Communicating Using MIDI;

12.11 Review;

Chapter 13: Graphics and OpenGL;

13.1 What Does 3-D Have to Do with Interaction?;

13.2 Understanding 3-D;

13.3 What Is OpenGL?;

13.4 Working with 3-D in Processing;

13.5 Making Custom Shapes in Processing;

13.6 Using Coordinates and Transforms in Processing;

13.7 3-D in openFrameworks;

13.8 Lighting in OpenGL;

13.9 Blending Modes in OpenGL;

13.10 Creating 3-D Objects in oF;

13.11 Using Textures and Shading in Processing;

13.12 Using Another Way of Shading;

13.13 Using ofShader;

13.14 Using Shaders in Processing;

13.15 What to Do Next;

13.16 Review;

Chapter 14: Motion and Gestures;

14.1 Computer Vision;

14.2 OpenCV;

14.3 Using Blobs and Tracking;

14.4 Detecting Features with oF;

14.5 Using OpenCV in Processing;

14.6 Feature Tracking in Processing;

14.7 Using Blob Tracking with Physics;

14.8 Exploring Further in OpenCV;

14.9 Detecting Gestures;

14.10 Capturing iOS gestures with oF;

14.11 Touch with oF;

14.12 What's Next;

14.13 Using the Microsoft Kinect;

14.14 Review;

Chapter 15: Movement and Location;

15.1 Using Movement As and In Interaction;

15.2 Using Software-Based Serial Ports;

15.3 Understanding and Using GPS;

15.4 Storing Data;

15.5 Logging GPS Data to an Arduino;

15.6 Sending GPS Data;

15.7 Getting Location on a Mobile Device;

15.8 What to Do Next;

15.9 Review;

Chapter 16: Spaces and Environments;

16.1 Using Architecture and Space;

16.2 Sensing Environmental Data;

16.3 Using an XBee with Arduino;

16.4 Placing Objects in 2-D;

16.5 Using the X10 Protocol;

16.6 Setting Up an RFID Sensor;

16.7 Reading Heat and Humidity;

16.8 Determine Position of an Object;

16.9 What's Next;

16.10 Review;

Chapter 17: Further Resources;

17.1 What's Next?;

17.2 Bibliography;

17.3 Conclusion;

Colophon;

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Product Details
EAN
9781449311445
ISBN
144931144X
Publisher
Other Information
Illustrated
Dimensions
23.2 x 18 x 3 centimeters (0.87 kg)

About the Author

Joshua Noble is an interaction designer and developer. He's the lead author of the Flex 4 Cookbook (O'Reilly, May 2010) and Programming Interactivity (July 2009). He's interested in designing humane objects and services for the intersection of public spaces, technology, and micro-computing, and exploring how people can participate in their physical and virtual communities.

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