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Code as Creative Medium (A Handbook for Computational Art and Design)
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Product Details
Author:
Golan Levin, Tega Brain
Format:
Paperback
Pages:
280
Publisher:
MIT Press (February 2, 2021)
Language:
English
ISBN-13:
9780262542043
ISBN-10:
0262542048
Weight:
22oz
Dimensions:
9.06" x 7" x 0.59"
Case Pack:
20
File:
RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260405T171753_155746878-20260405.xml
Folder:
RandomHouse
List Price:
$35.00
As low as:
$26.95
Publisher Identifier:
P-RH
Discount Code:
A
QuickShip:
Yes
Audience:
General/trade
Country of Origin:
United States
Pub Discount:
65
Imprint:
The MIT Press
Overview
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.
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.








