-
Introductions
-
Chapter 1 Introducing Interaction Design
- What This Book Is for
- Programming for Interactivity
- Design and Interaction
- Art and Interaction
- Data Exchange and Exploration
- Working Process
-
Chapter 2 Programming Basics
- Why You’ll Read This Chapter More Than Once
- The Nature of Code
- Variables
- Control Statements
- Functions
- Objects and Properties
- Scope
- Review
-
Chapter 3 Processing
- Downloading and Installing Processing
- Exploring the Processing IDE
- The Basics of a Processing Application
- The Basics of Drawing with Processing
- Capturing Simple User Interaction
- Importing Libraries
- Loading Things into Processing
- Running and Debugging Applications
- Exporting Processing Applications
- Conclusion
- Review
-
Chapter 4 Arduino
- Starting with Arduino
- Touring Two Arduino Boards
- Touring the Arduino IDE
- The Basics of an Arduino Application
- Features of the Arduino Language
- How to Connect Things to Your Board
- Hello World
- Debugging Your Application
- Importing Libraries
- Running Your Code
- Review
-
Chapter 5 Programming Revisited
- Object-Oriented Programming
- Classes
- Public and Private Properties
- Inheritance
- Processing: Classes and Files
- C++: Classes and Files
- Pointers and References
- Review
-
Chapter 6 openFrameworks
- Your IDE and Computer
- Taking Another Quick Tour of C++
- Getting Started with oF
- Touring an oF Application
- Creating “Hello, World”
- Drawing in 2D
- Displaying Video Files and Images
- Importing Libraries
- Compiling an oF Program
- Debugging an oF Application
- Review
-
-
Themes
-
Chapter 7 Sound and Audio
- Sound As Feedback
- Sound and Interaction
- How Sound Works on a Computer
- Audio in Processing
- Sound in openFrameworks
- openFrameworks and the FMOD Ex Library
- The Sound Object Library
- The Magic of the Fast Fourier Transform
- Physical Manipulation of Sound with Arduino
- A Quick Note on PWM
- Creating Interactions with Sound
- Further Resources
- Review
-
Chapter 8 Physical Input
- Interacting with Physical Controls
- Thinking About Kinetics
- Getting Gear for This Chapter
- Controlling Controls
- Turning Knobs
- Using Lights
- Detecting Touch and Vibration
- Communicating with Other Applications
- Sending Messages from the Arduino
- Detecting Motion
- Reading Distance
- Understanding Binary Numbers
- Detecting Forces and Tilt
- Introducing I2C
- What Is a Physical Interface?
- What’s Next
- Review
-
Chapter 9 Programming Graphics
- The Screen and Graphics
- Seeing Is Thinking, Looking Is Reading
- Math, Graphics, and Coordinate Systems
- Drawing Strategies
- Processing and Transformation Matrices
- Creating Motion
- Using Vectors
- Using Graphical Controls
- Importing and Exporting Graphics
- What’s Next
- Review
-
Chapter 10 Bitmaps and Pixels
- Using Pixels As Data
- Using Pixels and Bitmaps As Input
- Providing Feedback with Bitmaps
- Looping Through Pixels
- Manipulating Bitmaps
- Analyzing Bitmaps in oF
- Using Pixel Data
- Using Textures
- Saving a Bitmap
- What’s Next
- Review
-
Chapter 11 Physical Feedback
- Using Motors
- Using Servos
- Using Household Currents
- Working with Appliances
- Introducing the LilyPad Board
- Using Vibration
- Using an LED Matrix
- Using LCDs
- Using Solenoids for Movement
- What’s Next
- Review
-
Chapter 12 Protocols and Communication
- Communicating Over Networks
- Using XML
- Understanding Networks and the Internet
- Handling Network Communication in Processing
- Understanding Protocols in Networking
- Using ofxNetwork
- Creating Networks with the Arduino
- Using Carnivore to Communicate
- Communicating with Bluetooth
- Communicating Using MIDI
- Review
-
-
Explorations
-
Chapter 13 Graphics and OpenGL
- What Does 3D Have to Do with Interaction?
- Understanding 3D
- Working with 3D in Processing
- Making Custom Shapes in Processing
- Using Coordinates and Transforms in Processing
- Working with 3D in OpenGL
- Using Matrices and Transformations in OpenGL
- Using Vertices in OpenGL
- Drawing with Textures in oF
- Lighting in OpenGL
- Blending Modes in OpenGL
- Using Textures and Shading in Processing
- Using Another Way of Shading
- Using an ofShader Addon
- What to Do Next
- Review
-
Chapter 14 Detection and Gestures
- Computer Vision
- OpenCV
- Using Blobs and Tracking
- Using OpenCV in Processing
- Detecting Gestures
- Implementing Face Recognition
- Exploring Touch Devices with oF
- What’s Next
- Review
-
Chapter 15 Movement and Location
- Using Movement As and in Interaction
- Using Software-Based Serial Ports
- Understanding and Using GPS
- Storing Data
- Logging GPS Data to an Arduino
- Sending GPS Data
- Determining Location by IP Address
- What to Do Next
- Review
-
Chapter 16 Interfaces and Controls
- Examining Tools, Affordances, and Aesthetics
- Reexamining Tilt
- Exploring InputShield
- Understanding Touch
- Exploring Open Source Touch Hardware
- Communicating Using OSC
- Using the Wiimote
- What’s Next
- Review
-
Chapter 17 Spaces and Environments
- Using Architecture and Space
- Sensing Environmental Data
- Using an XBee with Arduino
- Placing Objects in 2D
- Using the X10 Protocol
- Setting Up an RFID Sensor
- Reading Heat and Humidity
- What’s Next
- Review
-
Chapter 18 Further Resources
- What’s Next?
- Bibliography
- Conclusion
-
-
Appendix Circuit Diagram Symbols
-
Programming Glossary
-
Colophon
- Title:
- Programming Interactivity
- By:
- Joshua Noble
- Publisher:
- O'Reilly Media
- Formats:
-
- Ebook
- Safari Books Online
- Print Release:
- July 2009
- Ebook Release:
- July 2009
- Pages:
- 736
- Print ISBN:
- 978-0-596-15414-1
- | ISBN 10:
- 0-596-15414-3
- Ebook ISBN:
- 978-0-596-80520-3
- | ISBN 10:
- 0-596-80520-9
The animals on the cover of Programming Interactivity are guinea fowl (family Phasianidae, subfamily Numindinae). Sometimes known as guinea hen, wild guinea fowl originally hail from western Africa. Featherless heads with black crests and dark gray or deep blue plumage distinguish guinea fowl from other birds.
Domesticated guinea fowl (descended from Numida meleagris) make popular additions to farms, as farmers value the birds for their ability to control insects (guinea fowl dine on insects, leafy greens, and seeds). Farmers and other guinea fowl owners also appreciate the birds' paranoid natures; guinea fowl will cry out at provocations as slight as the bark of a dog, the beep of a horn, or a stranger's footsteps.
Their distinctive cries provide an easy way to distinguish the gender of the birds. While females and males both make a piercing "ah, ah, ah" sound when provoked, only the female can produce a two-syllable call that sounds as if she is saying "come back, come back, come back" or "buckwheat, buckwheat, buckwheat."
Gourmands prize cooked guinea fowl for their lean, tender flesh, which possesses a less gamy flavor than pheasant, while others say the prepared bird tastes like chicken (and also a little bit like turkey).
The cover image is from The Riverside Natural History. The cover font is Adobe ITC Garamond. The text font is Linotype Birka; the heading font is Adobe Myriad Condensed; and the code font is LucasFont's TheSansMonoCondensed.
