Programming Interactivity, 2nd Edition
A Designer's Guide to Processing, Arduino, and openFrameworks
Publisher: O'Reilly Media
Released: January 2012
Pages: 728

Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you’ll explore several themes in interactive art and design—including 3D graphics, sound, physical interaction, computer vision, and geolocation—and learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary.

You’ll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFrameworks toolkit. You’ll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects.

  • Learn cutting-edge techniques for interaction design from leading artists and designers
  • Let users provide input through buttons, dials, and other physical controls
  • Produce graphics and animation, including 3D images with OpenGL
  • Use sounds to interact with users by providing feedback, input, or an element they can control
  • Work with motors, servos, and appliances to provide physical feedback
  • Turn a user’s gestures and movements into meaningful input, using Open CV
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oreillyProgramming Interactivity, 2nd Edition
 
4.0

(based on 1 review)

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(1 of 1 customers found this review helpful)

 
4.0

Great book to get started

By Pedro Galvan

from Austin, TX

About Me Press

Pros

  • Helpful examples

Cons

    Best Uses

    • Novice
    • Student

    Comments about oreilly Programming Interactivity, 2nd Edition:

    Programming Interactivity is a great resource for those interested in getting started building interactive systems. It focuses mainly on three technologies to accomplish this: Arduino, Processing and openFrameworks.

    Since this book is mainly for people who are not familiar with interactive systems (but are interested in getting started) it has to cover lots of ground, from introducing basic programming concepts all the way to advanced topics like how to implement your own shaders or how to implement your own motion/gesture recognition.

    I read some reviews of the 1st edition by people complaining that there was no use in explaining basic programming concepts in this book like control statements or class inheritance. I know that if I gave this book to my brother who is a musician interested in building systems that interact with music, or my neighbor who is a middle school student who would love to learn how to build simple interactive systems, they would definitely need those chapters. So, I don't think it harms to include them. If you are already experienced in those topics, just skip them. The book has more than 650 pages with lots of topics, so I am sure you will find useful knowledge anyway.

    When explaining the different tools/technologies, I like the approach that the author used. He includes:
    - An overview/explanation of what it is
    - Info on how to install it and getting it running
    - Interviews with people involved in creating the tool, so you get insight on the reasoning behind it.
    - Practical examples with code.
    - Pointers to resources for additional learning.

    So, as I said, I think this is a great resource to get started on designing and building interactive systems. If you already experienced in this field, I don't think that this will be the book that will take you "one step further", but if it is a field in which you are just getting into, I think this will be an invaluable resource.

    Note: I am a member of the press and was given this book by O'Reilly for review. While that doesn't influence my review, I am required to disclose it.

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