Author: Haresh Lalvani
Publisher: Taylor & Francis
ISBN: 1000822648
Category : Architecture
Languages : en
Pages : 421
Book Description
Coding, Shaping, Making combines inspiration from architecture, mathematics, biology, chemistry, physics and computation to look towards the future of architecture, design and art. It presents ongoing experiments in the search for fundamental principles of form and form-making in nature so that we can better inform our own built environment. In the coming decades, matter will become encoded with shape information so that it shapes itself, as happens in biology. Physical objects, shaped by forces as well, will begin to design themselves based on information encoded in matter they are made of. This knowledge will be scaled and trickled up to architecture. Consequently, architecture will begin to design itself and the role of the architect will need redefining. This heavily illustrated book highlights Haresh Lalvani’s efforts towards this speculative future through experiments in form and form-making, including his work in developing a new approach to shape‐coding, exploring higher‐dimensional geometry for designing physical structures and organizing form in higher-dimensional diagrams. Taking an in-depth look at Lalvani’s pioneering experiments of mass customization in industrial products in architecture, combined with his idea of a form continuum, this book argues for the need for integration of coding, shaping and making in future technologies into one seamless process. Drawing together decades of research, this book will be a thought-provoking read for architecture professionals and students, especially those interested in the future of the discipline as it relates to mathematics, science, technology and art. It will also interest those in the latter fields for its broader implications.
Coding, Shaping, Making
Author: Haresh Lalvani
Publisher: Taylor & Francis
ISBN: 1000822648
Category : Architecture
Languages : en
Pages : 421
Book Description
Coding, Shaping, Making combines inspiration from architecture, mathematics, biology, chemistry, physics and computation to look towards the future of architecture, design and art. It presents ongoing experiments in the search for fundamental principles of form and form-making in nature so that we can better inform our own built environment. In the coming decades, matter will become encoded with shape information so that it shapes itself, as happens in biology. Physical objects, shaped by forces as well, will begin to design themselves based on information encoded in matter they are made of. This knowledge will be scaled and trickled up to architecture. Consequently, architecture will begin to design itself and the role of the architect will need redefining. This heavily illustrated book highlights Haresh Lalvani’s efforts towards this speculative future through experiments in form and form-making, including his work in developing a new approach to shape‐coding, exploring higher‐dimensional geometry for designing physical structures and organizing form in higher-dimensional diagrams. Taking an in-depth look at Lalvani’s pioneering experiments of mass customization in industrial products in architecture, combined with his idea of a form continuum, this book argues for the need for integration of coding, shaping and making in future technologies into one seamless process. Drawing together decades of research, this book will be a thought-provoking read for architecture professionals and students, especially those interested in the future of the discipline as it relates to mathematics, science, technology and art. It will also interest those in the latter fields for its broader implications.
Publisher: Taylor & Francis
ISBN: 1000822648
Category : Architecture
Languages : en
Pages : 421
Book Description
Coding, Shaping, Making combines inspiration from architecture, mathematics, biology, chemistry, physics and computation to look towards the future of architecture, design and art. It presents ongoing experiments in the search for fundamental principles of form and form-making in nature so that we can better inform our own built environment. In the coming decades, matter will become encoded with shape information so that it shapes itself, as happens in biology. Physical objects, shaped by forces as well, will begin to design themselves based on information encoded in matter they are made of. This knowledge will be scaled and trickled up to architecture. Consequently, architecture will begin to design itself and the role of the architect will need redefining. This heavily illustrated book highlights Haresh Lalvani’s efforts towards this speculative future through experiments in form and form-making, including his work in developing a new approach to shape‐coding, exploring higher‐dimensional geometry for designing physical structures and organizing form in higher-dimensional diagrams. Taking an in-depth look at Lalvani’s pioneering experiments of mass customization in industrial products in architecture, combined with his idea of a form continuum, this book argues for the need for integration of coding, shaping and making in future technologies into one seamless process. Drawing together decades of research, this book will be a thought-provoking read for architecture professionals and students, especially those interested in the future of the discipline as it relates to mathematics, science, technology and art. It will also interest those in the latter fields for its broader implications.
Cracking the Code: Shaping Your Millionaire Mind
Author:
Publisher: Benjamin Taylor III
ISBN:
Category :
Languages : en
Pages : 135
Book Description
Publisher: Benjamin Taylor III
ISBN:
Category :
Languages : en
Pages : 135
Book Description
Shaping Things
Author: Bruce Sterling
Publisher: MIT Press (MA)
ISBN: 9780262195331
Category : Design
Languages : en
Pages : 0
Book Description
A guide to the next great wave of technology -- an era of objects so programmable that they can be regarded as material instantiations of an immaterial system.
Publisher: MIT Press (MA)
ISBN: 9780262195331
Category : Design
Languages : en
Pages : 0
Book Description
A guide to the next great wave of technology -- an era of objects so programmable that they can be regarded as material instantiations of an immaterial system.
Big Data, Code and the Discrete City
Author: Silvio Carta
Publisher: Routledge
ISBN: 1351007386
Category : Computers
Languages : en
Pages : 197
Book Description
Big Data, Code and the Discrete City explores how digital technologies are gradually changing the way in which the public space is designed by architects, managed by policymakers and experienced by individuals. Smart city technologies are superseding the traditional human experience that has characterised the making of the public space until today. This book examines how computers see the public space and the effect of algorithms, artificial intelligences and automated processes on the human experience in public spaces. Divided into three parts, the first part of this book examines the notion of discreteness in its origins and applications to computer sciences. The second section presents a dual perspective: it explores the ways in which public spaces are constructed by the computer-driven logic and then translated into control mechanisms, design strategies and software-aided design. This perspective also describes the way in which individuals perceive this new public space, through its digital logic, and discrete mechanisms (from Wi-Fi coverage to self-tracking). Finally, in the third part, this book scrutinises the discrete logic with which computers operate, and how this is permeating into aspects of city life. This book is valuable for anyone interested in urban studies and digital technologies, and more specifically in big data, urban informatics and public space.
Publisher: Routledge
ISBN: 1351007386
Category : Computers
Languages : en
Pages : 197
Book Description
Big Data, Code and the Discrete City explores how digital technologies are gradually changing the way in which the public space is designed by architects, managed by policymakers and experienced by individuals. Smart city technologies are superseding the traditional human experience that has characterised the making of the public space until today. This book examines how computers see the public space and the effect of algorithms, artificial intelligences and automated processes on the human experience in public spaces. Divided into three parts, the first part of this book examines the notion of discreteness in its origins and applications to computer sciences. The second section presents a dual perspective: it explores the ways in which public spaces are constructed by the computer-driven logic and then translated into control mechanisms, design strategies and software-aided design. This perspective also describes the way in which individuals perceive this new public space, through its digital logic, and discrete mechanisms (from Wi-Fi coverage to self-tracking). Finally, in the third part, this book scrutinises the discrete logic with which computers operate, and how this is permeating into aspects of city life. This book is valuable for anyone interested in urban studies and digital technologies, and more specifically in big data, urban informatics and public space.
The Nature of Code
Author: Daniel Shiffman
Publisher: No Starch Press
ISBN: 1718503717
Category : Computers
Languages : en
Pages : 642
Book Description
All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.
Publisher: No Starch Press
ISBN: 1718503717
Category : Computers
Languages : en
Pages : 642
Book Description
All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.
Coding with Scratch - Make 3D Games & Graphics
Author: Max Wainewright
Publisher: In Easy Steps Limited
ISBN: 1787910288
Category : Juvenile Nonfiction
Languages : en
Pages : 84
Book Description
Take your coding into the next dimension! Coding with Scratch – Make 3D Games & Graphics starts by showing you how to make 3D graphics and then, step-by-step, it takes you through to making 3D games. Try the challenges and mods and make your games unique. Your adventure in game design begins here! · Learn simple Scratch 3D techniques: · How to build simple 3D models one layer at a time. · Drawing shapes, cloning, animation, and adding perspective. · How to make 3D landscapes including a park, a racetrack, a maze, and a city. · How to speed up your code by creating your own render blocks and functions that work extra quickly. For children who have had some experience using Scratch. Table of Contents 1. Coding with Scratch 2. Rotating Shapes 3. Animated Dinosaur 4. 3D Chicken 5. Animated Dog 6. Cubic Tower 7. 3D Park 8. Skyscraper 9. 3D Car 10. 3D Levels Maze 11. City Driver 12. 3D Platformer 13. Dark Maze 14. Glossary
Publisher: In Easy Steps Limited
ISBN: 1787910288
Category : Juvenile Nonfiction
Languages : en
Pages : 84
Book Description
Take your coding into the next dimension! Coding with Scratch – Make 3D Games & Graphics starts by showing you how to make 3D graphics and then, step-by-step, it takes you through to making 3D games. Try the challenges and mods and make your games unique. Your adventure in game design begins here! · Learn simple Scratch 3D techniques: · How to build simple 3D models one layer at a time. · Drawing shapes, cloning, animation, and adding perspective. · How to make 3D landscapes including a park, a racetrack, a maze, and a city. · How to speed up your code by creating your own render blocks and functions that work extra quickly. For children who have had some experience using Scratch. Table of Contents 1. Coding with Scratch 2. Rotating Shapes 3. Animated Dinosaur 4. 3D Chicken 5. Animated Dog 6. Cubic Tower 7. 3D Park 8. Skyscraper 9. 3D Car 10. 3D Levels Maze 11. City Driver 12. 3D Platformer 13. Dark Maze 14. Glossary
Make: Geometry
Author: Joan Horvath
Publisher: Make Community, LLC
ISBN: 9781680456714
Category :
Languages : en
Pages : 312
Book Description
Geometry, of all the branches of mathematics, is the one that is most easily visualized by making something. However, it is all too easy to reduce it to reams of formulas to memorize and proofs to replicate. This book aims to take geometry back to its practical roots with 3D printed models and puzzles as well as demonstrations with household objects like flashlights and paper towel tubes. This is not a traditional geometry textbook, but rather builds up understanding of geometry concepts encountered primarily in middle school while also bringing in elements of concepts normally learned much later. Some of the models are counterintuitive, and figuring out how and why they work will both entertain and give insights. Two final chapters suggesting open-ended projects in astronomy and physics, and art and architecture, allow for deeper understanding and integration of the learning in the rest of the book.
Publisher: Make Community, LLC
ISBN: 9781680456714
Category :
Languages : en
Pages : 312
Book Description
Geometry, of all the branches of mathematics, is the one that is most easily visualized by making something. However, it is all too easy to reduce it to reams of formulas to memorize and proofs to replicate. This book aims to take geometry back to its practical roots with 3D printed models and puzzles as well as demonstrations with household objects like flashlights and paper towel tubes. This is not a traditional geometry textbook, but rather builds up understanding of geometry concepts encountered primarily in middle school while also bringing in elements of concepts normally learned much later. Some of the models are counterintuitive, and figuring out how and why they work will both entertain and give insights. Two final chapters suggesting open-ended projects in astronomy and physics, and art and architecture, allow for deeper understanding and integration of the learning in the rest of the book.
Coding
Author: Frances Payne
Publisher: Redback Publishing
ISBN: 1925860701
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Find out about computer coding.
Publisher: Redback Publishing
ISBN: 1925860701
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Find out about computer coding.
Coding Art
Author: Yu Zhang
Publisher: Apress
ISBN: 9781484262634
Category : Architecture
Languages : en
Pages : 280
Book Description
Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the creative process by following a four-step process, and through this, land in the cross section of coding and art, with a focus on practical examples and relevant work structures. You'll follow a real-world use case of computation art and see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started. This unique and finely balanced approach between skill acquisition and the creative process and development makes Coding Art a functional reference book for both creative programming and the creative process for professors and students alike. What You’ll Learn Review ideas and approaches from creative programming to different professional domains Work with computational tools like the Processing language Understand the skills needed to move from static elements to animation to interaction Use interactivity as input to bring creative concepts closer to refinement and depth Simplify and extend the design of aesthetics, rhythms, and smoothness with data structures Leverage the diversity of art code on other platforms like the web or mobile applications Understand the end-to-end process of computation art through real world use cases Study best practices, common pitfalls, and challenges of the creative process Who This Book Is For Those looking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; and those who already know how to program, seeking creativity and inspiration in the context of computation and data.
Publisher: Apress
ISBN: 9781484262634
Category : Architecture
Languages : en
Pages : 280
Book Description
Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the creative process by following a four-step process, and through this, land in the cross section of coding and art, with a focus on practical examples and relevant work structures. You'll follow a real-world use case of computation art and see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started. This unique and finely balanced approach between skill acquisition and the creative process and development makes Coding Art a functional reference book for both creative programming and the creative process for professors and students alike. What You’ll Learn Review ideas and approaches from creative programming to different professional domains Work with computational tools like the Processing language Understand the skills needed to move from static elements to animation to interaction Use interactivity as input to bring creative concepts closer to refinement and depth Simplify and extend the design of aesthetics, rhythms, and smoothness with data structures Leverage the diversity of art code on other platforms like the web or mobile applications Understand the end-to-end process of computation art through real world use cases Study best practices, common pitfalls, and challenges of the creative process Who This Book Is For Those looking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; and those who already know how to program, seeking creativity and inspiration in the context of computation and data.
Mazes for Programmers
Author: Jamis Buck
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.