Book picks similar to
A Touch of Code: Interactive Installations and Experiences by Robert Klanten
art
design
technology
nonfiction
The Little Black Book of Design
Adam Judge - 2009
Like an Art of War for design, this slim volume contains guidance, inspiration, and reassurance for all those who labor with the user in mind. If you work on the web, in print, or in film or video, this book can help. If you know someone working on the creative arena, this makes a great gift. Funny, too.Look for fresh aphorisms on our Facebook page.
The Pragmatic Programmer: From Journeyman to Master
Andy Hunt - 1999
It covers topics ranging from personal responsibility and career development to architectural techniques for keeping your code flexible and easy to adapt and reuse. Read this book, and you'll learn how toFight software rot; Avoid the trap of duplicating knowledge; Write flexible, dynamic, and adaptable code; Avoid programming by coincidence; Bullet-proof your code with contracts, assertions, and exceptions; Capture real requirements; Test ruthlessly and effectively; Delight your users; Build teams of pragmatic programmers; and Make your developments more precise with automation. Written as a series of self-contained sections and filled with entertaining anecdotes, thoughtful examples, and interesting analogies,
The Pragmatic Programmer
illustrates the best practices and major pitfalls of many different aspects of software development. Whether you're a new coder, an experienced programmer, or a manager responsible for software projects, use these lessons daily, and you'll quickly see improvements in personal productivity, accuracy, and job satisfaction. You'll learn skills and develop habits and attitudes that form the foundation for long-term success in your career. You'll become a Pragmatic Programmer.
The Creativity Code: How AI Is Learning to Write, Paint and Think
Marcus du Sautoy - 2019
They can navigate more data than a doctor or lawyer and act with greater precision. For many years we’ve taken solace in the notion that they can’t create. But now that algorithms can learn and adapt, does the future of creativity belong to machines, too?It is hard to imagine a better guide to the bewildering world of artificial intelligence than Marcus du Sautoy, a celebrated Oxford mathematician whose work on symmetry in the ninth dimension has taken him to the vertiginous edge of mathematical understanding. In The Creativity Code he considers what machine learning means for the future of creativity. The Pollockizer can produce drip paintings in the style of Jackson Pollock, Botnik spins off fanciful (if improbable) scenes inspired by J. K. Rowling, and the music-composing algorithm Emmy managed to fool a panel of Bach experts. But do these programs just mimic, or do they have what it takes to create? Du Sautoy argues that to answer this question, we need to understand how the algorithms that drive them work―and this brings him back to his own subject of mathematics, with its puzzles, constraints, and enticing possibilities.While most recent books on AI focus on the future of work, The Creativity Code moves us to the forefront of creative new technologies and offers a more positive and unexpected vision of our future cohabitation with machines. It challenges us to reconsider what it means to be human―and to crack the creativity code.
After Effects Apprentice
Trish Meyer - 2007
http://69.131.42.194/showpic.php?imag...
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Close to the Machine: Technophilia and Its Discontents
Ellen Ullman - 1997
We find a smart, funny bisexual torn between the pure, abstract world of programming and her involvement in San Francisco's city-wide registration system for AIDS patients.
Embedded Android: Porting, Extending, and Customizing
Karim Yaghmour - 2011
You'll also receive updates when significant changes are made, as well as the final ebook version. Embedded Android is for Developers wanting to create embedded systems based on Android and for those wanting to port Android to new hardware, or creating a custom development environment. Hackers and moders will also find this an indispensible guide to how Android works.
The Art of Howl's Moving Castle
Hayao Miyazaki - 2004
There's a foppish wizard named Howl, a vain witch from the wastelands, an anthropomorphic chimney fire and a young girl who carries a most unusual curse. And, of course, there's the moving castle…a towering, omnipresent structure that dominates the landscape. Already a smash success in Japan, Howl's Moving Castle finally comes to U.S. theatres this spring. To coincide with its Stateside release, VIZ is proud to present The Art of Howl's Moving Castle, a hardbound, prestige format book which acts as an essential companion to the film. A generous collection of concept sketches, fully rendered character and background drawings, paintings and cell images, The Art of Howl's Moving Castle brings the movie into your library. Along with the stunning visuals, the book also presents interviews and comments with the production staff, including key points directly from the director.There's more than one way to book passage on the moving castle. See the movie, but don't forget to reserve a copy of the book, as well. The Art of Howl's Moving Castle is a great way to preserve the magic of the next great anime classic from Hayao Miyazaki.Shortly after reaping the rewards from his movie Spirited Away, a project that earned him an Academy Award in 2003, director Hayao Miyazaki set his sites on his next film, Howl's Moving Castle.Based on the novel by British author Diana Wynne Jones, Howl's Moving Castle gave the internationally renowned director an opportunity to bring to life a fantastical time in 19th century Europe when science and magic defined the popular zeitgeist.Veering slightly from its source material, the new Miyazaki movie nonetheless retains all the novel's principal characters. There's a foppish wizard named Howl, a vain witch from the wastelands, an anthropomorphic chimney fire and a young girl who carries a most unusual curse. And, of course, there's the moving castle…a towering, omnipresent structure that dominates the landscape. Already a smash success in Japan, Howl's Moving Castle finally comes to U.S. theatres this spring. To coincide with its Stateside release, VIZ is proud to present The Art of Howl's Moving Castle, a hardbound, prestige format book which acts as an essential companion to the film. A generous collection of concept sketches, fully rendered character and background drawings, paintings and cell images, The Art of Howl's Moving Castle brings the movie into your library. Along with the stunning visuals, the book also presents interviews and comments with the production staff, including key points directly from the director.There's more than one way to book passage on the moving castle. See the movie, but don't forget to reserve a copy of the book, as well. The Art of Howl's Moving Castle is a great way to preserve the magic of the next great anime classic from Hayao Miyazaki.
M.C. Escher: The Graphic Work
M.C. Escher - 1954
Escher was born in 1898 in Leeuwarden (Netherlands). He received his first drawing lessons during secondary school from F.W. van der Haagen, who also taught him the block printing, thus fostering Escher's innate graphic talents. From 1912 to 1922 he studied at the School of Architecture and Ornamental Design in Haarlem, where he was instructed in graphic techniques by S. Jessurun de Mesquita, who greatly influenced Escher's further artistic development. Between 1922 and 1934 the artist lived and worked in Italy. Afterwards Escher spent two years in Switzerland and five in Brussels before finally moving back to Barn in Holland, where he died in 1972. M.C. Escher is not a surrealist drawing us into his dream world, but an architect of perfectly impossible worlds who presents the structurally unthinkable as though it were a law of nature. The resulting dimensional and perspectival illusions bring us into confrontation with the limitations of our sensory perception. About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions
Logolounge: 2,000 International Identities by Leading Designers
Bill Gardner - 2002
Logolounge features the work of superstar artists and firms such as Michael Vanderbyl and Sibley Peteet Design and includes both new campaigns and never-before-seen projects. With 2,000 logos from a variety of sources, this visually compelling volume will become the go-to resource for inspiration from the best in the field.
Pro Git
Scott Chacon - 2009
It took the open source world by storm since its inception in 2005, and is used by small development shops and giants like Google, Red Hat, and IBM, and of course many open source projects.A book by Git experts to turn you into a Git expert. Introduces the world of distributed version control Shows how to build a Git development workflow.
Practical Vim: Edit Text at the Speed of Thought
Drew Neil - 2012
It's available on almost every OS--if you master the techniques in this book, you'll never need another text editor. Practical Vim shows you 120 vim recipes so you can quickly learn the editor's core functionality and tackle your trickiest editing and writing tasks. Vim, like its classic ancestor vi, is a serious tool for programmers, web developers, and sysadmins. No other text editor comes close to Vim for speed and efficiency; it runs on almost every system imaginable and supports most coding and markup languages. Learn how to edit text the "Vim way:" complete a series of repetitive changes with The Dot Formula, using one keystroke to strike the target, followed by one keystroke to execute the change. Automate complex tasks by recording your keystrokes as a macro. Run the same command on a selection of lines, or a set of files. Discover the "very magic" switch, which makes Vim's regular expression syntax more like Perl's. Build complex patterns by iterating on your search history. Search inside multiple files, then run Vim's substitute command on the result set for a project-wide search and replace. All without installing a single plugin! You'll learn how to navigate text documents as fast as the eye moves--with only a few keystrokes. Jump from a method call to its definition with a single command. Use Vim's jumplist, so that you can always follow the breadcrumb trail back to the file you were working on before. Discover a multilingual spell-checker that does what it's told.Practical Vim will show you new ways to work with Vim more efficiently, whether you're a beginner or an intermediate Vim user. All this, without having to touch the mouse.What You Need: Vim version 7
Getting Real: The Smarter, Faster, Easier Way to Build a Web Application
37 Signals - 2006
At under 200 pages it's quick reading too. Makes a great airplane book.
Web Form Design: Filling in the Blanks
Luke WroblewskiMicah Alpern - 2008
In Web Form Design, Luke Wroblewski draws on original research, his considerable experience at Yahoo! and eBay, and the perspectives of many of the field's leading designers to show you everything you need to know about designing effective and engaging Web forms.
Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists
Dustyn Roberts - 2010
Photographs, illustrations, screen shots, and images of 3D models are included for each project.This unique resource emphasizes using off-the-shelf components, readily available materials, and accessible fabrication techniques. Simple projects give you hands-on practice applying the skills covered in each chapter, and more complex projects at the end of the book incorporate topics from multiple chapters. Turn your imaginative ideas into reality with help from this practical, inventive guide.Discover how to:Find and select materialsFasten and join partsMeasure force, friction, and torqueUnderstand mechanical and electrical power, work, and energyCreate and control motionWork with bearings, couplers, gears, screws, and springsCombine simple machines for work and funProjects include:Rube Goldberg breakfast machineMousetrap powered carDIY motor with magnet wireMotor direction and speed controlDesigning and fabricating spur gearsAnimated creations in paperAn interactive rotating platformSmall vertical axis wind turbineSADbot: the seasonally affected drawing robotMake Great Stuff!TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.