A three-week creative coding module was implemented as part of an introductory high school computer science class using a novel programming platform in virtual reality. This paper examines students' open-ended, in...
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In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, stu...
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ISBN:
(纸本)9781450310987
In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1.
This paper describes the design process for The Mind at Work, a light and sound art installation using networked devices, as a case study in working creatively with complex and unknown technological systems. The art i...
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This paper describes the design process for The Mind at Work, a light and sound art installation using networked devices, as a case study in working creatively with complex and unknown technological systems. The art installation evoked the development of a reusable framework for making scalable, re-configurable, audiovisual systems, while creating a specific artwork for a gallery exhibition. The development process was observed systematically to understand how creative coders navigate the challenge of integrating the technical and aesthetic considerations simultaneously. Building on existing design literature, the research is centred on an activity we call space shaping: setting up an environment to create tools for exploration. We consider critical points in the design process which affect how space shaping takes place.
Our research collaborative has been exploring movement computing educational technology experiences. That is, we have been building tools that simultaneously support both movement and computing learning objectives at ...
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ISBN:
(纸本)9781450387163
Our research collaborative has been exploring movement computing educational technology experiences. That is, we have been building tools that simultaneously support both movement and computing learning objectives at entry-level. We will demo two products in development. danceON is a domain-specific language and a web app that allows users to create interactive graphics overlaid on video from pre-recorded or live (webcam) sources. soft-WEAR is a solderless and breadboardless ecosystem using sensors, LEDs, and the Adafruit Trinket M0. It is designed to support a workflow from ideation, prototyping, and iteration to a durable, wearable final project embedded into clothing or accessories.
Code to Cope is a STEAM curriculum for young adults designed to teach, develop, and encourage coping mechanisms while learning programming with JavaScript. COVID-19 restrictions, such as social distancing and remote l...
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ISBN:
(纸本)9798400701801
Code to Cope is a STEAM curriculum for young adults designed to teach, develop, and encourage coping mechanisms while learning programming with JavaScript. COVID-19 restrictions, such as social distancing and remote learning, disrupted social development and identity formation in young adults, exacerbating mental health issues that remain unaddressed in existing STEAM curriculum. Young adults are vulnerable to psychological distress that adversely affects educational experiences and career path choices. The Code to Cope curriculum was adopted by the creative coding course at Louisiana State University from 2021 to 2022. We conducted interviews with four students in 2021 and empirical studies with 34 students in 2022 to evaluate the effects of the curriculum in terms of code, coping, and creativity. The results of the study show that the Code to Cope curriculum effectively teaches computational thinking, develops self-care practices, and engages and motivates students.
This paper introduces a project enabling non-coders to control a Poppy Ergo Jr. robotic arm with Dynamixel servomotors. Originally using a Raspberry Pi and Pixl board, various constraints related to importation led to...
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ISBN:
(纸本)9798400709944
This paper introduces a project enabling non-coders to control a Poppy Ergo Jr. robotic arm with Dynamixel servomotors. Originally using a Raspberry Pi and Pixl board, various constraints related to importation led to adopting a ROBOTIS OpenCM9.04 board. A client-server architecture was implemented for remote control, with creative coding platforms (***, Processing, Pure Data, Python) as clients. The server, utilizing a two-layer architecture, manages communication and interfaces with the ROBOTIS OpenCM9.04 board. The OSC andWebSocket protocols were chosen for communication due to their flexibility and their ease of use. Clients were developed for each platform, leveraging compatibility layers.
Contemporary WYSIWYG (what-you-see-is-what-you-get) design software utilizes digital Artboards which are finite graphics frames that sit atop a scrollable zooming canvas;where many graphics frames can be arbitrarily a...
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ISBN:
(纸本)9781450368193
Contemporary WYSIWYG (what-you-see-is-what-you-get) design software utilizes digital Artboards which are finite graphics frames that sit atop a scrollable zooming canvas;where many graphics frames can be arbitrarily arranged, scaled and duplicated to explore and juxtapose design ideas. Despite creative practitioners increasingly writing code to explore design spaces, programming environments for creative coding regularly only display one graphics frame per program. This hinders the non-linear nature of the creative process where seeing a trail of process work can spark new ideas. We propose bridging this gap and introduce Stamper, an Artboard-Oriented authoring environment for the popular creative coding library ***.
With the development of end-user fabrication technology, plotters have become increasingly accessible and attractive to a broader community. Since their invention, these 3-axis CNC machines have been connecting digita...
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ISBN:
(纸本)9781450391474
With the development of end-user fabrication technology, plotters have become increasingly accessible and attractive to a broader community. Since their invention, these 3-axis CNC machines have been connecting digital and analog creation. Plotters have great potential as a tool to bridge the digital-physical divide, allowing learners from a variety of backgrounds to gain immediate satisfaction from their programming by translating digital output into physical artifacts. In addition, due to their roots in art, plotters may be more inviting to students from artistic backgrounds new to programming. In this studio, we investigate plotters' potential in introducing creative programming in collaborative learning environments. By introducing collaborative creative programming through the lens of plotters, we explore solutions to challenges in programming education, collaborative programming, and personal fabrication.
creative coding is a form of postdigital art that uses programming to solve esthetical problems, subordinating functionality to expression. It often comes with rather uncommon usage patterns of coding, going beyond te...
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