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Multimedia Programming with Pure Data: A comprehensive guide for digital artists for creating rich interactive multimedia applications using Pure Data (ePub eBook)


Multimedia Programming with Pure Data: A comprehensive guide for digital artists for creating rich interactive multimedia applications using Pure Data (ePub eBook)

eBook by Wai-ching CHUNG, Bryan,

Multimedia Programming with Pure Data: A comprehensive guide for digital artists for creating rich interactive multimedia applications using Pure Data (ePub eBook)

£28.99

ISBN:
9781782164654
Publication Date:
09 Jul 2013
Publisher:
Packt Publishing
Pages:
350 pages
Format:
eBook
For delivery:
Download available
Multimedia Programming with Pure Data: A comprehensive guide for digital artists for creating rich interactive multimedia applications using Pure Data (ePub eBook)

Description

A comprehensive guide for digital artists for creating rich interactive multimedia applications using Pure DataKey Features Carefully organized topics for interactive multimedia professional practice Detailed reference to a large collection of resources in the open source communities to enhance the Pure Data software Visual explanation and step-by-step tutorials with practical and creative multimedia applications Book DescriptionPreparing interactive displays, creating computer games, and conducting audio-visual performance are now achievable without typing lines of code. With Pure Data, a graphical programming environment, creating interactive multimedia applications is just visually connecting graphical icons together. It is straightforward, intuitive, and effective. Multimedia Programming with Pure Data will show you how to create interactive multimedia applications. You will learn how to author various digital media, such as images, animations, audio, and videos together to form a coherent title. From simple to sophisticated interaction techniques, you will learn to apply these techniques in your practical multimedia projects. You start from making 2D and 3D computer graphics and proceed to animation, multimedia presentation, interface design, and more sophisticated computer vision applications with interactivity. With Pure Data and GEM, you will learn to produce animations with 2D digital imagery, 3D modelling, and particle systems. You can also design graphical interfaces, and use live video for motion tracking applications. Furthermore, you will learn Audio signal processing, which forms the key aspect to multimedia content creation. Last but not least, Network programming using Pure Data extension libraries explores applications to other portable devices.What you will learn Prepare computer animations with 2D images, 3D modelling, and geometric transformation Produce imageries with digital image processing techniques Design graphical interfaces for audio-visual performance Develop motion detection and tracking applications Generate interactive animation with particle systems Synthesize audio content for interactive applications Connect Pure Data applications with external devices Extend Pure Data with external libraries for advanced interactive applications Who this book is forAn introductory book on multimedia programming for media artists/designers who like to work on interactivity in their projects, digital art/design students who like to learn the first multimedia programming technique, and audio-visual performers who like to customize their performance sets.]]>

Contents

reface Chapter 1: Getting Started with Pure Data Chapter 2: Computer Graphics with the GEM Library Chapter 3: Image Processing Chapter 4: Interactivity Chapter 5: Motion Detection Chapter 6: Animation with Particle System Chapter 7: Audio Programming Chapter 8: Interface with the Outside World Chapter 9: Extending Pure Data Appendix: Communities and References Index Preface Up Chapter 1: Getting Started with Pure Data Creating the first program Understanding the terms and interface Displaying messages Performing arithmetic calculation Creating a counter Automating the counter Making an animation with the interface elements Using the graphical interface objects Summary Up Chapter 2: Computer Graphics with the GEM Library Using the GEM display window Drawing basic 2D graphics Understanding the coordinates system Drawing basic 3D primitive shapes Working with digital color Applying geometric transformation Performing translation, rotation, and scaling Checking the margins of the window Order of transformations Creating animation in 3D space Summary Up Chapter 3: Image Processing Obtaining images from external sources Applying image filters Layering multiple images Working with time Performing background removal Working with chroma key Experimenting with advanced effects Layering with gemhead Coloring pixel data Creating painterly effect Summary Up Chapter 4: Interactivity Obtaining the mouse position Responding to keyboard events Creating a graphical button Preparing a video-jockey instrument Creating interactive animation Animate the moving ball Bouncing the ball on the four margins Creating the paddle control Keeping and displaying the score Summary Up Chapter 5: Motion Detection Obtaining the frame difference Detecting presence Detecting motion Creating a motion detection animation Comparing colors Performing color detection Making an air drum Summary Up Chapter 6: Animation with Particle System Understanding a particle system Creating a basic particle system Applying forces to the particles system Interacting with the mouse Rendering particles with images Combining particle system with motion-tracking Summary Up Chapter 7: Audio Programming Preparing for audio processing Using existing sound files Generating audio with waves Working with MIDI Obtaining audio input for interaction Summary Up Chapter 8: Interface with the Outside World Communicating through the Internet Making the connection Sending messages Sending numbers Controlling the visual display of another computer Using Open Sound Control with mobile devices Connecting the TUIOpad to the host computer Decoding the OSC messages Tracking multiple points Drawing the graphics Interfacing with custom hardware through Arduino Digital output Servomotor control Digital input Analog input Summary Up Chapter 9: Extending Pure Data Integrating with OpenCV Working with the Kinect camera Installation of libfreenect Installation of OpenNI Summary Up Appendix: Communities and References Pure Data communities Pure Data events Pure Data artists and organizations Reactable GOTO10 Claude Heiland-Allen Jun Lee Hans-Christoph Steiner Piksel Baran Gulesen Andy Farnell Ben Bogart Matthias Kronlachner References

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