The Art of Coding: The Language of Drawing, Graphics, and Animation, 1st Edition (Paperback) book cover

The Art of Coding

The Language of Drawing, Graphics, and Animation, 1st Edition

By Mohammad Majid al-Rifaie, Anna Ursyn, Theodor Wyeld

Chapman and Hall/CRC

282 pages | 50 B/W Illus.

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Paperback: 9781138629646
pub: 2020-02-24
Available for pre-order. Item will ship after 24th February 2020
Hardback: 9780367900373
pub: 2020-02-24
Available for pre-order. Item will ship after 24th February 2020

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As the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies.

Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of

writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming.


· Introduces coding in a visual way

· Explores the elegance behind coding and the outcome

· Includes types of outcomes and options for coding

· Covers the transition from front-of-classroom instruction to the use of online-streamed video tutorials

· Encourages abstract and cognitive thinking, as well as creativity

The Art of Coding contains a collection of learning projects for students, instructors and teachers to select specific themes from. Problems and projects are aimed at making the learning process entertaining, while also involving social exchange and sharing. This process allows for programming to become interdisciplinary, enabling projects to be co-developed by specialists from different backgrounds, enriching the value of coding and what it can achieve.

The authors of this book hail from three different continents, and have several decades of combined experience in academia, education, science and visual arts.

Table of Contents

Introduction. Basic Concepts and Notions. Symmetry. Asymmetry. Elements of design in programming. Why coding? How understanding programming helps learning other areas of knowledge? Basic platforms and applications. Flash as a fool-proof method for programming a 2D mobile phone game in Flash for the non-programmer. Resources from the web: compilers, tutorials. Visual structures for learning coding: Dreamweaver and inDesign for interactive apps. Software enhanced by coding: Maya, Blender (Python). Apps and environments such as WP, Drupal. 3d and VR. A Framework for Visualization of Codes. Image versus text. Text versus music. Music versus image. From the inside of technological process into artistic creation. How to build a computer; why it is worth it? How to make a book, from traditional to electronic. Story based 3D graphics created by coding (including Maya). Randomization, Fractals, Geom-e-tree by John Miller. Topology for a sculpture. Coding vs. graphical softwareCoding for Graphics and Animation. Looping plus transformations. Learning through translations. Building a node-based HTML games editor for mobile phone games creation. Rapid character animation in Maya for porting to 3DGS (3DGameStudio) using video tutorials. Programming in 3DGS to compare the relative efficacies of different approaches to teaching estimation for school-age children in a HCI course. Programming for creative non-programmers (3DGS and/or HTML games editor). Themes for the translation into several programming languages. Learning Projects – Designing and Programming for 3D forms.

About the Authors

Mohammad Majid al-Rifaie is a lecturer and researcher at Goldsmiths, University of London. His background is in computing and journalism and his artistic interests focuses on the interconnections between artificial intelligence, swarm intelligence, robotics and digital art. He has several publications in the field of swarm intelligence and biologically inspired algorithms, analysing their performance and providing possible integration strategies. Many of Mohammad's projects on the aforementioned fields have been well received and sponsored by external entities (i.e. Luz by VIDA Fundación Telefónica competition of art and artificial intelligence 13th edition, Swarms Go Dutch by the American University of Paris and Mr Confused Robotic Household by Goldsmiths Annual Fund, University of London). He has organised several events, including computational art exhibitions, chaired various symposiums and severed as a guest-editor in a recent special issue journal for Taylor & Francis's Connection Science.

Anna Ursyn, PhD, is a professor and Computer Graphics, Area Head at the School of Art and Design, University of Northern Colorado, USA. She co-wrote two book chapters on coding for visuals. She combines programming with software and printmaking media, to unify computer generated and painted images, and mixed-media sculptures. Ursyn had over 30 single juried and invitational art shows, participated in over 100 juried and invitational fine art exhibitions, such as: over a dozen times in ACM SIGGRAPH Art Galleries and traveling shows.

Theodor Wyeld is currently a Lecturer in Digital Media at Flinders University, Australia. He is on a number of review committees and has published widely. Attracting more than 2 million in grants and venture capital, he is the inventor of ''. The patented 'thereitis' technology is the culmination of 10 years of research in usability studies on how to better support the sorting of large collections of images. Between 2004 and 2009 he was a research associate with the Australasian Cooperative Research Centre for Interaction Design. He has an extensive background in architecture, planning and digital media production. He is completing a PhD in Cognitive Psychology at the Swinburne University of Technology, Australia.

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Computer Graphics
COMPUTERS / Programming / Games