Book Image

Multimedia Programming with Pure Data

By : Bryan, Wai-ching CHUNG
Book Image

Multimedia Programming with Pure Data

By: Bryan, Wai-ching CHUNG

Overview of this book

Preparing 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.
Table of Contents (17 chapters)
Multimedia Programming with Pure Data
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 4. Interactivity

In this chapter, we start to learn about the creation of interactive computer graphics, that is the use of interactivity in Pure Data. In previous chapters, we have experimented with the use of built-in graphical interface objects, such as slider, button, and so on. Imagine the scenario where we are working with a performance or an installation where we need to go back to the patch window and work with those interface elements. We would not want the audience to see the patch window. In this case, we have to enable the use of the mouse and keyboard within the GEM window. In this chapter, we will learn:

  • To obtain the mouse position within the GEM window and respond to the keyboard interaction.

  • With these skills, we will learn to create graphical buttons or hotspots.

  • Combined with the image processing techniques in the previous chapter, we can make a simple video-jockey instrument with the computer keyboard. Finally, we can create an interactive animation, similar to a...