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abstract

Code crafting with turtlestitch

Published:28 July 2019Publication History

ABSTRACT

A programmable embroidery machine is a kind of robot, and programmable machine embroidery is based on a rich heritage of textile crafting and computer coding. In this workshop participants will learn how computer science originated in handcraft. Embroidery, tapestry, quilting, and weaving all embody principles of computation - and did so centuries (eons) before the Jacquard Loom was invented. We will introduce TurtleStitch (turtlestitch.org), a web-based platform to generate patterns for embroidery machines. It is useful for designers for experimenting with generative aesthetics and precision embroidery, but its pedagogic power is in gently introducing crafters of all ages to coding. This workshop will take participants through the basics of blocks-based coding, and introduce turtle geometry; an established field of mathematics, in which you navigate a space by driving a robot. Our robot controls an embroidery needle. Unlike expensive embroidery design software, TurtleStitch provides the crafter with an open-ended coding environment in which to build their own tools or explore the foundations of the craft, providing potential to extend the artistry of the medium in innovative directions. Novice designers will be introduced to some basic principles of machine embroidery and textile design. Novice coders will learn some foundational programming concepts and computing principles. The more skilled will have an opportunity to explore advanced concepts and skills from both the design and coding perspective. Participants will learn the process flow of the embroidery machines to appreciate how simulated perfection translates to real-time machine robotics. Participants may take away a small embroidery 'patch' of their own design, that may be incorporated into a collaborative tapestry-quilt that will be raffled off among the workshop participants.

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References

  1. H. Abelson, A. diSessa, Turtle Geometry, The Computer as a Medium for Exploring Mathematics, 1981, The MIT Press, Cambridge, MA.Google ScholarGoogle Scholar
  2. M. Resnick, K. Robinson Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers and Play. 2018 The MIT Press ISBN-10: 0262536137Google ScholarGoogle Scholar
  3. U. Wolz, G. Charles, L. Feire, E. Nicolson. 2018. Code Crafters Curriculum: A Textile Crafts Approach To Computer Science (Abstract Only). In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (SIGCSE '18). ACM, New York, NY, USA, 1055--1055. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. D. Xu, U. Wolz, D. Kumar, I. Greenburg. 2018. Updating Introductory Computer Science with Creative Computation. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (SIGCSE '18). ACM, New York, NY, USA, 167--172. Google ScholarGoogle ScholarDigital LibraryDigital Library

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '19: ACM SIGGRAPH 2019 Studio
      July 2019
      52 pages
      ISBN:9781450363167
      DOI:10.1145/3306306

      Copyright © 2019 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 July 2019

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