Digital Da Vinci: computers in the arts and sciences
Gespeichert in:
Weitere Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York
Springer
2014
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xix, 292 Seiten Illustrationen |
ISBN: | 9781493949151 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents
1 From a Pin-up Girl to Star Trek’s Holodeck: Artificial
Intelligence and Cyborgs .......................................... 1
Newton Lee
1 The World’s First Computer Art: A Pin-Up Girl................... 1
2 Artificial Intelligence (A.I.): The Turing Test................... 2
3 A.I. and Expert Systems: From Chemistry To Chess To Jeopardy!.... 3
4 Gödel, Escher, Bach: Consciousness And Intelligence............... 4
5 Hal and Star Trek’s Holodeck: A.I., Arts, and Sciences............ 5
6 Cyborg in the Arts and Sciences................................... 7
7 An Interview With Cyborg Artist Stelarc (By Darren Toils)......... 8
8 Epilogue......................................................... 18
References.......................................................... 19
2 Experimental Creative Practices...................................... 23
Gavin Sade
1 Introduction..................................................... 23
2 Art + Science.................................................... 23
3 Art and Science—Genealogy of Sorts............................... 25
4 From Inter to Trans Disciplinary................................. 27
5 Art Science and the Experimental?................................ 30
6 Australian Context............................................... 35
7 Conclusions...................................................... 45
References.......................................................... 46
3 Repeating Circles, Changing Stars: Learning from the
Medieval Art of Visual Computation.................................. 49
Mine Ôzkar
1 Repetition: The Computable Goodness of Design.................... 49
2 Variation: The Visually Computable Counterpart to Repetition..... 51
ix
x Contents
3 Seljuk Patterns: Repetitions of Constraints and Variations
Upon Sight....................................................... 52
4 Variations on a Repetition...................................... 55
5 Seeing the Broader Picture...................................... 61
References............................................................ 63
4 Brain, Technology and Creativity. BrainArt: A BCI-Based
Entertainment Tool to Enact Creativity and Create Drawing
from Cerebral Rhythms............................................... 65
Raffaella Folgieri, Claudio Lucchiari, Marco Granato
and Daniele Grechi
1 Introduction.................................................... 65
2 Art, Brain and Technology....................................... 68
3 The BrainArt Workbench.......................................... 80
4 Conclusions and Further Developments............................ 93
References.......................................................... 95
5 Video Ergo Sum: An Artist’s Thoughts On Inventing With
Computer Technology In The Creation Of Artworks..................... 99
Nathan Cohen
1 Introduction.................................................... 99
2 Perception and Visual Experimentation: Incorporating
Computer Technology in Recent Interactive Artworks................ 101
3 Interactive Wall Installation................................... 102
4 Intangible Spaces................................................ 104
5 Encountering Ourselves in the Interpretation of an Image........ 107
6 Back to the Computer Screen...................................... 108
References.......................................................... Ill
6 Wasting Time? Art, Science and New Experience. Examining
the Artwork, Knowmore (House of Commons)....................... 115
Keith Armstrong
1 Introduction.................................................. 113
2 Wasting Time.................................................. 115
3 Cultural Change.................................................. 117
4 Lost Time....................................................... 117
5 Knowmore (House of Commons)...................................... 118
6 Commonality in Difference...................................... 123
7 My Own Journey.................................................. 124
8 Time Manifesting................................................. 124
9 Concluding Thoughts............................................ 126
10 Credits.......................................................... 127
References.......................................................... 127
Contents xi
7 The Information Train............................................... 129
Diomidis Spinellis
1 Introduction.................................................... 129
2 Sender Implementation........................................... 130
3 Receiver Implementation......................................... 135
4 The Etoys Factor................................................ 138
5 Experience and Lessons Learned.................................. 139
References......................................................... 141
8 The QUARTIC Process Model for Developing Serious
Games: ‘Green My Place’ Case Study........................... 143
Benjamin Cowley
1 Introduction.................................................... 143
2 Background and State of the Art................................. 148
3 Requirements ( 1 st order)...................................... 153
4 Mapping (2nd order)............................................. 156
5 Contextualisation (3rd order)................................... 160
6 Modelling (4th order)........................................... 164
7 Evaluation...................................................... 166
8 Conclusions..................................................... 168
References......................................................... 171
9 3-D Manufacturing: The Beginning of Common Creativity
Revolution......................................................... 173
Robert Niewiadomski and Dennis Anderson
1 The Common Creativity........................................... 173
2 What is Additive Manufacturing?................................ 176
3 The Third Industrial Revolution?................................ 177
4 Print Out Your Thoughts......................................... 181
5 Print Out Your body............................................. 183
6 Guns and Drugs.................................................. 188
7 Can 3-D Printing Change Our Perspective on Intellectual Property?.... 191
8 Navigating the Changing Landscape.............................. 193
References......................................................... 194
10 The Shape of the Sound of the Shape of the Sound.................... 197
Stephen Barrass
1 Introduction.................................................... 197
2 Background...................................................... 198
3 Digital Fabrication of a Bell................................... 202
4 Recursive Bells................................................. 203
5 Discussion...................................................... 208
6 Conclusion...................................................... 209
References......................................................... 210
Contents
xii
11 Human-Robot Interaction in Prepared Environments:
Introducing an Element of Surprise by Reassigning Identities
in Familiar Objects.......................................... 211
Mari Velonaki
1 Preamble....................................................... 211
2 Fish-Bird (2004-2006)......................................... 212
3 The Fragile Balances Series: Circle D and Circle E (2008—2010). 214
4 Diamandini (2009-2013)........................................ 217
5 Conclusion.................................................... 221
References........................................................ 222
12 The Messages of Media Machines: Man-Machine Symbiosis.............. 223
Roman Danylak
1 Introduction.................................................. 223
2 The Message of the Printed Book: The Rise of the Individual... 224
3 Painting: A Medium with a Message that Reflects upon the Medium... 225
4 Photography and Modem Sculpture: Machine-Made Art............. 228
5 The Qualities of Interactive Film............................. 230
6 Conclusion.................................................... 232
References........................................................ 233
Appendix............................................................ 235
Appendix A. Digital Artwork by Aleksei Kostyuk.................... 235
Appendix B. Digital Artwork by Pawel Nolbert...................... 258
Appendix C. Digital Artwork by Tanya Varga........................ 264
Index
279
|
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author2 | Lee, Newton |
author2_role | edt |
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bvnumber | BV044272699 |
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discipline | Informatik |
format | Book |
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spellingShingle | Digital Da Vinci computers in the arts and sciences Benutzeroberfläche (DE-588)4131424-4 gnd Kreativität (DE-588)4032903-3 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Neue Medien (DE-588)4196910-8 gnd Informationssystem (DE-588)4072806-7 gnd Kunst (DE-588)4114333-4 gnd Computerkunst (DE-588)4010453-9 gnd Datentechnik (DE-588)4148885-4 gnd |
subject_GND | (DE-588)4131424-4 (DE-588)4032903-3 (DE-588)4033447-8 (DE-588)4196910-8 (DE-588)4072806-7 (DE-588)4114333-4 (DE-588)4010453-9 (DE-588)4148885-4 (DE-588)4143413-4 |
title | Digital Da Vinci computers in the arts and sciences |
title_auth | Digital Da Vinci computers in the arts and sciences |
title_exact_search | Digital Da Vinci computers in the arts and sciences |
title_full | Digital Da Vinci computers in the arts and sciences Newton Lee, editor |
title_fullStr | Digital Da Vinci computers in the arts and sciences Newton Lee, editor |
title_full_unstemmed | Digital Da Vinci computers in the arts and sciences Newton Lee, editor |
title_short | Digital Da Vinci |
title_sort | digital da vinci computers in the arts and sciences |
title_sub | computers in the arts and sciences |
topic | Benutzeroberfläche (DE-588)4131424-4 gnd Kreativität (DE-588)4032903-3 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Neue Medien (DE-588)4196910-8 gnd Informationssystem (DE-588)4072806-7 gnd Kunst (DE-588)4114333-4 gnd Computerkunst (DE-588)4010453-9 gnd Datentechnik (DE-588)4148885-4 gnd |
topic_facet | Benutzeroberfläche Kreativität Künstliche Intelligenz Neue Medien Informationssystem Kunst Computerkunst Datentechnik Aufsatzsammlung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029677270&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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