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  • 1
    Online Resource
    Online Resource
    Cham : Springer International Publishing | Cham : Springer
    UID:
    b3kat_BV046791958
    Format: 1 Online-Ressource (XXV, 387 Seiten)
    Edition: 1st ed. 2020
    ISBN: 9783030420970
    Series Statement: Springer Series on Cultural Computing
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42096-3
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42098-7
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42099-4
    Language: English
    Keywords: Benutzeroberfläche ; Mensch-Maschine-Kommunikation ; Media Design
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Author information: Earnshaw, Rae A. 1944-
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almahu_9949301199602882
    Format: 1 online resource (392 pages)
    ISBN: 9783030420970
    Series Statement: Springer Series on Cultural Computing Ser.
    Note: Intro -- Foreword by Jill Journeaux -- References -- Foreword by Jon Peddie -- Preface -- Reference -- Contents -- Editors and Contributors -- Part I A Panoramic View of the Field -- 1 Introduction and Background to Technology and the Arts -- 1.1 Interactions Between Disciplines -- 1.2 Relationships Between the Arts and the Sciences -- 1.3 Historical Developments in the Relationship Between Technology and the Arts -- 1.3.1 Computer Arts -- 1.3.2 Computer Animation -- 1.4 Digital Media -- 1.5 Digital Humanities -- 1.6 A New Renaissance? -- References -- 2 Positioning the Arts in the Research Process: Perspectives from Higher Education -- 2.1 Introduction -- 2.2 Artistic Research and the Academy -- 2.3 Knowledge Production and Practice-Based/Practice-Led Research -- 2.4 Cross-Disciplinary, Interdisciplinary, and Multidisciplinary Collaborative Research in Doctoral Studies -- 2.5 Art, Collaboration, and Technology -- 2.6 Conclusions -- References -- Part II Facilitating Communication Between the Arts, Technology, and Audiences -- 3 Framing the Conversation: The Role of the Exhibition in Overcoming Interdisciplinary Communication Challenges -- 3.1 Introduction -- 3.2 Defining Interdisciplinary Communication -- 3.2.1 Defining Interdisciplinary -- 3.2.2 Defining Communication -- 3.2.3 Defining the Principal Actors in Interdisciplinary Communication -- 3.3 Interdisciplinary Communication Challenges -- 3.3.1 Communicating Accurately -- 3.3.2 Communicating Precisely -- 3.3.3 Communicating Impactfully -- 3.4 Interviews with Interdisciplinary Practitioners -- 3.4.1 The Specialist Technologist's Perspective -- 3.4.2 The Specialist Artist's Perspective -- 3.4.3 The Benefactor's Perspective -- 3.4.4 The Translator's Perspective -- 3.4.5 The Combined Perspective -- 3.4.6 An Interdisciplinary Communication Tool Wish List. , 3.5 The Exhibition as an Interdisciplinary Communication Tool -- 3.5.1 Defining Exhibition -- 3.5.2 Assessing Impact -- 3.6 A New Curatorial Model -- 3.7 Conclusions -- References -- 4 Modern Communication Technologies and the Marxist Understanding of Scientific Cognition -- 4.1 Introduction -- 4.2 Modern Epistemology About Subject-Object Relations -- 4.3 Practice as a Unification of Subjective and Objective Reality -- 4.4 Technical Activity as a Special Form of Practice -- 4.5 Social and Cultural Perspectives of Communication Technologies -- 4.6 Extrapolation into the Future -- 4.7 Conclusions -- References -- 5 Use of Digital Holography to Re-Encode and Image Chinese Movable Type Printing -- 5.1 Chinese Movable Type Printing -- 5.1.1 Introduction to Chinese Movable Type Printing -- 5.1.2 The Influence of Chinese Movable Type Technology in the Wider World -- 5.2 Encoding in the Context of Chinese Cultural Communication -- 5.2.1 Re-Definition of Encoding Concepts -- 5.2.2 The Role of Enlightenment -- 5.2.3 The Role of Encoding -- 5.3 Digital Holographic Printing -- 5.3.1 Modern Digital Printing -- 5.3.2 Digital Holographic Printing -- 5.3.3 The Evolution of Chinese Movable Type Printing to Digital Holographic Printing -- 5.4 The Exploration of Encoding in the Future -- 5.5 Artistic Works -- 5.5.1 Three Manifestations of a Chinese Movable Type Text -- 5.5.2 Four Manifestations of Chinese Movable Type in a Hybrid Timeline -- 5.6 Conclusions -- Appendix: Records of Movable Type Printing in MengXiBiTan -- References -- Part III Interactions Between the Arts and Data -- 6 The FOREVER-DO Game: A Big Data Fishing Expedition -- 6.1 Introduction -- 6.2 A Fishing Expedition-the Method -- 6.3 The FOREVER-DO Game-the First 'Catch' -- 6.4 Petri Nets, Communication and the Bucket Chain. , 6.5 Theoretical Context: Design and Analysis of (Coordinated) Communication Systems -- 6.6 Fishing the Net of the Communication Disciplines -- 6.7 Conclusion -- References -- 7 Searching for New Aesthetics: Unfolding the Artistic Potential of Images Made by the Scanning Electron Microscopy -- 7.1 Artist Statement -- 7.2 Introduction -- 7.3 Water Represented by the Scanning Electron Microscope -- 7.4 Photomicrography as an Art Form -- 7.5 Photographs or not Photographs? -- 7.6 Scientific Images and New Media -- 7.7 Conclusions -- References -- 8 Interspecific Interactions: Interaction Modes Between Sound and Movement in Collaborative Performance -- 8.1 Introduction -- 8.2 Interactivity in Performance-Origins and Recent Developments -- 8.3 The Symbiotic Phenomenon -- 8.4 Interactive Taxonomy: Theory and Precedents -- 8.5 Symbiotic Interactions in Precedent Practices -- 8.6 Symbiotic Modes of Interaction in Symbiont Zero -- 8.7 Mutualism -- 8.8 Commensalism -- 8.9 Parasitism -- 8.10 Conclusions -- References -- 9 Between Presence and Program: The Photographic Error as Counter Culture -- 9.1 Introduction: Histories and Hierarchies -- 9.2 Camera Acts and Human Acts -- 9.3 Agents and Networks -- 9.4 From Tool to Plaything -- 9.5 Tinkering with Technology -- 9.6 Conclusion: Being in Two Minds -- References -- 10 Signs of Surveillance -- 10.1 Introduction -- 10.2 Process of Gathering Raw Images and Meta-Data -- 10.2.1 Building Semantic Affordance with Artistic Raw Materials -- 10.2.2 Gathering Images and the Dérive -- 10.3 Managing and Manipulating Large Digital Image Corpuses as Artistic Raw Material -- 10.3.1 Meta-Data and Artistic Data Management -- 10.4 Developing Artworks Combining Hand-Coded and Industrial Digital Tools -- 10.4.1 On the Brittleness of Digital Things -- 10.4.2 Aesthetics, Frameworks, APIs and Ontologies. , 10.5 The Challenge of Live Vs Video of Activity or Interactivity of Exposing the Internal or Relying on the Surface -- 10.5.1 Exposing the Internal or Relying on the Surface -- 10.5.2 The Final Work for Gallery Installation -- 10.6 Conclusion -- 10.6.1 Final Reflection -- 10.7 Epitaph for a Digital Artwork -- References -- Part IV Audio Visual Installations to Generate Collective Human Responses -- 11 Coral Voices -- 11.1 Introduction: Corals Are in Crisis -- 11.2 Initial Research Phase -- 11.3 Project Development, Phase Two -- 11.4 Workflow -- 11.5 Compositional Design and Technical Challenges -- 11.6 Choral Animation Summary -- 11.7 Sound Design and Electronic Score Summary -- 11.8 Conclusions -- References -- 12 Cyberdreams: Visualizing Music in Extended Reality -- 12.1 Introduction -- 12.2 The Current State of the Art -- 12.2.1 Multi-projection VJ Performances -- 12.2.2 Augmented Reality Companion Apps -- 12.2.3 Music Visualizations for Mixed Reality Headsets -- 12.2.4 Music Visualizations in Virtual Reality -- 12.2.5 Discussion -- 12.3 Case Study: Projects Visualizing Music in Extended Reality -- 12.3.1 Background -- 12.3.2 Augmented Reality Paintings -- 12.3.3 VJ Performances -- 12.3.4 Cyberdream VR -- 12.3.5 Discussion -- 12.4 Conclusions -- References -- 13 Augmenting Virtual Spaces: Affective Feedback in Computer Games -- 13.1 Introduction -- 13.2 Affect, Immersion and Engagement -- 13.3 Social Presence and Connection -- 13.4 Augmenting Virtual Environments -- 13.5 The Internet of Things and Games -- 13.6 Measuring Affective Response -- 13.7 Suggestions for Future Work -- 13.7.1 Measuring the Efficacy of Affective Games -- 13.7.2 Affective Games and Altered States of Consciousness -- 13.7.3 Measuring the Social Aspects of Multiplayer Affective Games -- 13.8 Ethical Considerations -- References. , Part V The Convergence of Digital Design, the Arts, Computing, and the Environment -- 14 Chandini (A Bride for the Moon) -- 14.1 Introduction -- 14.2 A Changing Real-World Context -- 14.3 Short Film -- 14.4 Outdoor Performance -- 14.5 Objects and Projections -- 14.6 Choreography -- 14.7 Festival -- 14.8 Live Art -- 14.9 Video Installation -- 14.10 Outdoor Dance Theatre -- 14.11 Documentary -- 14.12 Conclusions -- References -- 15 Digital Moving Image Installations and Renewable Energy: 1994-2018 -- 15.1 Introduction -- 15.2 Perpetual Motion -- 15.3 Fire, Ice & -- Steam -- 15.4 Mothlight -- 15.5 For William Henry Fox Talbot (The Pencil of Nature) -- 15.6 Interwoven Motion -- 15.7 Resurrection -- 15.8 Sunbeam -- 15.9 Aeolian Processes -- 15.10 Impossible Objects -- 15.11 Conclusions -- References -- 16 From Digital Nature Hybrids to Digital Naturalists: Reviving Nature Connections Through Arts, Technology and Outdoor Activities -- 16.1 Introduction -- 16.2 Background -- 16.3 The Design Lens -- 16.3.1 Technologies, Things, People and Context -- 16.3.2 Focal Things and Focal Practices -- 16.3.3 Commoditization -- 16.4 Using the Critical Lens to Establish Design Guidelines -- 16.5 Artifacts -- 16.6 Reflections on the Digital Nature Hybrid Designs -- 16.6.1 Challenges Arising Through Use of the Critical Lens -- 16.6.2 Response to the Challenges Arising Through Use of the Critical Lens -- 16.7 Digital Naturalists -- 16.7.1 Background -- 16.7.2 Digital Boggarts -- 16.7.3 The Lost Sounds -- 16.8 Reflections on Digital Naturalists -- 16.9 Conclusions -- References -- Part VI The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach, and Engagement in the Arts -- 17 Virtual Reality Holography-A New Art Form -- 17.1 Introduction -- 17.2 Overview of Holography as an Artistic Medium -- 17.3 Virtual Reality Art. , 17.4 The Creation of a New Artistic Medium.
    Additional Edition: Print version: Earnshaw, Rae Technology, Design and the Arts - Opportunities and Challenges Cham : Springer International Publishing AG,c2020 ISBN 9783030420963
    Language: English
    Keywords: Electronic books. ; Electronic books
    URL: Full-text  ((OIS Credentials Required))
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    kobvindex_HPB1237457708
    Format: 1 online resource (XXV, 387 p. 162 illus., 148 illus. in color.).
    Edition: 1st ed. 2020.
    ISBN: 3030420973 , 9783030420970 , 9783030420963 , 3030420965
    Series Statement: Springer Series on Cultural Computing,
    Content: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public's relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
    Note: Section 1: A Panoramic View of the Field -- Technology and the Arts -- Positioning the Arts -- Section 2: Facilitating Communication between the Arts, Technology and Audiences -- Framing the Conversation -- Communication Tech -- Digital Holography -- Section 3: Interaction between the Arts and Data -- The Forever-do Game.: A Big Data Fishing Expedition -- Searching for New Aesthetics -- Interspecific Interactions -- Machine Vision -- Signs of Surveillance -- Section 4: Audio Visual Installations to Generate Collective Human Responses -- Coral Voices -- Cyberdreams -- Augmenting Virtual Spaces -- Section 5: The Convergence of Digital Design, the Arts, Computing and the Environment -- Chandinin -- Moving Image Installations -- Digital Naturalists -- Section 6: The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach and Engagement in the Arts -- VR Holography -- Darwin's Garden -- Interactive VR -- Section 7: The Future of Interdisciplinary Research -- Interdisciplinary R&D.
    Additional Edition: 3-030-42096-5
    Language: English
    Keywords: Electronic books.
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    almahu_9948393403302882
    Format: 1 online resource (XXV, 387 p. 162 illus., 148 illus. in color.)
    Edition: 1st ed. 2020.
    ISBN: 3-030-42097-3
    Series Statement: Springer Series on Cultural Computing,
    Content: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
    Note: Section 1: A Panoramic View of the Field -- Technology and the Arts -- Positioning the Arts -- Section 2: Facilitating Communication between the Arts, Technology and Audiences -- Framing the Conversation -- Communication Tech -- Digital Holography -- Section 3: Interaction between the Arts and Data -- The Forever-do Game.: A Big Data Fishing Expedition -- Searching for New Aesthetics -- Interspecific Interactions -- Machine Vision -- Signs of Surveillance -- Section 4: Audio Visual Installations to Generate Collective Human Responses -- Coral Voices -- Cyberdreams -- Augmenting Virtual Spaces -- Section 5: The Convergence of Digital Design, the Arts, Computing and the Environment -- Chandinin -- Moving Image Installations -- Digital Naturalists -- Section 6: The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach and Engagement in the Arts -- VR Holography -- Darwin's Garden -- Interactive VR -- Section 7: The Future of Interdisciplinary Research -- Interdisciplinary R&D. , English
    Additional Edition: ISBN 3-030-42096-5
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    edoccha_9959403767602883
    Format: 1 online resource (XXV, 387 p. 162 illus., 148 illus. in color.)
    Edition: 1st ed. 2020.
    ISBN: 3-030-42097-3
    Series Statement: Springer Series on Cultural Computing,
    Content: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
    Note: Section 1: A Panoramic View of the Field -- Technology and the Arts -- Positioning the Arts -- Section 2: Facilitating Communication between the Arts, Technology and Audiences -- Framing the Conversation -- Communication Tech -- Digital Holography -- Section 3: Interaction between the Arts and Data -- The Forever-do Game.: A Big Data Fishing Expedition -- Searching for New Aesthetics -- Interspecific Interactions -- Machine Vision -- Signs of Surveillance -- Section 4: Audio Visual Installations to Generate Collective Human Responses -- Coral Voices -- Cyberdreams -- Augmenting Virtual Spaces -- Section 5: The Convergence of Digital Design, the Arts, Computing and the Environment -- Chandinin -- Moving Image Installations -- Digital Naturalists -- Section 6: The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach and Engagement in the Arts -- VR Holography -- Darwin's Garden -- Interactive VR -- Section 7: The Future of Interdisciplinary Research -- Interdisciplinary R&D. , English
    Additional Edition: ISBN 3-030-42096-5
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    edocfu_9959403767602883
    Format: 1 online resource (XXV, 387 p. 162 illus., 148 illus. in color.)
    Edition: 1st ed. 2020.
    ISBN: 3-030-42097-3
    Series Statement: Springer Series on Cultural Computing,
    Content: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
    Note: Section 1: A Panoramic View of the Field -- Technology and the Arts -- Positioning the Arts -- Section 2: Facilitating Communication between the Arts, Technology and Audiences -- Framing the Conversation -- Communication Tech -- Digital Holography -- Section 3: Interaction between the Arts and Data -- The Forever-do Game.: A Big Data Fishing Expedition -- Searching for New Aesthetics -- Interspecific Interactions -- Machine Vision -- Signs of Surveillance -- Section 4: Audio Visual Installations to Generate Collective Human Responses -- Coral Voices -- Cyberdreams -- Augmenting Virtual Spaces -- Section 5: The Convergence of Digital Design, the Arts, Computing and the Environment -- Chandinin -- Moving Image Installations -- Digital Naturalists -- Section 6: The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach and Engagement in the Arts -- VR Holography -- Darwin's Garden -- Interactive VR -- Section 7: The Future of Interdisciplinary Research -- Interdisciplinary R&D. , English
    Additional Edition: ISBN 3-030-42096-5
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    Cham :Springer International Publishing, | Cham :Springer.
    UID:
    edoccha_BV046791958
    Format: 1 Online-Ressource (XXV, 387 Seiten).
    Edition: 1st ed. 2020
    ISBN: 978-3-030-42097-0
    Series Statement: Springer Series on Cultural Computing
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42096-3
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42098-7
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42099-4
    Language: English
    Keywords: Benutzeroberfläche ; Mensch-Maschine-Kommunikation
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Author information: Earnshaw, Rae A. 1944-
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    Online Resource
    Online Resource
    Cham :Springer International Publishing, | Cham :Springer.
    UID:
    edocfu_BV046791958
    Format: 1 Online-Ressource (XXV, 387 Seiten).
    Edition: 1st ed. 2020
    ISBN: 978-3-030-42097-0
    Series Statement: Springer Series on Cultural Computing
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42096-3
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42098-7
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-42099-4
    Language: English
    Keywords: Benutzeroberfläche ; Mensch-Maschine-Kommunikation
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Author information: Earnshaw, Rae A. 1944-
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 9
    UID:
    almahu_9948573750302882
    Format: XXV, 387 p. 162 illus., 148 illus. in color. , online resource.
    Edition: 1st ed. 2020.
    ISBN: 9783030420970
    Series Statement: Springer Series on Cultural Computing,
    Content: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public's relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
    Note: Section 1: A Panoramic View of the Field -- Technology and the Arts -- Positioning the Arts -- Section 2: Facilitating Communication between the Arts, Technology and Audiences -- Framing the Conversation -- Communication Tech -- Digital Holography -- Section 3: Interaction between the Arts and Data -- The Forever-do Game.: A Big Data Fishing Expedition -- Searching for New Aesthetics -- Interspecific Interactions -- Machine Vision -- Signs of Surveillance -- Section 4: Audio Visual Installations to Generate Collective Human Responses -- Coral Voices -- Cyberdreams -- Augmenting Virtual Spaces -- Section 5: The Convergence of Digital Design, the Arts, Computing and the Environment -- Chandinin -- Moving Image Installations -- Digital Naturalists -- Section 6: The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach and Engagement in the Arts -- VR Holography -- Darwin's Garden -- Interactive VR -- Section 7: The Future of Interdisciplinary Research -- Interdisciplinary R&D.
    In: Springer Nature eBook
    Additional Edition: Printed edition: ISBN 9783030420963
    Additional Edition: Printed edition: ISBN 9783030420987
    Additional Edition: Printed edition: ISBN 9783030420994
    Language: English
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