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Executing Pracitces brings together artists, curators, programmers, theorists and heavy internet browsers, all of whose practices make a critical intervention into the broad concept of execution. It draws attention to their political strategies, asking: who and what is involved with those practices, and for whom or what are these practices performed, and how? From the contestable politics of emoji modifier mechanisms and micro-temporalities of computational processes to genomic exploitation and the curating of digital content, the chapters account for gendered, racialized, spatial, violent, erotic, artistic and other embedded forms of execution. Together they highlight a range of ways in which execution emerges and how it participates within networked forms of liveliness.
Art and computers. --- Curatorship --- Data curation. --- Political aspects.
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Art and computers. --- Museums --- Museums and the Internet. --- Technological innovations.
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This book combines work from curators, digital artists, human computer interaction researchers and computer scientists to examine the mutual benefits and challenges posed when working together to support digital art works in their many forms. In Curating the Digital we explore how we can work together to make space for art and interaction. We look at the various challenges such as the dynamic nature of our media, the problems posed in preserving digital art works and the thorny problems of how we assess and measure audience’s reactions to interactive digital work. Curating the Digital is an outcome of a multi-disciplinary workshop that took place at SICHI2014 in Toronto. The participants from the workshop reflected on the theme of Curating the Digital via a series of presentations and rapid prototyping exercises to develop a catalogue for the future digital art gallery. The results produce a variety of insights both around the theory and philosophy of curating digital works, and also around the practical and technical possibilities and challenges. We present these complimentary chapters so that other researchers and practitioners in related fields will find motivation and imagination for their own work.
Computer science. --- Arts. --- User interfaces (Computer systems). --- Application software. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Art and computers. --- Computers and art --- Computers --- Information systems. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Informatics --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Arts, Primitive
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This book details how research and development in art and design can be formulated, progressed, measured, and reviewed. It explores the challenges of interdisciplinary research and highlights its importance and significance for the future of research in art and design and its relationship to science and technology. The author looks at how creative processes and ideas are devised and how technology and its applications are changing these processes and the way in which research is developed and advanced. The use of digital environments in art and design, and the application of new frameworks, tools, and opportunities for the expression of new ideas and design are discussed. Research and Development in Art, Design and Creativity is an essential read for anyone interested in the concept of collaboration and communication and how this applies to art and its creation. .
Computer science. --- User interfaces (Computer systems). --- Multimedia systems. --- Design. --- Computer Science. --- Media Design. --- Design, general. --- User Interfaces and Human Computer Interaction. --- Art and computers. --- Computer art. --- Art, Computer --- Computer craft --- Digital art --- Computers and art --- New media art --- Computers --- Design and construction. --- Informatics --- Science --- Multimedia systems . --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Creation (Literary, artistic, etc.) --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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Mainframe Experimentalism challenges the conventional wisdom that the digital arts arose out of Silicon Valley’s technological revolutions in the 1970s. In fact, in the 1960s, a diverse array of artists, musicians, poets, writers, and filmmakers around the world were engaging with mainframe and mini-computers to create innovative new artworks that contradict the stereotypes of "computer art." Juxtaposing the original works alongside scholarly contributions by well-established and emerging scholars from several disciplines, Mainframe Experimentalism demonstrates that the radical and experimental aesthetics and political and cultural engagements of early digital art stand as precursors for the mobility among technological platforms, artistic forms, and social sites that has become commonplace today.
Arts, Modern --- Computer art. --- Art and computers. --- alison knowles. --- art and media. --- art criticism. --- art history. --- art. --- computer art criticism. --- computer art history. --- computer art. --- computer artists. --- computers and art. --- computers. --- digital art. --- digital artist. --- digital culture. --- digital media. --- digital scholarship. --- digital studies. --- early computer art. --- film arts. --- information aesthetics. --- media studies. --- modern art. --- nam june paik. --- stuttgart school. --- visual research. --- visual rhetoric. --- visual studies.
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"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
Art and computers --China. --- Computer art --China. --- Computer art --- Art and computers --- Visual Arts - General --- Visual Arts --- Art, Architecture & Applied Arts --- Digital art --- Computers and art --- Art, Computer --- Computer craft --- Computer science. --- Arts. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Application software. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- Computer Graphics. --- User Interfaces and Human Computer Interaction. --- Artificial Intelligence (incl. Robotics). --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Informatics --- Science --- Digital techniques --- Computers --- New media art --- Information systems. --- Artificial Intelligence. --- Arts, Primitive --- China --- Computerkunst. --- Künstliche Intelligenz --- Computergraphik --- Kalligraphie.
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“Science is art,” said Regina Dugan, senior executive at Google and former director of DARPA. “It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.” This second volume of the Digital Da Vinci book series leads the discussions on the world’s first computer art in the 1950s and the actualization of Star Trek’s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game “Green My Place” aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan’s dictum “the medium is the message.” Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Art and computers. --- Science --- Computer programs. --- Data processing. --- Electronic data processing --- Computers and art --- Computers --- Multimedia systems. --- Artificial intelligence. --- Computer science. --- Information systems. --- Multimedia Information Systems. --- Artificial Intelligence. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Mathematics in Art and Architecture. --- Informatics --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Multimedia information systems. --- User interfaces (Computer systems). --- Application software. --- Mathematics. --- Math --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This book constitutes the thoroughly refereed post-conference proceedings of the Second International Conference on Arts and Technology, ArtsIT 2011, which was held in December 2011 in Esbjerg, Denmark. The 19 revised full papers and the two poster papers cover various topics such as Interaction and Art, Music and Performance, and Digital Technology.
Art, Architecture & Applied Arts --- Fine Arts - General --- Art and technology --- Art and computers --- Human-computer interaction --- Computers and art --- Technology and art --- Computer science. --- Performing arts. --- Music. --- User interfaces (Computer systems). --- Application software. --- Multimedia systems. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- Media Design. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Performing Arts. --- Computers --- Technology --- Information systems. --- Show business --- Arts --- Performance art --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Informatics --- Science --- Multimedia systems . --- Interfaces, User (Computer systems) --- Human-machine systems --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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The first compendium on robotic art of its kind, this book explores the integration of robots into human society and our attitudes, fears and hopes in a world shared with autonomous machines. It raises questions about the benefits, risks and ethics of the transformative changes to society that are the consequence of robots taking on new roles alongside humans. It takes the reader on a journey into the world of the strange, the beautiful, the uncanny and the daring – and into the minds and works of some of the world’s most prolific creators of robotic art. Offering an in-depth look at robotic art from the viewpoints of artists, engineers and scientists, it presents outstanding works of contemporary robotic art and brings together for the first time some of the most influential artists in this area in the last three decades. Starting from a historical review, this transdisciplinary work explores the nexus between robotic research and the arts and examines the diversity of robotic art, the encounter with robotic otherness, machine embodiment and human–robot interaction. Stories of difficulties, pitfalls and successes are recalled, characterising the multifaceted collaborations across the diverse disciplines required to create robotic art. Although the book is primarily targeted towards researchers, artists and students in robotics, computer science and the arts, its accessible style appeals to anyone intrigued by robots and the arts.
Engineering. --- Fine arts. --- Artificial intelligence. --- Computer graphics. --- Application software. --- Computational intelligence. --- Control engineering. --- Robotics. --- Mechatronics. --- Computational Intelligence. --- Fine Arts. --- Control, Robotics, Mechatronics. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Artificial Intelligence (incl. Robotics). --- Computer Appl. in Arts and Humanities. --- Art and computers. --- Robots in art. --- Computers and art --- Mechanical engineering --- Microelectronics --- Microelectromechanical systems --- Automation --- Machine theory --- Control engineering --- Control equipment --- Control theory --- Engineering instruments --- Programmable controllers --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Construction --- Industrial arts --- Technology --- Digital techniques --- Computers --- Computer vision. --- Information systems. --- Artificial Intelligence. --- Machine vision --- Vision, Computer --- Pattern recognition systems --- Optical data processing. --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Optical equipment --- Arts. --- Arts, Fine --- Arts, Occidental --- Arts, Primitive --- Arts, Western --- Fine arts --- Humanities
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