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This open access book describes methods for research on and research through design. It posits that ethnography is an appropriate method for design research because it constantly orients itself, like design projects, towards social realities. In research processes, designers acquire project-specific knowledge, which happens mostly intuitively in practice. When this knowledge becomes the subject of reflection and explication, it strengthens the discipline of design and makes it more open to interdisciplinary dialogue. Through the use of the ethnographic method in design, this book shows how design researchers can question the certainties of the everyday world, deconstruct reality into singular aesthetic and semantic phenomena, and reconfigure them into new contexts of signification. It shows that design ethnography is a process in which the epistemic and creative elements flow into one another in iterative loops. The goal of design ethnography is not to colonize the discipline of design with a positivist and objectivist scientific ethos, but rather to reinforce and reflect upon the explorative and searching methods that are inherent to it. This innovative book is of interest to design researchers and professionals, including graphic artists, ethnographers, visual anthropologists and others involved with creative arts/media. .
Ethnography. --- Design. --- Application software. --- Design, general. --- Computer Appl. in Arts and Humanities. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Creation (Literary, artistic, etc.) --- Cultural anthropology --- Ethnography --- Races of man --- Social anthropology --- Anthropology --- Human beings --- Design, general --- Computer Appl. in Arts and Humanities --- Design --- Computer and Information Systems Applications --- Blind Spot --- Design Ethnography --- Design Research --- Epistemology --- Ethnographic Interview --- Ethnographic Observation --- Intervention --- Participative Action Research --- Visual Ethnography --- Open Access --- Social & cultural anthropology --- Fine arts: art forms --- Computer applications in the arts & humanities --- Research.
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This is an introduction to basic music technology, including acoustics for sound production and analysis, Fourier, frequency modulation, wavelets, and physical modeling and a classification of musical instruments and sound spaces for tuning and counterpoint. The acoustical theory is applied to its implementation in analogue and digital technology, including a detailed discussion of Fast Fourier Transform and MP3 compression. Beyond acoustics, the book discusses important symbolic sound event representation and software as typically realized by MIDI and denotator formalisms. The concluding chapters deal with globalization of music on the Internet, referring to iTunes, Spotify and similar environments. The book will be valuable for students of music, music informatics, and sound engineering.
Information systems. --- Music. --- Computer Appl. in Arts and Humanities. --- Mathematics in Music. --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Application software. --- Mathematics. --- Math --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This edition revises the original core chapters and adds 15 contributions from artists who shed new light on the progress made in the early decades of the 21st Century. Explorations in Art and Technology is about the creative process in action, seen through the eyes of practitioners and researchers. It brings together artists, technologists and researchers who have written about emerging correspondences between virtual and physical worlds, between human and machine processes, between abstract concepts and their physical realizations, between music and visualization and between film and painting. It is a story of new visions and new forms. First published in 2002, this revised edition updates much of the original material and adds contributions from fifteen artists who shed new light on the progress that has been made in the early decades of the 21st Century. The book describes how artists have conceived and made novel digital works from a historical perspective and how inter-disciplinary research has had a profound effect on the take up of digital technology in the wider community. It shows that a practice-based action research approach to case studies of artist residencies enabled art and technology practitioners to take a significant role in the research and explores the nature of collaboration in this context. What emerges is a compelling story of inspirational creative work in a field that is transforming traditional norms in both art and technology. .
Human sciences (algemeen) --- Computer science --- Information systems --- Computer. Automation --- computers --- informatica --- sociale wetenschappen --- informatiesystemen --- computerkunde --- Computer science. --- Information systems. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Informatics --- Science --- User interfaces (Computer systems). --- Application software. --- 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 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.
User interfaces (Computer systems). --- Application software. --- Multimedia systems . --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Media Design. --- Information Systems Applications (incl. Internet). --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- 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 --- User Interfaces and Human Computer Interaction --- Computer Appl. in Arts and Humanities --- Media Design --- Information Systems Applications (incl. Internet) --- Computer and Information Systems Applications --- Information Systems Applications (incl.Internet) --- Interactive Arts --- Digital Art --- Creativity and Virtual Reality --- Technology, Design and the Arts --- Open Access --- Collaborative Art and Design --- User interface design & usability --- Computer applications in the arts & humanities --- Graphical & digital media applications --- Information retrieval --- Internet searching
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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 provides an in-depth introduction and overview of current research in computational music analysis. Its seventeen chapters, written by leading researchers, collectively represent the diversity as well as the technical and philosophical sophistication of the work being done today in this intensely interdisciplinary field. A broad range of approaches are presented, employing techniques originating in disciplines such as linguistics, information theory, information retrieval, pattern recognition, machine learning, topology, algebra and signal processing. Many of the methods described draw on well-established theories in music theory and analysis, such as Forte's pitch-class set theory, Schenkerian analysis, the methods of semiotic analysis developed by Ruwet and Nattiez, and Lerdahl and Jackendoff's Generative Theory of Tonal Music. The book is divided into six parts, covering methodological issues, harmonic and pitch-class set analysis, form and voice-separation, grammars and hierarchical reduction, motivic analysis and pattern discovery and, finally, classification and the discovery of distinctive patterns. As a detailed and up-to-date picture of current research in computational music analysis, the book provides an invaluable resource for researchers, teachers and students in music theory and analysis, computer science, music information retrieval and related disciplines. It also provides a state-of-the-art reference for practitioners in the music technology industry.
Fine Arts - General --- Art, Architecture & Applied Arts --- Musical analysis. --- Analysis, Musical --- Analytical guides (Music) --- Hermeneutics (Music) --- Music --- Music analysis --- Analysis, appreciation --- Analytical guides --- Mathematics. --- Musical analysis --- Data processing --- Music theory --- Music appreciation --- Instruction and study --- Information systems. --- Music. --- Computer Appl. in Arts and Humanities. --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
Computer science. --- User interfaces (Computer systems). --- Application software. --- Computational intelligence. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Computational Intelligence. --- Computer Appl. in Arts and Humanities. --- Video games --- Electronic games --- Design. --- Programming. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Electronic toys --- Games --- Engineering. --- Information systems. --- Construction --- Industrial arts --- Technology
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This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.
Computer science. --- User interfaces (Computer systems). --- Application software. --- Multimedia systems. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Media Design. --- Computer Appl. in Arts and Humanities. --- User interfaces (Computer systems) --- Interfaces, User (Computer systems) --- Informatics --- Science --- Human-machine systems --- Human-computer interaction --- Information systems. --- Multimedia systems . --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed. Rae Earnshaw's book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content. This is Professor Earnshaw's fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital media are examined. Readers are informed about how the user as content creator, publisher and broadcaster is changing the traditional roles of news media, publishers and entertainment corporations. Topics such as the evolution of digital imaging and the phenomenon of social media are discussed in relation to this. Professor Earnshaw also demonstrates how changes in technology produce shifts in the ways that consumers utilize it, in an increasing variety of application domains such as e-books, digital cameras, Facebook and Twitter. State of the Art in Digital Media and Applications will be invaluable for readers that want a comprehensive look at how emerging digital media technologies are being used, and how they are transforming how we create, consume, exchange and manipulate media content. .
Computer science. --- User interfaces (Computer systems). --- Application software. --- Multimedia systems. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- User Interfaces and Human Computer Interaction. --- Media Design. --- User interfaces (Computer systems) --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Information systems. --- Informatics --- Science --- Multimedia 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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This book presents a deep spectrum of musical, mathematical, physical, and philosophical perspectives that have emerged in this field at the intersection of music and mathematics. In particular the contributed chapters introduce advanced techniques and concepts from modern mathematics and physics, deriving from successes in domains such as Topos theory and physical string theory. The authors include many of the leading researchers in this domain, and the book will be of value to researchers working in computational music, particularly in the areas of counterpoint, gesture, and Topos theory.
Computer science. --- Music. --- Computer science --- Application software. --- Mathematics. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- Mathematics in Music. --- Mathematics of Computing. --- Music --- Psychological aspects. --- Music psychology --- Psychology --- Information systems. --- Informatics --- Science --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Computer science—Mathematics. --- Math --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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