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MAD-faculty 20 --- designtheorie --- creativiteit --- kunst & wetenschap --- kunst en technologie
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The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research, and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
Digital art --- Interactive art --- Participatory art --- Performance art --- Social practice (Art) --- Art, Computer --- Computer craft --- New media art --- Computer science. --- Information systems. --- Fine arts. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Media Research. --- Fine Arts. --- Informatics --- Science --- User interfaces (Computer systems). --- Application software. --- Communication. --- Sociology. --- Social theory --- Social sciences --- Communication, Primitive --- Mass communication --- Sociology --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Arts. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Art. --- Art, Occidental --- Art, Primitive --- Art, Visual --- Art, Western (Western countries) --- Arts, Visual --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics --- User interfaces (Computer systems)
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The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research, and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
Human sciences (algemeen) --- Mass communications --- Computer science --- Information systems --- Computer. Automation --- Art --- computers --- informatica --- kunst --- massacommunicatie --- sociale wetenschappen --- cultuurwetenschap --- informatiesystemen --- computerkunde
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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 --- User interfaces (Computer systems)
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The Routledge International Handbook of Practice-Based Research presents a cohesive framework with which to conduct practice-based research or to support, manage and supervise practice-based researchers. It has been written with an inclusive approach, with the intention of presenting deep and meaningful knowledge for the benefit of all readers. This handbook has been designed to present specific detail of practice-based research by outlining its shared traits with all forms of research and to highlight its core distinguishing features into a cohesive, principled and methodical approach. To this end, the handbook is presented in five sections: 1. Practice-Based Research, 2. Knowledge, 3. Method, 4. The Practice-Based PhD and 5. Practitioner Voices. Each section begins with a leading chapter that outlines each of the distinct areas as they relate to practice-based research. This is followed by a series of contributing chapters that discuss pertinent themes in more detail.
Research --- Social sciences --- Evidence-based medicine --- Methodology --- Methodology.
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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
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