Gjør som tusenvis av andre bokelskere
Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.
Ved å abonnere godtar du vår personvernerklæring.Du kan når som helst melde deg av våre nyhetsbrev.
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.
Fifty years after the first experiments in computational art, international interest in the history of this subject remains strong and at the same time almost uncovered. This book began with the exhibition Algorithmic Signs, which was conceived, researched and curated by Francesca Franco in Venice in 2017. The origins of the exhibition included a series of meetings that gathered together the most celebrated international pioneers in the world of digital arts and the rare opportunity to interview them in their studios.Francesca Franco explores the history of computer art and its contribution to the broader field of contemporary art from the 1960s to the present. It is illustrated by the creative work of five of the most influential pioneers of computer art - Ernest Edmonds, Manfred Mohr, Vera Molnár, Frieder Nake, and Roman Verostko and includes the full visual documentation of the exhibition.The Algorithmic Dimension - Five Artists in Conversation offersmore than a theoretical perspective; it offers readers the rare opportunity to hear the histories and developments of the fascinating art, created through the algorithm, in an accessible and stimulating narrative. The personal achievements of each artist are followed, including their original inspirations, and how they develop in parallel with technological advances. It also brings together for the first time the artists' common ideas and differences, and tales about how their paths have crossed over the years.
Embark on a journey that transcends the boundaries of art and technology in the groundbreaking realm of Creative Convergence: The AI Renaissance in Art and Design. This isn't just another book on art and technology- it's a journey that sparks curiosity, fuels innovation, and challenges traditional artistic boundaries. Discover the power of generative Artificial Intelligence (AI) as it melds with human expression, propelling artistry into uncharted territories and redefining traditional notions of both originality and creativity. The text is not just about art or AI; it is about the fusion of both, catalyzing a creative revolution that challenges previous assumptions about human-machine collaboration and how ideation, conceptualization, process and execution are radically rethought. Have you ever wondered how/will AI revolutionize training, education and execution in art and design? Delve into this captivating treatment that contextualizes the disruptions we are experiencing today in the technological innovations and artistic responses and integrations of the past five hundred years. Human creativity has always struggled against technological advance, but ultimately integrated and redefined what "art" is in each era. As such, you will see how AI can be incorporated in various artistic disciplines in this study. Explore real-world case studies that showcase AI's practical impact on 3D design, drawing, digital art, and even web design. The book also addresses the controversial question: Can AI be a co-creator in the creative and artistic process, even assisting in creating an original, signature style? Brace yourself for revelations that will challenge your perceptions of traditional artistry.
This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today¿s world ¿ Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas.The authors consider practical, theoretical, and cultural aspects of ¿AI-powered AR¿ and ¿AR-enriched AI¿, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others.Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of ¿intelligent augmented environments¿ and ¿artificial intelligence presented by augmented reality¿.
This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
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 book proposes engineering methodologies for systematic measurement of the affective perception of kawaii, by using virtual reality and biological signals, and discusses the effectiveness of kawaii engineering for designing industrial products and services.
This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies.
Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.
This edited book discusses the exciting field of Digital Creativity. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments.
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets.Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more.The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
This book explores the history of pioneering computer art and its contribution to the broader field of contemporary art from the 1960s to the present. The history is exemplified in the creative work of five pioneers of computer art - Ernest Edmonds, Manfred Mohr, Vera Molnar, Frieder Nake, and Roman Verostko.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool.The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education.Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.
Ved å abonnere godtar du vår personvernerklæring.