Author: Paul A. Fishwick
Publisher: MIT Press
ISBN: 0262562375
Category : Aesthetics
Languages : en
Pages : 477
Book Description
The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.
Aesthetic Computing
Author: Paul A. Fishwick
Publisher: MIT Press
ISBN: 0262562375
Category : Aesthetics
Languages : en
Pages : 477
Book Description
The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.
Publisher: MIT Press
ISBN: 0262562375
Category : Aesthetics
Languages : en
Pages : 477
Book Description
The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.
SpecLab
Author: Johanna Drucker
Publisher: University of Chicago Press
ISBN: 0226165094
Category : Science
Languages : en
Pages : 263
Book Description
Nearly a decade ago, Johanna Drucker cofounded the University of Virginia’s SpecLab, a digital humanities laboratory dedicated to risky projects with serious aims. In SpecLab she explores the implications of these radical efforts to use critical practices and aesthetic principles against the authority of technology based on analytic models of knowledge. Inspired by the imaginative frontiers of graphic arts and experimental literature and the technical possibilities of computation and information management, the projects Drucker engages range from Subjective Meteorology to Artists’ Books Online to the as yet unrealized ’Patacritical Demon, an interactive tool for exposing the structures that underlie our interpretations of text. Illuminating the kind of future such experiments could enable, SpecLab functions as more than a set of case studies at the intersection of computers and humanistic inquiry. It also exemplifies Drucker’s contention that humanists must play a role in designing models of knowledge for the digital age—models that will determine how our culture will function in years to come.
Publisher: University of Chicago Press
ISBN: 0226165094
Category : Science
Languages : en
Pages : 263
Book Description
Nearly a decade ago, Johanna Drucker cofounded the University of Virginia’s SpecLab, a digital humanities laboratory dedicated to risky projects with serious aims. In SpecLab she explores the implications of these radical efforts to use critical practices and aesthetic principles against the authority of technology based on analytic models of knowledge. Inspired by the imaginative frontiers of graphic arts and experimental literature and the technical possibilities of computation and information management, the projects Drucker engages range from Subjective Meteorology to Artists’ Books Online to the as yet unrealized ’Patacritical Demon, an interactive tool for exposing the structures that underlie our interpretations of text. Illuminating the kind of future such experiments could enable, SpecLab functions as more than a set of case studies at the intersection of computers and humanistic inquiry. It also exemplifies Drucker’s contention that humanists must play a role in designing models of knowledge for the digital age—models that will determine how our culture will function in years to come.
Aesthetic Programming
Author: Winnie Soon
Publisher:
ISBN: 9781785420948
Category :
Languages : en
Pages : 296
Book Description
The book explores the technical as well as cultural imaginaries of programming from its insides, demonstrating the reflexive practice of aesthetic programming, to understand and question existing technological objects and paradigms.
Publisher:
ISBN: 9781785420948
Category :
Languages : en
Pages : 296
Book Description
The book explores the technical as well as cultural imaginaries of programming from its insides, demonstrating the reflexive practice of aesthetic programming, to understand and question existing technological objects and paradigms.
Proceedings of the Twenty-fourth Annual Conference of the Cognitive Science Society
Author: Wayne D. Gray
Publisher: Routledge
ISBN: 1317708326
Category : Psychology
Languages : en
Pages : 1094
Book Description
This volume features the complete text of the material presented at the Twenty-Fourth Annual Conference of the Cognitive Science Society. As in previous years, the symposium included an interesting mixture of papers on many topics from researchers with diverse backgrounds and different goals, presenting a multifaceted view of cognitive science. The volume includes all papers, posters, and summaries of symposia presented at this leading conference that brings cognitive scientists together. The 2002 meeting dealt with issues of representing and modeling cognitive processes as they appeal to scholars in all subdisciplines that comprise cognitive science: psychology, computer science, neuroscience, linguistics, and philosophy.
Publisher: Routledge
ISBN: 1317708326
Category : Psychology
Languages : en
Pages : 1094
Book Description
This volume features the complete text of the material presented at the Twenty-Fourth Annual Conference of the Cognitive Science Society. As in previous years, the symposium included an interesting mixture of papers on many topics from researchers with diverse backgrounds and different goals, presenting a multifaceted view of cognitive science. The volume includes all papers, posters, and summaries of symposia presented at this leading conference that brings cognitive scientists together. The 2002 meeting dealt with issues of representing and modeling cognitive processes as they appeal to scholars in all subdisciplines that comprise cognitive science: psychology, computer science, neuroscience, linguistics, and philosophy.
Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text
Author: Ursyn, Anna
Publisher: IGI Global
ISBN: 1466646284
Category : Computers
Languages : en
Pages : 539
Book Description
As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
Publisher: IGI Global
ISBN: 1466646284
Category : Computers
Languages : en
Pages : 539
Book Description
As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
Methodologies For The Conception, Design And Application Of Soft Computing - Proceedings Of The 5th International Conference On Soft Computing And Information/intelligent Systems (In 2 Volumes)
Author: Gen Matsumoto
Publisher: World Scientific
ISBN: 9814544353
Category :
Languages : en
Pages : 1119
Book Description
Soft computing is the common name for a certain form of natural information processing that has its original form in biology, especially in the function of human brain. It is a discipline rooted in a group of technologies such as fuzzy logic, neural networks, chaos, genetic algorithms, probabilistic reasoning and learning algorithms. Today, soft computing has become an acknowledged concept; however, for a long time, such components of soft computing have been debated and individually developed.Since its beginning in 1990, the series of IIZUKA conferences has covered various kinds of technologies that constitute soft computing. This series has played a pioneering role in promoting the development of a symbiotic relationship between the various technologies of soft computing.At IIZUKA'98, the 5th International Conference on Soft Computing and Information/Intelligent Systems, new developments and results in this field were introduced and discussed by researchers from academic, governmental and industrial institutions around the world.This volume presents the opening lecture by Prof. Walter J Freeman, the keynote speech by Dr Gen Matsumoto, the plenary lectures by 5 eminent researchers and about 230 carefully selected papers drawn from more than 25 countries. It documents current research and in-depth studies on the fundamental aspects of soft computing and their practical applications.
Publisher: World Scientific
ISBN: 9814544353
Category :
Languages : en
Pages : 1119
Book Description
Soft computing is the common name for a certain form of natural information processing that has its original form in biology, especially in the function of human brain. It is a discipline rooted in a group of technologies such as fuzzy logic, neural networks, chaos, genetic algorithms, probabilistic reasoning and learning algorithms. Today, soft computing has become an acknowledged concept; however, for a long time, such components of soft computing have been debated and individually developed.Since its beginning in 1990, the series of IIZUKA conferences has covered various kinds of technologies that constitute soft computing. This series has played a pioneering role in promoting the development of a symbiotic relationship between the various technologies of soft computing.At IIZUKA'98, the 5th International Conference on Soft Computing and Information/Intelligent Systems, new developments and results in this field were introduced and discussed by researchers from academic, governmental and industrial institutions around the world.This volume presents the opening lecture by Prof. Walter J Freeman, the keynote speech by Dr Gen Matsumoto, the plenary lectures by 5 eminent researchers and about 230 carefully selected papers drawn from more than 25 countries. It documents current research and in-depth studies on the fundamental aspects of soft computing and their practical applications.
Handbook of Research on Computational Arts and Creative Informatics
Author: Braman, James
Publisher: IGI Global
ISBN: 1605663530
Category : Business & Economics
Languages : en
Pages : 499
Book Description
"This book looks at the combination of art, creativity and expression through the use and combination of computer science, and how technology can be used creatively for self expression using different approaches"--Provided by publisher.
Publisher: IGI Global
ISBN: 1605663530
Category : Business & Economics
Languages : en
Pages : 499
Book Description
"This book looks at the combination of art, creativity and expression through the use and combination of computer science, and how technology can be used creatively for self expression using different approaches"--Provided by publisher.
Emotions and Affect in Human Factors and Human-Computer Interaction
Author: Myounghoon Jeon
Publisher: Academic Press
ISBN: 0128018798
Category : Technology & Engineering
Languages : en
Pages : 626
Book Description
Emotions and Affect in Human Factors and Human–Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human–robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing. - Provides a theoretical background of affective sciences - Demonstrates diverse affect induction methods in actual research settings - Describes sensing technologies, such as brain–computer interfaces, facial expression detection, and more - Covers emotion modeling and its application to regulation processes - Includes case studies and applied examples in a variety of H/F and HCI application areas - Addresses emerging interdisciplinary areas including Positive Technology, Subliminal Perception, Physiological Computing, and Aesthetic Computing
Publisher: Academic Press
ISBN: 0128018798
Category : Technology & Engineering
Languages : en
Pages : 626
Book Description
Emotions and Affect in Human Factors and Human–Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human–robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing. - Provides a theoretical background of affective sciences - Demonstrates diverse affect induction methods in actual research settings - Describes sensing technologies, such as brain–computer interfaces, facial expression detection, and more - Covers emotion modeling and its application to regulation processes - Includes case studies and applied examples in a variety of H/F and HCI application areas - Addresses emerging interdisciplinary areas including Positive Technology, Subliminal Perception, Physiological Computing, and Aesthetic Computing
Visual Approaches to Cognitive Education With Technology Integration
Author: Ursyn, Anna
Publisher: IGI Global
ISBN: 1522553339
Category : Education
Languages : en
Pages : 406
Book Description
Within the growing world of social media and computer technology, it is important to facilitate collaborative knowledge building through the utilization of visual literacy, decision-making, abstract thinking, and creativity in the application of scientific teaching. Visual Approaches to Cognitive Education With Technology Integration is a critical scholarly resource that presents discussions on cognitive education pertaining to particular scientific fields, music, digital art, programming, computer graphics, and new media. Highlighting relevant topics such as educational visualization, art and technology integration, online learning, and multimedia technology, this book is geared towards educators, students, and researchers seeking current research on the integration of new visual education methods and technologies.
Publisher: IGI Global
ISBN: 1522553339
Category : Education
Languages : en
Pages : 406
Book Description
Within the growing world of social media and computer technology, it is important to facilitate collaborative knowledge building through the utilization of visual literacy, decision-making, abstract thinking, and creativity in the application of scientific teaching. Visual Approaches to Cognitive Education With Technology Integration is a critical scholarly resource that presents discussions on cognitive education pertaining to particular scientific fields, music, digital art, programming, computer graphics, and new media. Highlighting relevant topics such as educational visualization, art and technology integration, online learning, and multimedia technology, this book is geared towards educators, students, and researchers seeking current research on the integration of new visual education methods and technologies.
Interactivity, Game Creation, Design, Learning, and Innovation
Author: Anthony L. Brooks
Publisher: Springer
ISBN: 331955834X
Category : Computers
Languages : en
Pages : 334
Book Description
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
Publisher: Springer
ISBN: 331955834X
Category : Computers
Languages : en
Pages : 334
Book Description
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.