Author: Jacob Gaboury
Publisher: MIT Press
ISBN: 0262045036
Category : Computers
Languages : en
Pages : 323
Book Description
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
Image Objects
Author: Jacob Gaboury
Publisher: MIT Press
ISBN: 0262045036
Category : Computers
Languages : en
Pages : 323
Book Description
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
Publisher: MIT Press
ISBN: 0262045036
Category : Computers
Languages : en
Pages : 323
Book Description
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
Computer Graphics in Archaeology
Author: Paul R. Fish
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 608
Book Description
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 608
Book Description
Computer Graphics in Archaeology
Author: Steadman Upham
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 176
Book Description
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 176
Book Description
The Use of Computer Graphics in Archaeology
Author: Dale R. Croes
Publisher:
ISBN:
Category : Archaeological illustration
Languages : en
Pages : 52
Book Description
Publisher:
ISBN:
Category : Archaeological illustration
Languages : en
Pages : 52
Book Description
Visual Computing for Cultural Heritage
Author: Fotis Liarokapis
Publisher: Springer Nature
ISBN: 3030371913
Category : Computers
Languages : en
Pages : 440
Book Description
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.
Publisher: Springer Nature
ISBN: 3030371913
Category : Computers
Languages : en
Pages : 440
Book Description
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.
Advances in Archaeological Method and Theory
Author: Michael B Schiffer
Publisher: Academic Press
ISBN: 1483214826
Category : Social Science
Languages : en
Pages : 493
Book Description
Advances in Archaeological Method and Theory, Volume 5 presents the progressive explorations in methods and theory in archeology. This book provides information pertinent to the developments in urban archeology. Organized into nine chapters, this volume begins with an overview of cultural resource management developed to assess the significance of, and to manage the cultural resources on public lands. This text then explores the basic aspects of natural and human-caused changes on the portion of the archaeological resource base consisting of archaeological sites. Other chapters consider the practice of urban archeology in the United States, with emphasis on the relationships between human behavior and material culture in an urban setting. This book discusses as well the applications of computer graphics in archeology. The final chapter deals with the types of skeletal and population changes that accompany malnutrition. This book is a valuable resource for anthropologist, archaeologists, urban planners, and graduate students.
Publisher: Academic Press
ISBN: 1483214826
Category : Social Science
Languages : en
Pages : 493
Book Description
Advances in Archaeological Method and Theory, Volume 5 presents the progressive explorations in methods and theory in archeology. This book provides information pertinent to the developments in urban archeology. Organized into nine chapters, this volume begins with an overview of cultural resource management developed to assess the significance of, and to manage the cultural resources on public lands. This text then explores the basic aspects of natural and human-caused changes on the portion of the archaeological resource base consisting of archaeological sites. Other chapters consider the practice of urban archeology in the United States, with emphasis on the relationships between human behavior and material culture in an urban setting. This book discusses as well the applications of computer graphics in archeology. The final chapter deals with the types of skeletal and population changes that accompany malnutrition. This book is a valuable resource for anthropologist, archaeologists, urban planners, and graduate students.
Virtual Reality in Archaeology
Author: Juan A. Barceló
Publisher: British Archaeological Reports Oxford Limited
ISBN:
Category : History
Languages : en
Pages : 276
Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Publisher: British Archaeological Reports Oxford Limited
ISBN:
Category : History
Languages : en
Pages : 276
Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Archaeological Illustration
Author: Lesley Adkins
Publisher: Cambridge University Press
ISBN: 9780521354783
Category : Art
Languages : en
Pages : 300
Book Description
This volume, originally published in 1989, is intended as a practical guide to archaeological illustration, from drawing finds in the field to technical studio drawing for publication. It is also an invaluable reference tool for the interpretation of illustrations and their status as archaeological evidence. The book's ten chapters start from first principles and guide the illustrator through the historical development of archaeological illustration and basic skills. Each chapter then deals with a different illustrative technique - drawing in the field during survey work and excavation, drawing artefacts, buildings and reconstructions, producing artwork for publication and the early uses of computer graphics. Information about appropriate equipment, as well as a guide to manufacturers, is also supplied. An obvious and important feature of Archaeological Illustration is the 120 line drawings and half-tones which show the right - and the wrong - way of producing drawings. This volume will therefore be of interest to amateur and professional archaeologists alike.
Publisher: Cambridge University Press
ISBN: 9780521354783
Category : Art
Languages : en
Pages : 300
Book Description
This volume, originally published in 1989, is intended as a practical guide to archaeological illustration, from drawing finds in the field to technical studio drawing for publication. It is also an invaluable reference tool for the interpretation of illustrations and their status as archaeological evidence. The book's ten chapters start from first principles and guide the illustrator through the historical development of archaeological illustration and basic skills. Each chapter then deals with a different illustrative technique - drawing in the field during survey work and excavation, drawing artefacts, buildings and reconstructions, producing artwork for publication and the early uses of computer graphics. Information about appropriate equipment, as well as a guide to manufacturers, is also supplied. An obvious and important feature of Archaeological Illustration is the 120 line drawings and half-tones which show the right - and the wrong - way of producing drawings. This volume will therefore be of interest to amateur and professional archaeologists alike.
The Routledge Handbook of Archaeology and the Media in the 21st Century
Author: Lorna-Jane Richardson
Publisher: Taylor & Francis
ISBN: 1040023010
Category : Social Science
Languages : en
Pages : 382
Book Description
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.
Publisher: Taylor & Francis
ISBN: 1040023010
Category : Social Science
Languages : en
Pages : 382
Book Description
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.
Archaeology and the Information Age
Author: Sebastian Rahtz
Publisher: Routledge
ISBN: 1134898355
Category : Social Science
Languages : en
Pages : 261
Book Description
Traditional methods of making archaeological data available are becoming increasingly inadequate. Thanks to improved techniques for examining data from multiple viewpoints, archaeologists are now in a position to record different kinds of data, and to explore that data more fully than ever before. The growing availablility of computer networks and other technologies means that communication should become increasingly available to international archaeologists. Will this result in the democratisation of archaeological knowledge on a global basis? Contributors from Western and Eastern Europe, the Far East, Africa and the Americas seek to answer this and other questions about the way in which modern technology is revolutionising archaeological knowledge.
Publisher: Routledge
ISBN: 1134898355
Category : Social Science
Languages : en
Pages : 261
Book Description
Traditional methods of making archaeological data available are becoming increasingly inadequate. Thanks to improved techniques for examining data from multiple viewpoints, archaeologists are now in a position to record different kinds of data, and to explore that data more fully than ever before. The growing availablility of computer networks and other technologies means that communication should become increasingly available to international archaeologists. Will this result in the democratisation of archaeological knowledge on a global basis? Contributors from Western and Eastern Europe, the Far East, Africa and the Americas seek to answer this and other questions about the way in which modern technology is revolutionising archaeological knowledge.