Author: Christine Leopoldseder
Publisher: Hatje Cantz Verlag
ISBN: 3775747613
Category : Art
Languages : en
Pages : 137
Book Description
Der Prix Ars Electronica ist der traditionsreichste Medienkunstwettbewerb der Welt. Seit 1987 alljährlich ausgeschrieben, gilt er wegen seiner Kontinuität, der hohen Anzahl sowie Qualität der Einreichungen als Trendbarometer der weltweiten Medienkunst. Mit vielen Bildern, Texten und Statements der Jury bündelt das Buch jene Arbeiten, die 2020 in den Kategorien Computer Animation, Digital Musics & Sound Art, Artificial Intelligence & Life Art und u19 – Create Your World ausgezeichnet wurden. Ebenfalls im Buch enthalten ist wieder ein Best-of des im Auftrag der Europäischen Kommission ausgeschriebenen STARTS-Prize. Im Fokus dieses hoch dotierten Wettbewerbs standen innovative Projekte an der Schnittstelle von Wissenschaft, Technologie und Kunst (= Science, Technology and ARTS).
CyberArts 2020
Author: Christine Leopoldseder
Publisher: Hatje Cantz Verlag
ISBN: 3775747613
Category : Art
Languages : en
Pages : 137
Book Description
Der Prix Ars Electronica ist der traditionsreichste Medienkunstwettbewerb der Welt. Seit 1987 alljährlich ausgeschrieben, gilt er wegen seiner Kontinuität, der hohen Anzahl sowie Qualität der Einreichungen als Trendbarometer der weltweiten Medienkunst. Mit vielen Bildern, Texten und Statements der Jury bündelt das Buch jene Arbeiten, die 2020 in den Kategorien Computer Animation, Digital Musics & Sound Art, Artificial Intelligence & Life Art und u19 – Create Your World ausgezeichnet wurden. Ebenfalls im Buch enthalten ist wieder ein Best-of des im Auftrag der Europäischen Kommission ausgeschriebenen STARTS-Prize. Im Fokus dieses hoch dotierten Wettbewerbs standen innovative Projekte an der Schnittstelle von Wissenschaft, Technologie und Kunst (= Science, Technology and ARTS).
Publisher: Hatje Cantz Verlag
ISBN: 3775747613
Category : Art
Languages : en
Pages : 137
Book Description
Der Prix Ars Electronica ist der traditionsreichste Medienkunstwettbewerb der Welt. Seit 1987 alljährlich ausgeschrieben, gilt er wegen seiner Kontinuität, der hohen Anzahl sowie Qualität der Einreichungen als Trendbarometer der weltweiten Medienkunst. Mit vielen Bildern, Texten und Statements der Jury bündelt das Buch jene Arbeiten, die 2020 in den Kategorien Computer Animation, Digital Musics & Sound Art, Artificial Intelligence & Life Art und u19 – Create Your World ausgezeichnet wurden. Ebenfalls im Buch enthalten ist wieder ein Best-of des im Auftrag der Europäischen Kommission ausgeschriebenen STARTS-Prize. Im Fokus dieses hoch dotierten Wettbewerbs standen innovative Projekte an der Schnittstelle von Wissenschaft, Technologie und Kunst (= Science, Technology and ARTS).
Cyberarts 2000
Author: Hannes Leopoldseder
Publisher: Springer Science & Business Media
ISBN: 9783211834985
Category : Art
Languages : en
Pages : 300
Book Description
Compendium of Computer Arts from the Competition Prix Ars Electronica.
Publisher: Springer Science & Business Media
ISBN: 9783211834985
Category : Art
Languages : en
Pages : 300
Book Description
Compendium of Computer Arts from the Competition Prix Ars Electronica.
Cyberarts 2001
Author: Hannes Leopoldseder
Publisher: Springer Science & Business Media
ISBN: 9783211836286
Category : Computers
Languages : en
Pages : 276
Book Description
Der Prix Ars Electronica ist eine offene Plattform für die unterschiedlichen Disziplinen im Bereich digitaler Mediengestaltung an der Schnittstelle von Technologie, Kunst, Wissenschaft und Gesellschaft. Die neue Wettbewerbssparte Net Vision/Net Excellence öffnet sich verstärkt dem kulturellen Diskurs um das Medium Internet. Cyberarts 2001 bietet einen aktuellen Überblick über digitale Mediengestaltung am Beispiel der Wettbewerbsbereiche Net Vision/Net Excellence, Digital Musics, Interaktive Kunst und Computeranimation/Visual Effects ebenso wie einen Überblick über die breite Palette von Produktionen Jugendlicher.
Publisher: Springer Science & Business Media
ISBN: 9783211836286
Category : Computers
Languages : en
Pages : 276
Book Description
Der Prix Ars Electronica ist eine offene Plattform für die unterschiedlichen Disziplinen im Bereich digitaler Mediengestaltung an der Schnittstelle von Technologie, Kunst, Wissenschaft und Gesellschaft. Die neue Wettbewerbssparte Net Vision/Net Excellence öffnet sich verstärkt dem kulturellen Diskurs um das Medium Internet. Cyberarts 2001 bietet einen aktuellen Überblick über digitale Mediengestaltung am Beispiel der Wettbewerbsbereiche Net Vision/Net Excellence, Digital Musics, Interaktive Kunst und Computeranimation/Visual Effects ebenso wie einen Überblick über die breite Palette von Produktionen Jugendlicher.
Cyberarts
Author:
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 258
Book Description
Compendium of computer arts from the competition Prix Ars Electronica.
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 258
Book Description
Compendium of computer arts from the competition Prix Ars Electronica.
Not For Tourists Guide to Boston 2020
Author: Not For Tourists
Publisher: Simon and Schuster
ISBN: 1510747141
Category : Travel
Languages : en
Pages : 534
Book Description
With details on everything from Bunker Hill to Central Square, this is the only guide a native or traveler needs. The Not For Tourists Guide to Boston is a map-based, neighborhood-by-neighborhood guidebook for already street-savvy Bostonians, business travelers, and tourists alike. It divides the city into twenty-eight neighborhoods, mapped out and marked with user-friendly icons identifying services and entertainment venues. Restaurants, banks, community gardens, hiking, public transportation, and landmarks—NFT packs it all into one convenient pocket-sized guide. Want to catch a game of one of our world champion teams? NFT has you covered. How about eating the best pizza of the entire East Coast? We’ve got that, too. The nearest ritzy restaurant, historic trail, jazz lounge, or bookstore—whatever you need—NFT puts it at your fingertips. This light and portable guide also features: A foldout highway map Sections on all of Boston, Cambridge, and Somerville More than 110 neighborhood and city maps Listings for theaters, museums, entertainment hot spots, and nightlife Buy it for your cah or your pawket; the NFT guide to Beantown will help you make the most of your time in the city.
Publisher: Simon and Schuster
ISBN: 1510747141
Category : Travel
Languages : en
Pages : 534
Book Description
With details on everything from Bunker Hill to Central Square, this is the only guide a native or traveler needs. The Not For Tourists Guide to Boston is a map-based, neighborhood-by-neighborhood guidebook for already street-savvy Bostonians, business travelers, and tourists alike. It divides the city into twenty-eight neighborhoods, mapped out and marked with user-friendly icons identifying services and entertainment venues. Restaurants, banks, community gardens, hiking, public transportation, and landmarks—NFT packs it all into one convenient pocket-sized guide. Want to catch a game of one of our world champion teams? NFT has you covered. How about eating the best pizza of the entire East Coast? We’ve got that, too. The nearest ritzy restaurant, historic trail, jazz lounge, or bookstore—whatever you need—NFT puts it at your fingertips. This light and portable guide also features: A foldout highway map Sections on all of Boston, Cambridge, and Somerville More than 110 neighborhood and city maps Listings for theaters, museums, entertainment hot spots, and nightlife Buy it for your cah or your pawket; the NFT guide to Beantown will help you make the most of your time in the city.
Virtual Reality Technology
Author: Grigore C. Burdea
Publisher: John Wiley & Sons
ISBN: 1118014804
Category : Computers
Languages : en
Pages : 741
Book Description
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
Publisher: John Wiley & Sons
ISBN: 1118014804
Category : Computers
Languages : en
Pages : 741
Book Description
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
Artificial Intelligence in Music, Sound, Art and Design
Author: Tiago Martins
Publisher: Springer Nature
ISBN: 3031037898
Category : Computers
Languages : en
Pages : 428
Book Description
This book constitutes the refereed proceedings of the 10th European Conference on Artificial Intelligence in Music, Sound, Art and Design, EvoMUSART 2022, held as part of Evo* 2022, in April 2022, co-located with the Evo* 2022 events, EvoCOP, EvoApplications, and EuroGP. The 20 full papers and 6 short papers presented in this book were carefully reviewed and selected from 66 submissions. They cover a wide range of topics and application areas, including generative approaches to music and visual art, deep learning, and architecture.
Publisher: Springer Nature
ISBN: 3031037898
Category : Computers
Languages : en
Pages : 428
Book Description
This book constitutes the refereed proceedings of the 10th European Conference on Artificial Intelligence in Music, Sound, Art and Design, EvoMUSART 2022, held as part of Evo* 2022, in April 2022, co-located with the Evo* 2022 events, EvoCOP, EvoApplications, and EuroGP. The 20 full papers and 6 short papers presented in this book were carefully reviewed and selected from 66 submissions. They cover a wide range of topics and application areas, including generative approaches to music and visual art, deep learning, and architecture.
The Projected and Prophetic: Humanity in Cyberculture, Cyberspace, and Science Fiction
Author: Jordan J. Copeland
Publisher: BRILL
ISBN: 1848880871
Category : Social Science
Languages : en
Pages : 193
Book Description
This volume was first published by Inter-Disciplinary Press in 2011. The papers collected in this volume document the exchange and development of ideas that comprised the 5th Global Conference on Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction, hosted at Mansfield College, Oxford, United Kingdom, in July 2010. As in the past, the conference was driven by questions related to how cyberculture, cyberspace and science fiction can provide new insights into the nature of what it is to be human and the understanding of what it means for human beings to live in communities. In addition to these recurring themes, there is just as importantly a disposition that is shared by those participating in this volume. The authors, as well the writers, thinkers, and filmmakers they consider in their essays, demonstrate an intrepid and inquisitive approach that tests age-old questions within the rapidly expanding, but still vaguely defined spaces that new technologies have afforded us. Moreover, in many ways, the conference and present volume reflect their subject, which has always been situated self-consciously and comfortably between the receding boundaries that have traditionally served both to delineate various academic disciplines and to distinguish real scholarship from popular discourse. Thus, as evidenced in the chapters of this volume, the conference benefited from the participation of delegates who represented a variety of fields, methodologies, and perspectives.
Publisher: BRILL
ISBN: 1848880871
Category : Social Science
Languages : en
Pages : 193
Book Description
This volume was first published by Inter-Disciplinary Press in 2011. The papers collected in this volume document the exchange and development of ideas that comprised the 5th Global Conference on Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction, hosted at Mansfield College, Oxford, United Kingdom, in July 2010. As in the past, the conference was driven by questions related to how cyberculture, cyberspace and science fiction can provide new insights into the nature of what it is to be human and the understanding of what it means for human beings to live in communities. In addition to these recurring themes, there is just as importantly a disposition that is shared by those participating in this volume. The authors, as well the writers, thinkers, and filmmakers they consider in their essays, demonstrate an intrepid and inquisitive approach that tests age-old questions within the rapidly expanding, but still vaguely defined spaces that new technologies have afforded us. Moreover, in many ways, the conference and present volume reflect their subject, which has always been situated self-consciously and comfortably between the receding boundaries that have traditionally served both to delineate various academic disciplines and to distinguish real scholarship from popular discourse. Thus, as evidenced in the chapters of this volume, the conference benefited from the participation of delegates who represented a variety of fields, methodologies, and perspectives.
Art and Biotechnology
Author: Claire Correo Nettleton
Publisher: Bloomsbury Publishing
ISBN: 1350376051
Category : Art
Languages : en
Pages : 313
Book Description
This interdisciplinary anthology examines the relationship between developments in biotechnology and both artistic and literary innovation, focussing in particular on how newfound molecular technologies and knowledge regimes, such as CRISPR gene editing, alter conceptions of what it means to be human. The book presents 21 essays, split across four parts, from a coterie of artists, theorists, historians and scientists which examine the symbiotic relationship between humans, animals, and viruses as well as the impossibility of germ-free existence. The essays in this volume are urgent in their topicality, embodying the exhilarating yet alarming zeitgeist of contemporary nonhuman-to-human viral transmission and gene editing technologies. Ultimately, Art and Biotechnology reveals how art and biotechnology influence each other and how art has shaped the discussion around gene editing and the socio-cultural aspects of the Covid-19 pandemic. It is essential reading for students and researchers focussing on science and art, environmental humanities, and ethics.
Publisher: Bloomsbury Publishing
ISBN: 1350376051
Category : Art
Languages : en
Pages : 313
Book Description
This interdisciplinary anthology examines the relationship between developments in biotechnology and both artistic and literary innovation, focussing in particular on how newfound molecular technologies and knowledge regimes, such as CRISPR gene editing, alter conceptions of what it means to be human. The book presents 21 essays, split across four parts, from a coterie of artists, theorists, historians and scientists which examine the symbiotic relationship between humans, animals, and viruses as well as the impossibility of germ-free existence. The essays in this volume are urgent in their topicality, embodying the exhilarating yet alarming zeitgeist of contemporary nonhuman-to-human viral transmission and gene editing technologies. Ultimately, Art and Biotechnology reveals how art and biotechnology influence each other and how art has shaped the discussion around gene editing and the socio-cultural aspects of the Covid-19 pandemic. It is essential reading for students and researchers focussing on science and art, environmental humanities, and ethics.
Reality Media
Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262045125
Category : Social Science
Languages : en
Pages : 245
Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Publisher: MIT Press
ISBN: 0262045125
Category : Social Science
Languages : en
Pages : 245
Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.