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
Author:
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 368
Book Description
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 368
Book Description
Not For Tourists Guide to Boston 2021
Author: Not For Tourists
Publisher: Simon and Schuster
ISBN: 1510758119
Category : Travel
Languages : en
Pages : 590
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: 1510758119
Category : Travel
Languages : en
Pages : 590
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.
Intelligent Computing
Author: Kohei Arai
Publisher: Springer Nature
ISBN: 3031104617
Category : Technology & Engineering
Languages : en
Pages : 930
Book Description
The book, “Intelligent Computing - Proceedings of the 2022 Computing Conference”, is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2022 held on July 14-15, 2022. Computing 2022 attracted a total of 498 submissions which underwent a double-blind peer-review process. Of those 498 submissions, 179 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Publisher: Springer Nature
ISBN: 3031104617
Category : Technology & Engineering
Languages : en
Pages : 930
Book Description
The book, “Intelligent Computing - Proceedings of the 2022 Computing Conference”, is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2022 held on July 14-15, 2022. Computing 2022 attracted a total of 498 submissions which underwent a double-blind peer-review process. Of those 498 submissions, 179 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
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.
CyberArts 2021
Author: Markus Jandl
Publisher: Hatje Cantz
ISBN: 9783775751414
Category :
Languages : en
Pages : 272
Book Description
The award-winning works from a lively year in media art Since 1987, the Prix Ars Electronica has been one of the most prestigious prizes in media art. The jury includes experts in the fields of Computer/Film/VFX, Digital Music, Sound Art, Artificial Intelligence and Life Art.
Publisher: Hatje Cantz
ISBN: 9783775751414
Category :
Languages : en
Pages : 272
Book Description
The award-winning works from a lively year in media art Since 1987, the Prix Ars Electronica has been one of the most prestigious prizes in media art. The jury includes experts in the fields of Computer/Film/VFX, Digital Music, Sound Art, Artificial Intelligence and Life Art.
The Moving Image as Public Art
Author: Annie Dell'Aria
Publisher: Springer Nature
ISBN: 3030659046
Category : Art
Languages : en
Pages : 291
Book Description
This book maps the presence of moving images within the field of public art through encounters with passersby. It argues that far from mere distraction or spectacle, moving images can produce moments of enchantment that can renew, intensify, or challenge our everyday engagement with public space and each other. These artworks also offer frameworks for understanding how moving images operate in public space—how they move viewers and reconfigure the site of the screen. Each chapter explores a mode of address that examines how artists and curators leverage the moving image’s attentional power to engage audiences, create spaces, make place, and challenge assumptions. This book also examines the difficulties and compromises that arise when using urban screens for public art.
Publisher: Springer Nature
ISBN: 3030659046
Category : Art
Languages : en
Pages : 291
Book Description
This book maps the presence of moving images within the field of public art through encounters with passersby. It argues that far from mere distraction or spectacle, moving images can produce moments of enchantment that can renew, intensify, or challenge our everyday engagement with public space and each other. These artworks also offer frameworks for understanding how moving images operate in public space—how they move viewers and reconfigure the site of the screen. Each chapter explores a mode of address that examines how artists and curators leverage the moving image’s attentional power to engage audiences, create spaces, make place, and challenge assumptions. This book also examines the difficulties and compromises that arise when using urban screens for public art.
In the Land of the Unreal
Author: Lisa Messeri
Publisher: Duke University Press
ISBN: 1478059222
Category : Social Science
Languages : en
Pages : 176
Book Description
In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal, Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.
Publisher: Duke University Press
ISBN: 1478059222
Category : Social Science
Languages : en
Pages : 176
Book Description
In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal, Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.
A Companion to Digital Art
Author: Christiane Paul
Publisher: John Wiley & Sons
ISBN: 1119225744
Category : Art
Languages : en
Pages : 644
Book Description
Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art
Publisher: John Wiley & Sons
ISBN: 1119225744
Category : Art
Languages : en
Pages : 644
Book Description
Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art
Virtual Reality Technology
Author: Grigore C. Burdea
Publisher: John Wiley & Sons
ISBN: 1394306946
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: 1394306946
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.