Digital Art Aesthetic Creation
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Author | : Paul Crowther |
Publisher | : Taylor & Francis |
Total Pages | : 207 |
Release | : 2018-10-10 |
Genre | : Art |
ISBN | : 0429886152 |
Is art created with computers really art? This book answers ‘yes.’ Computers can generate visual art with unique aesthetic effects based on innovations in computer technology and a Postmodern naturalization of technology wherein technology becomes something we live in as well as use. The present study establishes these claims by looking at digital art’s historical emergence from the 1960s to the start of the present century. Paul Crowther, using a philosophical approach to art history, considers the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and then the complexities of their interactive formats.
Author | : Paul Crowther |
Publisher | : Routledge |
Total Pages | : 367 |
Release | : 2018-10-10 |
Genre | : Art |
ISBN | : 0429886144 |
Is art created with computers really art? This book answers ‘yes.’ Computers can generate visual art with unique aesthetic effects based on innovations in computer technology and a Postmodern naturalization of technology wherein technology becomes something we live in as well as use. The present study establishes these claims by looking at digital art’s historical emergence from the 1960s to the start of the present century. Paul Crowther, using a philosophical approach to art history, considers the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and then the complexities of their interactive formats.
Author | : Nick Zangwill |
Publisher | : Oxford University Press |
Total Pages | : 203 |
Release | : 2007-08-23 |
Genre | : Art |
ISBN | : 0199261873 |
What is the purpose of art? What drives us to make it? Why do we value it? Nick Zangwill argues that the function of art is to have certain aesthetic properties in virtue of its non-aesthetic properties, and this function arises because of the artist's insight into the nature of these dependence relations and her intention to bring them about.
Author | : Paul A. Fishwick |
Publisher | : MIT Press |
Total Pages | : 477 |
Release | : 2006 |
Genre | : Aesthetics |
ISBN | : 0262562375 |
The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.
Author | : Christiane Paul |
Publisher | : John Wiley & Sons |
Total Pages | : 706 |
Release | : 2016-03-02 |
Genre | : Art |
ISBN | : 1118475216 |
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
Author | : Zachary Simpson |
Publisher | : Lexington Books |
Total Pages | : 297 |
Release | : 2012-09-27 |
Genre | : Philosophy |
ISBN | : 0739179314 |
Life as Art brings the resources of contemporary aesthetics since Nietzsche to bear on the problems of how one integrates the aesthetic emphases of meaning, liberation, and creativity into one’s daily life. By linking together the aesthetic and ethical accounts of critical theorists, phenomenologists, and existentialists into a coherent view on the artful life, Life as Art shows the ways in which much of contemporary Continental theory has been concerned with alternative ways of constructing one’s own life. Seen as a unified phenomenon, life as art signifies an active attempt to create a life which bears the resistance, openness, and creativity found in artworks.
Author | : Qi Li |
Publisher | : Springer Nature |
Total Pages | : 200 |
Release | : 2020-06-19 |
Genre | : Philosophy |
ISBN | : 9811550697 |
This book investigates a new interactive data visualisation concept that employs traditional Chinese aesthetics as a basis for exploring contemporary digital technological contexts. It outlines the aesthetic approach, which draws on non-Western aesthetic concepts, specifically the Yijing and Taoist cosmological principles, and discusses the development of data-based digital practices within a theoretical framework that combines traditional Taoist ideas with the digital humanities. The book also offers a critique of the Western aesthetics underpinning data visualisation, in particular the Kantian sublime, which prioritises the experience of power over the natural world viewed at a distance. Taoist philosophy, in contrast, highlights the integration of the surface of the body and the surface of nature as a Taoist body, rather than promoting an opposition of mind and body. The book then explores the transformational potential between the human body and technology, particularly in creating an aesthetic approach spanning traditional Chinese aesthetics and gesture-based technology. Representing a valuable contribution to the digital humanities, the book helps readers understand data-based artistic practices, while also bringing the ideas of traditional Chinese aesthetics to Western audiences. In addition, it will be of interest to practitioners in the fields of digital art and data visualisation seeking new models.
Author | : Sean Cubitt |
Publisher | : SAGE |
Total Pages | : 192 |
Release | : 1998-10-15 |
Genre | : Language Arts & Disciplines |
ISBN | : 9780761959007 |
The aesthetic nature and purposes of computer culture in the contemporary world are investigated in this book. Sean Cubitt casts a cool eye on the claims of cybertopians, tracing the globalization of the new medium and enquiring into its effects on subjectivity and sociality. Drawing on historical scholarship, philosophical aesthetics and the literature of cyberculture, the author argues for a genuine democracy beyond the limitations of the free market and the global corporation. Digital arts are identified as having a vital part to play in this process. Written in a balanced and penetrating style, the book both conveniently summarizes a huge literature and sets a new agenda for research and theory.
Author | : Duncan Harris |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2022-06-28 |
Genre | : Games & Activities |
ISBN | : 050002314X |
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Author | : Paul Crowther |
Publisher | : Routledge |
Total Pages | : 254 |
Release | : 2019-03-20 |
Genre | : Philosophy |
ISBN | : 0429581319 |
This book shows that art involves an aesthetics of self-becoming, wherein we do not simply consume artistic meaning, but become empowered—by adapting ourselves to what creation in the different art forms makes possible. Paul Crowther argues that the great political task in aesthetics is no longer the creation of political art as such, but rather the winning back of art and aesthetics as central societal concerns. This involves the overcoming of neo-liberal treatments of art as mere commodity and misguided attitudes that dismiss it as the product of dead white European males. The book begins with a theory of self-consciousness which reveals the necessary role played by the aesthetic in personal identity. It then emphasises how art forms empower through processes of making and aesthetic effects that are unique to them individually. To show this, he considers the ontology of pictorial art, sculpture, installation and assemblage works, architecture, literature, cinema, and music. His arguments concerning these are supported, throughout, by in-depth discussions of specific artworks. The book’s effect, overall is to reorientate aesthetics by showing how art empowers through its revelation of new possibilities of experience. The Aesthetics of Self-Becoming will appeal to philosophers of art and aesthetics, as well as scholars in art history, literary studies, film studies, and music theory who are interested in the book’s central concerns.