The Computer in the Visual Arts

The Computer in the Visual Arts
Author: Anne Morgan Spalter
Publisher: Addison-Wesley Professional
Total Pages: 572
Release: 1999
Genre: Art
ISBN:

For anyone interested in how computers are used in art and design, this introduction to computer graphics is uniquely focused on the computer as a medium for artistic expression and graphic communication.

Processing for Visual Artists

Processing for Visual Artists
Author: Andrew Glassner
Publisher: CRC Press
Total Pages: 904
Release: 2011-09-27
Genre: Computers
ISBN: 0429552297

Walk with veteran author Andrew Glassner; see exactly how each of his pieces evolves, including the mistakes he's made along the way (and how to fix them!), and the times when he changed direction. As your knowledge and skills grow, you'll understand why Processing is such a powerful tool for self-expression. It offers a 21st-century medium for expressing new ideas. This book gives you everything you need to know to explore new frontiers in your own images, animations, and interactive experiences.

Computer Graphics — Computer Art

Computer Graphics — Computer Art
Author: Herbert W. Franke
Publisher: Springer Science & Business Media
Total Pages: 188
Release: 2012-12-06
Genre: Computers
ISBN: 3642702597

Ten years have passed since the first edition of this book, a time sary to stress that the availability of colors further assists artistic span during which all activities connected with computers have ambitions. experienced an enormous upswing, due in particular to the ad The dynamics of display which can be achieved on the screen is vances in the field of semiconductor electronics which facilitated also of significance for the visual arts. It is a necessary condition microminiaturization. With the circuit elements becoming small for some technical applications, for example when simulating er and smaller, i. e. the transition to integrated circuits, the price dynamic processes. Although the graphics systems operating in real time were not designed for artistic purposes, they nonethe of hardware was reduced to an amazingly low level: this has de less open the most exciting aspects to the visual arts. While the finitely been an impulse of great importance to the expansion of computer technology, as well as to areas far removed from tech static computer picture was still a realization in line with the nology.

Computers in Art, Design and Animation

Computers in Art, Design and Animation
Author: John Lansdown
Publisher: Springer Science & Business Media
Total Pages: 314
Release: 2012-12-06
Genre: Art
ISBN: 1461245389

The collection of papers that makes up this book arises largely from the joint activities of two specialist groups of the British Computer Society, namely the Displays Group and the Computer Arts Society. Both these groups are now more than 20 years old and during the whole of this time have held regular, separate meetings. In recent years, however, the two groups have held a joint annual meeting at which presentations of mutual interest have been given and it is mainly from the last two of these that the present papers have been drawn. They fall naturally into four classes: visualisation, art, design and animation-although, as in all such cases, the boundaries between the classes are fuzzy and overlap inevitably occurs. Visualisation The graphic potential of computers has been recognised almost since computing was first used, but it is only comparatively recently that their possibilities as devices for the visualisation of complex. and largely ab stract phenomena has begun to be more fully appreciated. Some workers stress the need to be able to model photographic reality in order to assist in this task. They look to better algorithms and more resolution to achieve this end. Others-Alan Mackay for instance-suggest that it is "not just a matter of providing more and more pixels. It is a matter of providing congenial clues which employ to the greatest extent what we already know.

Art, Design and Technology: Collaboration and Implementation

Art, Design and Technology: Collaboration and Implementation
Author: Rae Earnshaw
Publisher: Springer
Total Pages: 97
Release: 2017-05-30
Genre: Computers
ISBN: 331958121X

This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.

Digital Da Vinci

Digital Da Vinci
Author: Newton Lee
Publisher: Springer
Total Pages: 303
Release: 2014-08-01
Genre: Computers
ISBN: 1493909657

“Science is art,” said Regina Dugan, senior executive at Google and former director of DARPA. “It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.” This second volume of the Digital Da Vinci book series leads the discussions on the world’s first computer art in the 1950s and the actualization of Star Trek’s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game “Green My Place” aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan’s dictum “the medium is the message.” Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.

Electronic Art

Electronic Art
Author: Roger F. Malina
Publisher: Elsevier
Total Pages: 133
Release: 2013-10-22
Genre: Art
ISBN: 1483293769

Computers are more and more becoming creative tools in music as well as in the visual arts and design. In the last few years, it has become clear that digital technology provides a platform for multimedia productions as well as a medium for new art forms. Computer Music and Computer Graphics & Animation have their own international forums. The need was felt, however, to bring together the diverse disciplines within art and technology in one international event - the First International Symposium on Electronic Art (FISEA). The Symposium attracted considerable interest and hundreds of papers and proposals were submitted, of which a selection were accepted. This book, also published as a supplement to the journal Leonardo, publishes 20 of these selected papers under the editorship of Wim van der Plas, Ton Hokken and Johan den Biggelaar. This richly illustrated issue on Electronic Art reflects the enormous international interest which FISEA generated and will further stimulate interest in applications of new technology in music, visual arts and design.