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This collection presents a wide range of interdisciplinary methods to study, document, and conserve material cultural heritage. A wide variety of cultural heritage objects have been recorded, examined, and visualised. The objects range in date, scale, materials, and state of preservation and so pose different research questions and challenges for digitization, conservation, and ontological representation of knowledge. This book is an outcome of interdisciplinary research and debates conducted by the participants of the COST Action TD1201, Colour and Space in Cultural Heritage, 2012-16 and is an Open Access publication available under a CC BY-NC-ND licence.
This book looks at the transformation that Art and Art history is undergoing through engagement with the digital revolution. Since its initiation in 1985, CHArt (Computers and the History of Art) has set out to promote interaction between the rapidly developing new Information Technology and the study and practice of Art. It has become increasingly clear in recent years that this interaction has led, not just to the provision of new tools for the carrying out of existing practices, but to the evolution of unprecedented activities and modes of thought. This collection of papers represents the variety, innovation and richness of significant presentations made at the CHArt Conferences of 2001 a...
Computer-Generated Images (CGIs) are widely used and accepted in the world of entertainment but the use of the very same visualization techniques in academic research in the Arts and Humanities remains controversial. The techniques and conceptual perspectives on heritage visualization are a subject of an ongoing interdisciplinary debate. By demonstrating scholarly excellence and best technical practice in this area, this volume is concerned with the challenge of providing intellectual transparency and accountability in visualization-based historical research. Addressing a range of cognitive and technological challenges, the authors make a strong case for a wider recognition of three-dimensional visualization as a constructive, intellectual process and valid methodology for historical research and its communication.
Digital creativity is boundless. Art practitioners and scholars continue to explore what technology has to offer and practice-based research is redefining their disciplines. What happens when an artist experiments with bio-scientific data and discovers something the scientists failed to notice? How do virtual telematic environments affect our relationship with the object and our understanding of identity and presence? Interactive engagement with the creative process takes precedence over the finite piece thus affecting the roles of the artist and the viewer. The experience of arts computing in.
This unique book critically evaluates the virtual representation of the past through digital media. A distinguished team of leading experts in the field approach digital research in history and archaeology from contrasting viewpoints, including philosophical, methodological and technical. They illustrate the challenges involved in representing the past digitally by focusing on specific cases of a particular historical period, place or technical problem.
"Net Pioneers 1.0 discusses media art history with a new, interdisciplinary look at the historical, social, and economic dynamics of our contemporary, networked society.The hype around Net-based art began in the early 1990s, before the Internet had become a commodity. It developed in skeptical parallel to the rise and decline of the new economy. But why does this chapter of art history appear to end so suddenly? Is it that the idea of Net-based art involving itself in a revolutionary spirit in a networked society failed? One might equally well argue that it was far too successful simply to become another media-art genre. Looking today at the social, aesthetic, and conceptual approaches of the early 1990s presented in this book, it is clear that most of them have in fact come true, if in ways other than intended.The contributions cover a wide variety of topics, ranging from art-scholarly methodological debate (Bentkowska-Kafel, Kuni), source-critical analysis (Reisinger), archiving, exhibition, and analytical practice (Ernst, London, Paul, Sakrowski) to media-philosophical aspects (Ries) and technical and artistic innovations (Daniels)."--Résumé de l'éditeur
From its eye-popping cover to the last page, this collection of optical illusion, hyper-realism, and visual puns is a fun and fascinating exploration of five centuries of trompe l'oeil painting. Each of the forty paintings in this book is presented twice--a first glimpse of the painting captures one reality, and then a subsequent view reveals the visual deception within. In this way readers are introduced to some of the tricks artists have skillfully and playfully deployed over the years to manipulate spatial perception. "A Trick of the Eye includes examples of "trompe l'oeil from Renaissance masters such as van Eyck and Veronese to modern works by Rene Magritte and Duane Hanson, among many others. Engaging texts describe each work, but the real magic is in the illustrations, which offer an intriguing visual experience.
This fascinating and richly illustrated book traces the history of architectural illumination. 200 photos, 100 in color.
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.