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Windows and Mirrors
  • Language: en

Windows and Mirrors

  • Categories: Art
  • Type: Book
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  • Published: 2005-09-23
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  • Publisher: MIT Press

The experience of digital art and how it is relevant to information technology. In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacuum cleaner; it feels like a medium that is now taking its place beside other media like printing, film, radio, and television. The computer as medium creates new forms and genres for artists and designers; Bolter and Gromala want to show what digital art has to offer to Web designers, education techno...

Virtual Reality Software & Technology
  • Language: en
  • Pages: 360

Virtual Reality Software & Technology

Few technologies in recent years have attracted as much scientific, media and public attention as Virtual Reality. By providing a profoundly new paradigm for human-computer interaction, it is fundamentally changing the way people use and think about computers. Despite being in its infancy, Virtual Reality has found applications in such varied fields as entertainment, interactive arts, medicine, architecture, security, education, and financial analysis.The articles collected here were selected after thorough review and describe the state-of-the-art in Virtual Reality software and technology. Included are the latest results in software architectures, interaction techniques and devices, modeling techniques, and applications.

Immersed in Technology
  • Language: en
  • Pages: 400

Immersed in Technology

  • Categories: Art
  • Type: Book
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  • Published: 1996
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  • Publisher: MIT Press

Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.

Information Arts
  • Language: en
  • Pages: 980

Information Arts

  • Type: Book
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  • Published: 2003-02-28
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  • Publisher: MIT Press

An introduction to the work and ideas of artists who use—and even influence—science and technology. A new breed of contemporary artist engages science and technology—not just to adopt the vocabulary and gizmos, but to explore and comment on the content, agendas, and possibilities. Indeed, proposes Stephen Wilson, the role of the artist is not only to interpret and to spread scientific knowledge, but to be an active partner in determining the direction of research. Years ago, C. P. Snow wrote about the "two cultures" of science and the humanities; these developments may finally help to change the outlook of those who view science and technology as separate from the general culture. In t...

Humanity In-Between and Beyond
  • Language: en
  • Pages: 229

Humanity In-Between and Beyond

This volume discusses the definitional problems and conceptual strategies involved in defining the human. By crossing the boundaries of disciplines and themes, it offers a transdisciplinary platform for exploring the new ideas of the human and adjusting to the dynamic in which we are plunged. The emerging cyborgs and transhumans call for an urgent reconsideration of humans as individuals and collectives. The identity of the human in the 21st century eludes definitions underpinned by simplifying and simplified dichotomies. Affecting all the spheres of life, the discoveries and achievements of recent decades have challenged the bipolar categorizations of human/nonhuman and human/machine, real/...

A Philosophy of Cinematic Art
  • Language: en
  • Pages: 339

A Philosophy of Cinematic Art

A wide-ranging and accessible study of cinema as an art form, discussing traditional photographic films, digital cinema, and videogames.

Emergence in Interactive Art
  • Language: en
  • Pages: 182

Emergence in Interactive Art

  • Type: Book
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  • Published: 2017-03-28
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  • Publisher: Springer

This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence ...

Technologies for Interactive Digital Storytelling and Entertainment
  • Language: en
  • Pages: 393

Technologies for Interactive Digital Storytelling and Entertainment

This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.

Expressive Processing
  • Language: en
  • Pages: 500

Expressive Processing

  • Type: Book
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  • Published: 2012-02-10
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  • Publisher: MIT Press

From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media. What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough—or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at “expressive processing” by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.

New Philosophy for New Media
  • Language: en
  • Pages: 380

New Philosophy for New Media

  • Categories: Art
  • Type: Book
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  • Published: 2004
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  • Publisher: MIT Press

A philosophy of new media that defines the digitalimage as the process by which the body filters information tocreate images.