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An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.
"New Art/Science Affinities" was written and designed in one week by four authors (Andrea Grover, Régine Debatty, Claire Evans, and Pablo Garcia) and two designers (Thumb), using a rapid collaborative authoring process known as a "book sprint." The topic of "New Art/Science Affinities" is contemporary artists working at the intersection of art, science, and technology, with explorations into maker culture, hacking, artist research, distributed creativity, and technological and speculative design. Chapters include: Program Art or Be Programmed, Subvert!, Citizen Science, Artists in White Coats and Latex Gloves, The Maker Moment, and The Overview Effect. 60 international artists and art collaboratives are featured, including Agnes Meyer-Brandis, Atelier Van Lieshout, Brandon Ballengée, Free Art and Technology (F.A.T.), Rafael Lozano-Hemmer, Openframeworks, C.E.B. Reas, Philip Ross, Tomás Saraceno, SymbioticA, Jer Thorp and Marius Watz. ISBN# 0977205347. Details: www.cmu.edu/millergallery/nasabook
What is a musical instrument? What are the musical instruments of the future? This anthology presents thirty papers selected from the fifteen year long history of the International Conference on New Interfaces for Musical Expression (NIME). NIME is a leading music technology conference, and an important venue for researchers and artists to present and discuss their explorations of musical instruments and technologies. Each of the papers is followed by commentaries written by the original authors and by leading experts. The volume covers important developments in the field, including the earliest reports of instruments like the reacTable, Overtone Violin, Pebblebox, and Plank. There are also numerous papers presenting new development platforms and technologies, as well as critical reflections, theoretical analyses and artistic experiences. The anthology is intended for newcomers who want to get an overview of recent advances in music technology. The historical traces, meta-discussions and reflections will also be of interest for longtime NIME participants. The book thus serves both as a survey of influential past work and as a starting point for new and exciting future developments.
The new edition of an introduction to computer programming within the context of the visual arts, using the open-source programming language Processing; thoroughly updated throughout. The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (ww...
Hotwiring Photoshop with code will kick it into life, or into oblivion. This book shows how designers explore external generative tools then introduce that content into Photoshop--a package with which everyone is familiar. Photoshop is used by designers and artists working in all fields. This book (together with the others in the set) shows how design gurus push the tool beyond its perceived limits.
Nathaniel Stern's 'Interactive Art and Embodiment' defies the world of interactive art and new media from the perspective of the body and identity. It presents the ongoing and emergent processes of embodiment in art and includes immersive descriptions of interactive artworks.
A proposal to redefine design in a way that not only challenges the field's dominant paradigms but also changes the practice of design itself. In Critical Fabulations, Daniela Rosner proposes redefining design as investigative and activist, personal and culturally situated, responsive and responsible. Challenging the field's dominant paradigms and reinterpreting its history, Rosner wants to change the way we historicize the practice, reworking it from the inside. Focusing on the development of computational systems, she takes on powerful narratives of innovation and technology shaped by the professional expertise that has become integral to the field's mounting status within the new industrial economy. To do so, she intervenes in legacies of design, expanding what is considered "design" to include long-silenced narratives of practice, and enhancing existing design methodologies based on these rediscovered inheritances. Drawing on discourses of feminist technoscience, she examines craftwork's contributions to computing innovation--how craftwork becomes hardware manufacturing, and how hardware manufacturing becomes craftwork.
How technologies, from the mechanical to the computational, have transformed artistic performance practices.
During the three decades following the Second World War, before the advent of the personal computer, government investment in university research in North America and the UK funded multidisciplinary projects to investigate the use of computers for manufacturing and design. Documenting the eponymous exhibition, Designing the Computational Image, Imagining Computational Design explores this period of remarkable inventiveness and traces its repercussions on architecture and other creative fields through the work of computational architects, designers, and artists working today. Alongside a compelling visual archive showcasing hundreds of unpublished or lesser-known computational images, drawing...
" ... Is the first book to survey the intersection between design, the body, science and the senses, from the utopian pods and head gear of the 1960s, to the high-tech prostheses, wearable computing, implants, and interfaces between computers and humans of the past decade ..."--Introduction, p. 6.