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40 years of science visualization The visualization of often-encrypted data reveals new, previously hidden, but quite real worlds to humankind. Art adopts these insights and uses them to create new dimensions. This book brings together a wide range of contributions on visualization in science, media, and art. Renowned experts and associates of the Science Visualization Lab at the University of Applied Arts Vienna present examples of outstanding and innovative visualization projects and provide insight into their working methods. The book follows a variety of approaches to expanding perception and rendering the invisible visible. “If the doors of perception were cleansed, every thing would appear to man as it is, infinite.” – William Blake Insight into the thinking and working methods of renowned scientists, media experts, and artists Lavish publication with numerous illustrations and AR features With contributions by Ina Conradi / Mark Chavez, Christian Köberl, Walter Köhler, Thomas Matzek, Markus Müller, Ruth Schnell, Victoria Vesna / James K. Gimzewski, Manfred Wakolbinger, and others
Towards a New Social Contract Ars Electronica 2023 is dedicated to the complex questions of truth and the concept of ownership in this digital age. In doing so, the festival navigates the central questions of our time. The focus is on how our perception of "authentic" and "original" is being transformed and whether truth can be owned, and how this relates to digitalization and the rapidly developing performance of artificial intelligence. How can the achievements of a tool that is so much based on the globally collective "raw material" of knowledge and creativity be made accessible to everyone and be harnessed to the benefit of all? This comprehensive volume brings together the works of artists, scientists, developers, designers, entrepreneurs and activists from around the world and delves deep into the themes of the festival, offering insights, perspectives, and thought-provoking content that reflect on the intersection of art, technology, and society.
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.
Der Prix Ars Electronica ist der traditionsreichste Medienkunstwettbewerb der Welt. Seit 1987 alljährlich ausgeschrieben, gilt er wegen seiner Kontinuität, der hohen Anzahl sowie Qualität der Einreichungen als Trendbarometer der weltweiten Medienkunst. Mit vielen Bildern, Texten und Statements der Jury bündelt das Buch jene Arbeiten, die 2020 in den Kategorien Computer Animation, Digital Musics & Sound Art, Artificial Intelligence & Life Art und u19 – Create Your World ausgezeichnet wurden. Ebenfalls im Buch enthalten ist wieder ein Best-of des im Auftrag der Europäischen Kommission ausgeschriebenen STARTS-Prize. Im Fokus dieses hoch dotierten Wettbewerbs standen innovative Projekte an der Schnittstelle von Wissenschaft, Technologie und Kunst (= Science, Technology and ARTS).
Ars Electronica has been accompanying and analyzing the digital revolution and its manifold implications since 1979. It has consistently focused and focuses on processes and trends at the interface between art, technology, and society. This artistic-scientific research becomes visible in the form of a festival that is organized every year in Linz (Austria). Its five-day program comprises conferences, panel discussions, workshops, exhibitions, performances, interventions, and concerts. The event is planned, organized, and produced in collaboration with international artists and scientists. Each festival addresses a different volatile future issue. This year it is the "Radical Atoms and the Alchemists of the Future." The volume uses images and texts to sketch this year's edition of the Ars Electronica Festival. Ars Electronica Festival, Linz 8.-12.9.2016
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.
This book traces the trends in the work of a strongly committed and daring generation of young artists, who have set up their own platforms and established links and business models. What are the constellations and conditions defining tomorrow's art, where will it happen, who'll produce it and with whom? These are the questions discussed.
The European Digital Art and Science Network was initiated in 2015 with the aim of connecting the microcosm and macrocosm of science with the digital arts. The network is made up of renowned research institutions (ESA, CERN, and ESO), which collaborate with the Ars Electronica Futurelab to offer residencies for artists. The seven European project partners represent cultural and artistic positions in Europe, which are as strong as they are diverse, in exhibitions, at workshops, and at conferences. The book presents the artistic projects and residencies in powerful images, and contributions by well-known scientists and artists analyze the challenges posed by art and science.
Life Science: Ars Electronica 99 draws attention to the cultural-philosophical, social-political and metaphysical questions raised by modern biotechnology. Artists and scientists discuss the potential conflicts within the life sciences arising at the point where technology and society converge. The achievements of digital information technology, biotechnology and genetic engineering are pointing towards a new definition of the future. On the threshold of a new century, Life Science focuses attention on the new technologies of the coming decades.
This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.