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Presenting highlights from five years of the field journal Digital Creativity , this volume republishes twenty-seven contributions from international artists and scientists.
Digital Currents explores the growing impact of digital technologies on aesthetic experience and examines the major changes taking place in the role of the artist as social communicator. Margot Lovejoy recounts the early histories of electronic media for art making - video, computer, the internet - in this richly illustrated book. She provides a context for the works of major artists in each media, describes their projects, and discusses the issues and theoretical implications of each to create a foundation for understanding this developing field. Digital Currents fills a major gap in our understanding of the relationship between art and technology, and the exciting new cultural conditions we are experiencing. It will be ideal reading for students taking courses in digital art, and also for anyone seeking to understand these new creative forms.
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...
The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in enterta...
This volume, one of a two volume set, is from the August 1999 HCI International conference papers presented in Munich, Germany. Human Computer Interaction: Communication, Cooperation, and Application Design focuses on the informative and communicative aspects of computer use. A larger number of contributions is concerned with computer-supported cooperation using a wide variety of different techniques. In keeping with the increased focus of HCI International '99 on internet issues and aspects of the global information society, many papers in this volume are centered around information and communication networks and their implications for work, learning, and every-day activities. Due to the growing number and diversity of groups utilizing modern information technologies, issues of accessibility and design for all are becoming more and more pertinent. A range of papers in this volume address these issues and provide the latest research and development results.
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to l...
This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Explorations in Art and Technology presents the explorations in Art and Technology of the Creativity & Cognition Research Studios. The Studios were created to bring together the visions and expertise of people working at the boundaries of art and digital media. The book explores the nature of intersection and correspondence across these disciplinary boundaries, practices and conceptual frameworks through artists' illustrated contributions and studies of work in progress. These experiences are placed within the context of recent digital art history and the innovations of early pioneers.
Language, vision and music: what common cognitive patterns underlie our competence in these disparate modes of thought? Language (natural & formal), vision and music seem to share at least the following attributes: a hierarchical organisation of constituents, recursivity, metaphor, the possibility of self-reference, ambiguity, and systematicity. Can we propose the existence of a general symbol system with instantiations in these three modes or is the only commonality to be found at the level of such entities as cerebral columnar automata? Answers are to be found in this international collection of work which recognises that one of the basic features of consciousness is its MultiModality, that there are possibilities to model this with contemporary technology, and that cross-cultural commonalities in the experience of, and creativity within, the various modalities are significant. With the advent of Intelligent MultiMedia this aspect of consciousness implementation in mind/brain acquires new significance. (Series B)