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Herausgeber: 
  • Newton Lee
  • Digital Da Vinci: Computers in the Arts and Sciences 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  September 2016  
    Genre:  EDV / Informatik 
     
    Application software / Applied mathematics / Artificial Intelligence / B / Computer Appl. in Arts and Humanities / Computer applications in the arts & humanities / Computer applications in the arts and humanities / Computer applications in the social and behavioural sciences / computer science / Digital Humanities / Mathematics / Mathematics in Art and Architecture / Multimedia Information Systems / User interface design & usability / User interfaces (Computer systems) / User Interfaces and Human Computer Interaction
    ISBN:  9781493949151 
    EAN-Code: 
    9781493949151 
    Verlag:  Springer Nature EN 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 155 mm / D  
    Gewicht:  4745 gr 
    Seiten:  292 
    Illustration:  XIX, 292 p. 137 illus., 107 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen 
    Zus. Info:  Previously published in hardcover 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    "Science is art," said Regina Dugan, senior executive at Google and former director of DARPA. "It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future." This second volume of the Digital Da Vinci book series leads the discussions on the world's first computer art in the 1950s and the actualization of Star Trek's holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game "Green My Place" aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan's dictum "the medium is the message." Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empoweredby computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
      
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