Notice bibliographique
- Notice
Type(s) de contenu et mode(s) de consultation : Texte noté : électronique
Titre(s) : Digital Da Vinci [Texte électronique] : Computers in the Arts and Sciences / edited by Newton Lee
Publication : New York, NY : Springer New York : Imprint : Springer, 2014
Description matérielle : 1 online resource (XIX, 292 pages)
Note(s) : Online resource; title from PDF title page (Ebrary, viewed October 30, 2014).
'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 empowered by computer science. Educators and researchers ought to encourage the
new generation of scholars to become as well rounded as a Renaissance man or woman
Autre(s) auteur(s) : Lee, Newton. Fonction indéterminée
Sujet(s) : Informatique
Multimédias
Intelligence artificielle
Indice(s) Dewey :
006.7 (23e éd.) = Systèmes multimédias
Identifiants, prix et caractéristiques : ISBN 9781493909650
Identifiant de la notice : ark:/12148/cb446678811
Notice n° :
FRBNF44667881
(notice reprise d'un réservoir extérieur)
Table des matières : From a Pin-Up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs ;
Experimental Creative Practices ; Repeating Circles, Changing Stars: Learning from
the Medieval Art of Visual Computation ; Brain, Technology and Creativity, Brainart:
A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing From Cerebral
Rhythms ; Video Ergo Sum: An Artist's Thoughts on Inventing with Computer Technology
in the Creation of Artworks ; Wasting Time? Art, Science and New Experience, Examining
the Artwork, Know More (House of Commons) ; The Information Train ; The Quartic
Process Model for Developing Serious Games: 'Green My Place' Case Study ; 3-D Manufacturing:
The Beginning of Common Creativity Revolution ; Recursive Digital Fabrication of
Trans-Phenomenal Artifacts ; Human-Robotic Interaction in Prepare Environments: Introducing
an Element of Surprise by Reassigning Identities in Familiar Objects ; The Message
of Media Machines.