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Kategorie szczegółowe BISAC

Art, Design and Technology: Collaboration and Implementation

ISBN-13: 9783319581200 / Angielski / Miękka / 2017 / 87 str.

Rae Earnshaw
Art, Design and Technology: Collaboration and Implementation Rae Earnshaw 9783319581200 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Art, Design and Technology: Collaboration and Implementation

ISBN-13: 9783319581200 / Angielski / Miękka / 2017 / 87 str.

Rae Earnshaw
cena 221,90
(netto: 211,33 VAT:  5%)

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This book examines how digital technology is being used to assist the artists and designers. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented.Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations.

Kategorie:
Informatyka
Kategorie BISAC:
Computers > User Interfaces
Computers > Interactive & Multimedia
Computers > Computer Science
Wydawca:
Springer
Seria wydawnicza:
Springerbriefs in Computer Science
Język:
Angielski
ISBN-13:
9783319581200
Rok wydania:
2017
Wydanie:
2017
Numer serii:
000444178
Ilość stron:
87
Waga:
0.20 kg
Wymiary:
16.3 x 24.1 x 0.9
Oprawa:
Miękka
Wolumenów:
01

1 History.- 1.1 Early Developments.- 1.2 Utilization of Technology.- 1.3 The Value of the Arts.- 1.4 Collaboration between Art, Science, and Technology.- 1.5 The Arts and Technology.- 1.5.1 Information Technology.- 1.5.2 Computer-Aided Design.- 1.5.3 Mobile Phone.- 1.5.4 iPad.- 1.5.5 Wall Displays.- 1.5.6 Virtual Reality Interfaces.- 1.5.8 Virtual Exhibitions.- 1.5.9 Collaborative Design over Networks.- 1.5.10 Analysis by Computer.- 1.5.11 Digital Art.- 1.5.12 Digital Audio and Video.- 1.5.13 Motion Capture.- 1.6 Conclusions.- Further Reading.- References.- 2 Independent Working, Collaboration, and Team Activity.- 2.1 Introduction.- 2.2 Collaboration.- 2.3 Creative Collaboration.- 2.4 Digital Technology.- 2.5 Interdisciplinary collaboration.- 2.6 MIT Media Laboratory.- 2.7 Arizona State University.- 2.8 The Challenges of Collaboration.- 2.9 Conclusions.- Further Reading.- References.- 3 Utilization of Digital Technologies.- 3.1 Moore’s Law.- 3.2 Computing Technology post-Silicon.- 3.2.1 Optical computing.- 3.2.2 Quantum computing.-  3.2.3 DNA computing.- 3.2.4 Germanium.- 3.2.5 Nanotubes.- 3.2.6 Neuromorphic computing.- 3.3 Post-Wimp User Interfaces.- 3.4 Virtual Reality Interfaces.- 3.5 Virtual Environments and Creativity.- 3.6 Desk-top Virtual Reality.- 3.7 Virtual Reality Equipment.- 3.8 Conclusions.- Further Reading.- References.- 4.1 Introduction and History.- 4.2 Qin Tombs.- 4.3 Installation Art and Infrastructure.- 4.4 Art Installations.- 4.4.1 The Mattress Factory.- 4.4.2 The Museum of Installation, London.- 4.4.3 The Fairy Doors of Ann Arbor.- 4.5 Utilization of New Technology.- 4.6 Conclusions.- Further Reading.-References.- 5 Implementation: Hardware, Software, and Applications.- 5.1 Introduction.- 5.2 Mac versus PC.- 5.3 Commercial Software versus Public Domain Software.- 5.4 Painting Software.- 5.5 Software for Artists, Designers and Animators.- 5.6 Free Software for Computer-Aided Design.- 5.7 Software for Computer-Aided Design requiring a licence.- 5.8 Software for Graphic Design.- 5.9 3D printing.- 5.10 Laser scanning.- 5.11 Case Studies.- 5.11.1 Using Mobile Technology to facilitate Engagement with the Arts for Children with Autism and their Families.- 5.11.2 The Development of New Technology in Creative Music Applications.- 5.11.3 Visual Arts, Mental Health and Technology.- 5.12 Conclusions.- Further Reading.- References.- 6 Using Mobile Technology to facilitate Engagement with the Arts for Children with Autism and their Families.- 6.1 Introduction: the Research Context.- 6.2 A New Approach: a Visual Story delivered through Technology.- 6.3 Challenges Encountered during the Project.- 6.3.1 Designing for Autism: Engaging Target Users in the Design Process.- 6.3.2 Bringing Research into the Real World: encouraging Research Participation.- 6.3.3. Multi-disciplinary Collaborations: Language barriers and the Importance of Dialogue.- 6.4 Project Results and Impact.- 6.5 Lessons Learned.- Further Reading.- References.- 7 The Development of New Technology in Creative Music Applications.- 7.1 Introduction.- 7.2 Technology and Music.- 7.2.1 A Brief History of Music and Technology.- 7.2.2 Technology and Musical Creativity.- 7.2.3 Technology and Music Education.- 7.3 Musical Creativity and Collaboration.- 7.4 Music Education: Timekeeping.- 7.5 Conclusions.- References.- 8 Visual Arts, Mental Health and Technology.- 8.1 Introduction.- 8.2 New Technologies and Funding for the Arts (NESTA, Wellcome, AHRC).- 8.3 Mental Health and the Arts (Wellcome Collection / Oriel Davies exhibitions).- 8.3.1 Mental Health Treatment.- 8.3.2 Bedlam: the asylum and beyond.- 8.3.3 Studies in Solastalgia.- 8.4 Technology, visual arts and wellbeing programmes (FACT, Lucy Beech, VIP).- 8.4.1 The Foundation for Art and Creative Technology.- 8.4.2 VIP.- 8.4.3 Pharmakon.- 8.5 Arts/Science collaborations: Lessons Learned (In-between-ness: Windows within).- 8.5.1 Publicity, Accessibility, and Increasing Public Awareness.- 8.5.2 The Challenge of the Project.- 8.5.3 Relationship with the National Health Service.- 8.5.4 Extending the Measurements.- 8.6 Discussion.- 8.6.1 The Potential of Visual Images.- 8.6.2 Applicability.- 8.6.3 Efficacy.- 8.6.4 Treatment Strategies.- 8.6.5 Automation.- 8.7 Conclusions.- References.- 9 conclusions.- 9.1Introduction.- 9.2 Challenges and Benefits of Collaboration.- 9.3 Development of Technology.- 9.4 Implementation.- 9.5 Summary of Lessons Learned from the Case Studies.- 9.5.1Chapter 6 - Dr Tracy Piper Wright.- 9.5.2 Chapter 7 – Dr Stuart Cunningham, Steve Nicholls and Steffan Owens.- 9.5.3 Chapter 8 – Dr Karen Heald and Dr Susan Liggett.- 9.6 Summary.- 9.7 The Future.- Further Reading

This book examines how digital technology is being used to assist the artists and designers.  The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user.  Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces.  Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations.  The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives.  This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created.

Art installations are harnessing modern technology to process information and to display it.  Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.




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