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This bookcombines work from curators, digital artists, human computer interactionresearchers and computer scientists to examine the mutual benefits andchallenges posed when working together to support digital art works in theirmany forms.
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.
This bookcombines work from curators, digital artists, human computer interactionresearchers and computer scientists to examine the mutual benefits andchallenges posed when working together to support digital art works in theirmany forms.
The book comprises both original research in music interaction and reflections from leading researchers and practitioners in the field.
This unique text/reference advocates a novel forgetful approach to dealing with personal multimedia content in the long run, which is inspired by the effectiveness of human forgetting as a mechanism for helping us to stay focused on important things. The text presents theoretical foundations, technologies, applications, and case study results that help the reader to understand the problems and challenges associated with personal digital preservation, and the solutions that can be developed in response to these challenges.Topics and features: Highlights the value of an intelligent and selective approach to personal multimedia preservation, involving managed forgetting and contextualized remembering; considers how a conceptual understanding of human memory function can be used to inspire the design of digital managed preservation and forgetting; discusses methods that endow computers with capabilities to understand digital content, in order to support intelligent preservation decisions; examines the assessment of the importance of information items, introducing the concepts of memory buoyancy and preservation value; reviews methods for preserving the context associated with a digital item, and for assessing how this context evolves over time; proposes a reference model for the Preserve-or-Forget (PoF) approach which is integrative, value-driven, brain-inspired, forgetful, and evolution-aware; describes the integration of preservation functionalities in a Personal Information Management (PIM) application; presents a user study on a photo selection task, using the results to design methods for automatically selecting important photos from personal collections.This interdisciplinary volume provides significant insights from computer science, engineering and psychology that will be of great interest to researchers involved in multimedia and software engineering, multimedia preservation, cultural informatics, digital heritage, and the digital humanities.
This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies.
Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.
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.
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence.Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
This edited book discusses the exciting field of Digital Creativity. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments.
This book presents methods for capturing data, modeling and engaging with heritage through digital interfaces, plus case studies of sites in Europe, North and Central America and collections relating to ancient Middle Eastern and North African civilizations.
This book is concerned with emergence, interaction, art and computing. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence.
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience.
This volume presents the latest technological developments in arts and culture. Coverage includes a diverse range of theory, applications and uses, including art, music, archaeology, historic landscape, motion capture, and photography.
Thisbook presents a novel framework for understanding and designing performativeexperiences with digital technologies. Theauthor presents a step-by-step explanation of the Performative ExperienceDesign methodology, along with a detailed case study of the design process asit was applied to co-located digital photo sharing.
This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences ¿ including participatory exhibits, crowd sourcing and crowd mining ¿ that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums.
Music and Human-Computer Interaction is stimulating reading for professionals and enthusiasts alike: researchers, musicians, interactive music system designers, music software developers, educators, and those seeking deeper involvement in music interaction.
This edited book discusses the exciting field of Digital Creativity. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments.
Electronic Visualisation in Arts and Culture
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience.
Music and Human-Computer Interaction is stimulating reading for professionals and enthusiasts alike: researchers, musicians, interactive music system designers, music software developers, educators, and those seeking deeper involvement in music interaction.
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets.Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more.The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
This book explores the history of pioneering computer art and its contribution to the broader field of contemporary art from the 1960s to the present. The history is exemplified in the creative work of five pioneers of computer art - Ernest Edmonds, Manfred Mohr, Vera Molnar, Frieder Nake, and Roman Verostko.
Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies.
This book explores how digital culture is transforming museums in the 21st century. Offering a corpus of new evidence for readers to explore, the authors trace the digital evolution of the museum and that of their audiences, now fully immersed in digital life, from the Internet to home and work. In a world where life in code and digits has redefined human information behavior and dominates daily activity and communication, ubiquitous use of digital tools and technology is radically changing the social contexts and purposes of museum exhibitions and collections, the work of museum professionals and the expectations of visitors, real and virtual. Moving beyond their walls, with local and global communities, museums are evolving into highly dynamic, socially aware and relevant institutions as their connections to the global digital ecosystem are strengthened. As they adopt a visitor-centered model and design visitor experiences, their priorities shift to engage audiences, convey digital collections, and tell stories through exhibitions. This is all part of crafting a dynamic and innovative museum identity of the future, made whole by seamless integration with digital culture, digital thinking, aesthetics, seeing and hearing, where visitors are welcomed participants.The international and interdisciplinary chapter contributors include digital artists, academics, and museum professionals. In themed parts the chapters present varied evidence-based research and case studies on museum theory, philosophy, collections, exhibitions, libraries, digital art and digital future, to bring new insights and perspectives, designed to inspire readers. Enjoy the journey!
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool.The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education.Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
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