Technology, Design and the Arts - Opportunities and Challenges.

Saved in:
Bibliographic Details
Superior document:Springer Series on Cultural Computing Series
:
TeilnehmendeR:
Place / Publishing House:Cham : : Springer International Publishing AG,, 2020.
©2020.
Year of Publication:2020
Edition:1st ed.
Language:English
Series:Springer Series on Cultural Computing Series
Online Access:
Physical Description:1 online resource (392 pages)
Tags: Add Tag
No Tags, Be the first to tag this record!
id 5006363081
ctrlnum (MiAaPQ)5006363081
(Au-PeEL)EBL6363081
(OCoLC)1292352687
collection bib_alma
record_format marc
spelling Earnshaw, Rae.
Technology, Design and the Arts - Opportunities and Challenges.
1st ed.
Cham : Springer International Publishing AG, 2020.
©2020.
1 online resource (392 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Springer Series on Cultural Computing Series
Intro -- Foreword by Jill Journeaux -- References -- Foreword by Jon Peddie -- Preface -- Reference -- Contents -- Editors and Contributors -- Part I A Panoramic View of the Field -- 1 Introduction and Background to Technology and the Arts -- 1.1 Interactions Between Disciplines -- 1.2 Relationships Between the Arts and the Sciences -- 1.3 Historical Developments in the Relationship Between Technology and the Arts -- 1.3.1 Computer Arts -- 1.3.2 Computer Animation -- 1.4 Digital Media -- 1.5 Digital Humanities -- 1.6 A New Renaissance? -- References -- 2 Positioning the Arts in the Research Process: Perspectives from Higher Education -- 2.1 Introduction -- 2.2 Artistic Research and the Academy -- 2.3 Knowledge Production and Practice-Based/Practice-Led Research -- 2.4 Cross-Disciplinary, Interdisciplinary, and Multidisciplinary Collaborative Research in Doctoral Studies -- 2.5 Art, Collaboration, and Technology -- 2.6 Conclusions -- References -- Part II Facilitating Communication Between the Arts, Technology, and Audiences -- 3 Framing the Conversation: The Role of the Exhibition in Overcoming Interdisciplinary Communication Challenges -- 3.1 Introduction -- 3.2 Defining Interdisciplinary Communication -- 3.2.1 Defining Interdisciplinary -- 3.2.2 Defining Communication -- 3.2.3 Defining the Principal Actors in Interdisciplinary Communication -- 3.3 Interdisciplinary Communication Challenges -- 3.3.1 Communicating Accurately -- 3.3.2 Communicating Precisely -- 3.3.3 Communicating Impactfully -- 3.4 Interviews with Interdisciplinary Practitioners -- 3.4.1 The Specialist Technologist's Perspective -- 3.4.2 The Specialist Artist's Perspective -- 3.4.3 The Benefactor's Perspective -- 3.4.4 The Translator's Perspective -- 3.4.5 The Combined Perspective -- 3.4.6 An Interdisciplinary Communication Tool Wish List.
3.5 The Exhibition as an Interdisciplinary Communication Tool -- 3.5.1 Defining Exhibition -- 3.5.2 Assessing Impact -- 3.6 A New Curatorial Model -- 3.7 Conclusions -- References -- 4 Modern Communication Technologies and the Marxist Understanding of Scientific Cognition -- 4.1 Introduction -- 4.2 Modern Epistemology About Subject-Object Relations -- 4.3 Practice as a Unification of Subjective and Objective Reality -- 4.4 Technical Activity as a Special Form of Practice -- 4.5 Social and Cultural Perspectives of Communication Technologies -- 4.6 Extrapolation into the Future -- 4.7 Conclusions -- References -- 5 Use of Digital Holography to Re-Encode and Image Chinese Movable Type Printing -- 5.1 Chinese Movable Type Printing -- 5.1.1 Introduction to Chinese Movable Type Printing -- 5.1.2 The Influence of Chinese Movable Type Technology in the Wider World -- 5.2 Encoding in the Context of Chinese Cultural Communication -- 5.2.1 Re-Definition of Encoding Concepts -- 5.2.2 The Role of Enlightenment -- 5.2.3 The Role of Encoding -- 5.3 Digital Holographic Printing -- 5.3.1 Modern Digital Printing -- 5.3.2 Digital Holographic Printing -- 5.3.3 The Evolution of Chinese Movable Type Printing to Digital Holographic Printing -- 5.4 The Exploration of Encoding in the Future -- 5.5 Artistic Works -- 5.5.1 Three Manifestations of a Chinese Movable Type Text -- 5.5.2 Four Manifestations of Chinese Movable Type in a Hybrid Timeline -- 5.6 Conclusions -- Appendix: Records of Movable Type Printing in MengXiBiTan -- References -- Part III Interactions Between the Arts and Data -- 6 The FOREVER-DO Game: A Big Data Fishing Expedition -- 6.1 Introduction -- 6.2 A Fishing Expedition-the Method -- 6.3 The FOREVER-DO Game-the First 'Catch' -- 6.4 Petri Nets, Communication and the Bucket Chain.
6.5 Theoretical Context: Design and Analysis of (Coordinated) Communication Systems -- 6.6 Fishing the Net of the Communication Disciplines -- 6.7 Conclusion -- References -- 7 Searching for New Aesthetics: Unfolding the Artistic Potential of Images Made by the Scanning Electron Microscopy -- 7.1 Artist Statement -- 7.2 Introduction -- 7.3 Water Represented by the Scanning Electron Microscope -- 7.4 Photomicrography as an Art Form -- 7.5 Photographs or not Photographs? -- 7.6 Scientific Images and New Media -- 7.7 Conclusions -- References -- 8 Interspecific Interactions: Interaction Modes Between Sound and Movement in Collaborative Performance -- 8.1 Introduction -- 8.2 Interactivity in Performance-Origins and Recent Developments -- 8.3 The Symbiotic Phenomenon -- 8.4 Interactive Taxonomy: Theory and Precedents -- 8.5 Symbiotic Interactions in Precedent Practices -- 8.6 Symbiotic Modes of Interaction in Symbiont Zero -- 8.7 Mutualism -- 8.8 Commensalism -- 8.9 Parasitism -- 8.10 Conclusions -- References -- 9 Between Presence and Program: The Photographic Error as Counter Culture -- 9.1 Introduction: Histories and Hierarchies -- 9.2 Camera Acts and Human Acts -- 9.3 Agents and Networks -- 9.4 From Tool to Plaything -- 9.5 Tinkering with Technology -- 9.6 Conclusion: Being in Two Minds -- References -- 10 Signs of Surveillance -- 10.1 Introduction -- 10.2 Process of Gathering Raw Images and Meta-Data -- 10.2.1 Building Semantic Affordance with Artistic Raw Materials -- 10.2.2 Gathering Images and the Dérive -- 10.3 Managing and Manipulating Large Digital Image Corpuses as Artistic Raw Material -- 10.3.1 Meta-Data and Artistic Data Management -- 10.4 Developing Artworks Combining Hand-Coded and Industrial Digital Tools -- 10.4.1 On the Brittleness of Digital Things -- 10.4.2 Aesthetics, Frameworks, APIs and Ontologies.
10.5 The Challenge of Live Vs Video of Activity or Interactivity of Exposing the Internal or Relying on the Surface -- 10.5.1 Exposing the Internal or Relying on the Surface -- 10.5.2 The Final Work for Gallery Installation -- 10.6 Conclusion -- 10.6.1 Final Reflection -- 10.7 Epitaph for a Digital Artwork -- References -- Part IV Audio Visual Installations to Generate Collective Human Responses -- 11 Coral Voices -- 11.1 Introduction: Corals Are in Crisis -- 11.2 Initial Research Phase -- 11.3 Project Development, Phase Two -- 11.4 Workflow -- 11.5 Compositional Design and Technical Challenges -- 11.6 Choral Animation Summary -- 11.7 Sound Design and Electronic Score Summary -- 11.8 Conclusions -- References -- 12 Cyberdreams: Visualizing Music in Extended Reality -- 12.1 Introduction -- 12.2 The Current State of the Art -- 12.2.1 Multi-projection VJ Performances -- 12.2.2 Augmented Reality Companion Apps -- 12.2.3 Music Visualizations for Mixed Reality Headsets -- 12.2.4 Music Visualizations in Virtual Reality -- 12.2.5 Discussion -- 12.3 Case Study: Projects Visualizing Music in Extended Reality -- 12.3.1 Background -- 12.3.2 Augmented Reality Paintings -- 12.3.3 VJ Performances -- 12.3.4 Cyberdream VR -- 12.3.5 Discussion -- 12.4 Conclusions -- References -- 13 Augmenting Virtual Spaces: Affective Feedback in Computer Games -- 13.1 Introduction -- 13.2 Affect, Immersion and Engagement -- 13.3 Social Presence and Connection -- 13.4 Augmenting Virtual Environments -- 13.5 The Internet of Things and Games -- 13.6 Measuring Affective Response -- 13.7 Suggestions for Future Work -- 13.7.1 Measuring the Efficacy of Affective Games -- 13.7.2 Affective Games and Altered States of Consciousness -- 13.7.3 Measuring the Social Aspects of Multiplayer Affective Games -- 13.8 Ethical Considerations -- References.
Part V The Convergence of Digital Design, the Arts, Computing, and the Environment -- 14 Chandini (A Bride for the Moon) -- 14.1 Introduction -- 14.2 A Changing Real-World Context -- 14.3 Short Film -- 14.4 Outdoor Performance -- 14.5 Objects and Projections -- 14.6 Choreography -- 14.7 Festival -- 14.8 Live Art -- 14.9 Video Installation -- 14.10 Outdoor Dance Theatre -- 14.11 Documentary -- 14.12 Conclusions -- References -- 15 Digital Moving Image Installations and Renewable Energy: 1994-2018 -- 15.1 Introduction -- 15.2 Perpetual Motion -- 15.3 Fire, Ice &amp -- Steam -- 15.4 Mothlight -- 15.5 For William Henry Fox Talbot (The Pencil of Nature) -- 15.6 Interwoven Motion -- 15.7 Resurrection -- 15.8 Sunbeam -- 15.9 Aeolian Processes -- 15.10 Impossible Objects -- 15.11 Conclusions -- References -- 16 From Digital Nature Hybrids to Digital Naturalists: Reviving Nature Connections Through Arts, Technology and Outdoor Activities -- 16.1 Introduction -- 16.2 Background -- 16.3 The Design Lens -- 16.3.1 Technologies, Things, People and Context -- 16.3.2 Focal Things and Focal Practices -- 16.3.3 Commoditization -- 16.4 Using the Critical Lens to Establish Design Guidelines -- 16.5 Artifacts -- 16.6 Reflections on the Digital Nature Hybrid Designs -- 16.6.1 Challenges Arising Through Use of the Critical Lens -- 16.6.2 Response to the Challenges Arising Through Use of the Critical Lens -- 16.7 Digital Naturalists -- 16.7.1 Background -- 16.7.2 Digital Boggarts -- 16.7.3 The Lost Sounds -- 16.8 Reflections on Digital Naturalists -- 16.9 Conclusions -- References -- Part VI The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach, and Engagement in the Arts -- 17 Virtual Reality Holography-A New Art Form -- 17.1 Introduction -- 17.2 Overview of Holography as an Artistic Medium -- 17.3 Virtual Reality Art.
17.4 The Creation of a New Artistic Medium.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Electronic books.
Liggett, Susan.
Excell, Peter.
Thalmann, Daniel.
Print version: Earnshaw, Rae Technology, Design and the Arts - Opportunities and Challenges Cham : Springer International Publishing AG,c2020 9783030420963
ProQuest (Firm)
https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=6363081 Click to View
language English
format eBook
author Earnshaw, Rae.
spellingShingle Earnshaw, Rae.
Technology, Design and the Arts - Opportunities and Challenges.
Springer Series on Cultural Computing Series
Intro -- Foreword by Jill Journeaux -- References -- Foreword by Jon Peddie -- Preface -- Reference -- Contents -- Editors and Contributors -- Part I A Panoramic View of the Field -- 1 Introduction and Background to Technology and the Arts -- 1.1 Interactions Between Disciplines -- 1.2 Relationships Between the Arts and the Sciences -- 1.3 Historical Developments in the Relationship Between Technology and the Arts -- 1.3.1 Computer Arts -- 1.3.2 Computer Animation -- 1.4 Digital Media -- 1.5 Digital Humanities -- 1.6 A New Renaissance? -- References -- 2 Positioning the Arts in the Research Process: Perspectives from Higher Education -- 2.1 Introduction -- 2.2 Artistic Research and the Academy -- 2.3 Knowledge Production and Practice-Based/Practice-Led Research -- 2.4 Cross-Disciplinary, Interdisciplinary, and Multidisciplinary Collaborative Research in Doctoral Studies -- 2.5 Art, Collaboration, and Technology -- 2.6 Conclusions -- References -- Part II Facilitating Communication Between the Arts, Technology, and Audiences -- 3 Framing the Conversation: The Role of the Exhibition in Overcoming Interdisciplinary Communication Challenges -- 3.1 Introduction -- 3.2 Defining Interdisciplinary Communication -- 3.2.1 Defining Interdisciplinary -- 3.2.2 Defining Communication -- 3.2.3 Defining the Principal Actors in Interdisciplinary Communication -- 3.3 Interdisciplinary Communication Challenges -- 3.3.1 Communicating Accurately -- 3.3.2 Communicating Precisely -- 3.3.3 Communicating Impactfully -- 3.4 Interviews with Interdisciplinary Practitioners -- 3.4.1 The Specialist Technologist's Perspective -- 3.4.2 The Specialist Artist's Perspective -- 3.4.3 The Benefactor's Perspective -- 3.4.4 The Translator's Perspective -- 3.4.5 The Combined Perspective -- 3.4.6 An Interdisciplinary Communication Tool Wish List.
3.5 The Exhibition as an Interdisciplinary Communication Tool -- 3.5.1 Defining Exhibition -- 3.5.2 Assessing Impact -- 3.6 A New Curatorial Model -- 3.7 Conclusions -- References -- 4 Modern Communication Technologies and the Marxist Understanding of Scientific Cognition -- 4.1 Introduction -- 4.2 Modern Epistemology About Subject-Object Relations -- 4.3 Practice as a Unification of Subjective and Objective Reality -- 4.4 Technical Activity as a Special Form of Practice -- 4.5 Social and Cultural Perspectives of Communication Technologies -- 4.6 Extrapolation into the Future -- 4.7 Conclusions -- References -- 5 Use of Digital Holography to Re-Encode and Image Chinese Movable Type Printing -- 5.1 Chinese Movable Type Printing -- 5.1.1 Introduction to Chinese Movable Type Printing -- 5.1.2 The Influence of Chinese Movable Type Technology in the Wider World -- 5.2 Encoding in the Context of Chinese Cultural Communication -- 5.2.1 Re-Definition of Encoding Concepts -- 5.2.2 The Role of Enlightenment -- 5.2.3 The Role of Encoding -- 5.3 Digital Holographic Printing -- 5.3.1 Modern Digital Printing -- 5.3.2 Digital Holographic Printing -- 5.3.3 The Evolution of Chinese Movable Type Printing to Digital Holographic Printing -- 5.4 The Exploration of Encoding in the Future -- 5.5 Artistic Works -- 5.5.1 Three Manifestations of a Chinese Movable Type Text -- 5.5.2 Four Manifestations of Chinese Movable Type in a Hybrid Timeline -- 5.6 Conclusions -- Appendix: Records of Movable Type Printing in MengXiBiTan -- References -- Part III Interactions Between the Arts and Data -- 6 The FOREVER-DO Game: A Big Data Fishing Expedition -- 6.1 Introduction -- 6.2 A Fishing Expedition-the Method -- 6.3 The FOREVER-DO Game-the First 'Catch' -- 6.4 Petri Nets, Communication and the Bucket Chain.
6.5 Theoretical Context: Design and Analysis of (Coordinated) Communication Systems -- 6.6 Fishing the Net of the Communication Disciplines -- 6.7 Conclusion -- References -- 7 Searching for New Aesthetics: Unfolding the Artistic Potential of Images Made by the Scanning Electron Microscopy -- 7.1 Artist Statement -- 7.2 Introduction -- 7.3 Water Represented by the Scanning Electron Microscope -- 7.4 Photomicrography as an Art Form -- 7.5 Photographs or not Photographs? -- 7.6 Scientific Images and New Media -- 7.7 Conclusions -- References -- 8 Interspecific Interactions: Interaction Modes Between Sound and Movement in Collaborative Performance -- 8.1 Introduction -- 8.2 Interactivity in Performance-Origins and Recent Developments -- 8.3 The Symbiotic Phenomenon -- 8.4 Interactive Taxonomy: Theory and Precedents -- 8.5 Symbiotic Interactions in Precedent Practices -- 8.6 Symbiotic Modes of Interaction in Symbiont Zero -- 8.7 Mutualism -- 8.8 Commensalism -- 8.9 Parasitism -- 8.10 Conclusions -- References -- 9 Between Presence and Program: The Photographic Error as Counter Culture -- 9.1 Introduction: Histories and Hierarchies -- 9.2 Camera Acts and Human Acts -- 9.3 Agents and Networks -- 9.4 From Tool to Plaything -- 9.5 Tinkering with Technology -- 9.6 Conclusion: Being in Two Minds -- References -- 10 Signs of Surveillance -- 10.1 Introduction -- 10.2 Process of Gathering Raw Images and Meta-Data -- 10.2.1 Building Semantic Affordance with Artistic Raw Materials -- 10.2.2 Gathering Images and the Dérive -- 10.3 Managing and Manipulating Large Digital Image Corpuses as Artistic Raw Material -- 10.3.1 Meta-Data and Artistic Data Management -- 10.4 Developing Artworks Combining Hand-Coded and Industrial Digital Tools -- 10.4.1 On the Brittleness of Digital Things -- 10.4.2 Aesthetics, Frameworks, APIs and Ontologies.
10.5 The Challenge of Live Vs Video of Activity or Interactivity of Exposing the Internal or Relying on the Surface -- 10.5.1 Exposing the Internal or Relying on the Surface -- 10.5.2 The Final Work for Gallery Installation -- 10.6 Conclusion -- 10.6.1 Final Reflection -- 10.7 Epitaph for a Digital Artwork -- References -- Part IV Audio Visual Installations to Generate Collective Human Responses -- 11 Coral Voices -- 11.1 Introduction: Corals Are in Crisis -- 11.2 Initial Research Phase -- 11.3 Project Development, Phase Two -- 11.4 Workflow -- 11.5 Compositional Design and Technical Challenges -- 11.6 Choral Animation Summary -- 11.7 Sound Design and Electronic Score Summary -- 11.8 Conclusions -- References -- 12 Cyberdreams: Visualizing Music in Extended Reality -- 12.1 Introduction -- 12.2 The Current State of the Art -- 12.2.1 Multi-projection VJ Performances -- 12.2.2 Augmented Reality Companion Apps -- 12.2.3 Music Visualizations for Mixed Reality Headsets -- 12.2.4 Music Visualizations in Virtual Reality -- 12.2.5 Discussion -- 12.3 Case Study: Projects Visualizing Music in Extended Reality -- 12.3.1 Background -- 12.3.2 Augmented Reality Paintings -- 12.3.3 VJ Performances -- 12.3.4 Cyberdream VR -- 12.3.5 Discussion -- 12.4 Conclusions -- References -- 13 Augmenting Virtual Spaces: Affective Feedback in Computer Games -- 13.1 Introduction -- 13.2 Affect, Immersion and Engagement -- 13.3 Social Presence and Connection -- 13.4 Augmenting Virtual Environments -- 13.5 The Internet of Things and Games -- 13.6 Measuring Affective Response -- 13.7 Suggestions for Future Work -- 13.7.1 Measuring the Efficacy of Affective Games -- 13.7.2 Affective Games and Altered States of Consciousness -- 13.7.3 Measuring the Social Aspects of Multiplayer Affective Games -- 13.8 Ethical Considerations -- References.
Part V The Convergence of Digital Design, the Arts, Computing, and the Environment -- 14 Chandini (A Bride for the Moon) -- 14.1 Introduction -- 14.2 A Changing Real-World Context -- 14.3 Short Film -- 14.4 Outdoor Performance -- 14.5 Objects and Projections -- 14.6 Choreography -- 14.7 Festival -- 14.8 Live Art -- 14.9 Video Installation -- 14.10 Outdoor Dance Theatre -- 14.11 Documentary -- 14.12 Conclusions -- References -- 15 Digital Moving Image Installations and Renewable Energy: 1994-2018 -- 15.1 Introduction -- 15.2 Perpetual Motion -- 15.3 Fire, Ice &amp -- Steam -- 15.4 Mothlight -- 15.5 For William Henry Fox Talbot (The Pencil of Nature) -- 15.6 Interwoven Motion -- 15.7 Resurrection -- 15.8 Sunbeam -- 15.9 Aeolian Processes -- 15.10 Impossible Objects -- 15.11 Conclusions -- References -- 16 From Digital Nature Hybrids to Digital Naturalists: Reviving Nature Connections Through Arts, Technology and Outdoor Activities -- 16.1 Introduction -- 16.2 Background -- 16.3 The Design Lens -- 16.3.1 Technologies, Things, People and Context -- 16.3.2 Focal Things and Focal Practices -- 16.3.3 Commoditization -- 16.4 Using the Critical Lens to Establish Design Guidelines -- 16.5 Artifacts -- 16.6 Reflections on the Digital Nature Hybrid Designs -- 16.6.1 Challenges Arising Through Use of the Critical Lens -- 16.6.2 Response to the Challenges Arising Through Use of the Critical Lens -- 16.7 Digital Naturalists -- 16.7.1 Background -- 16.7.2 Digital Boggarts -- 16.7.3 The Lost Sounds -- 16.8 Reflections on Digital Naturalists -- 16.9 Conclusions -- References -- Part VI The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach, and Engagement in the Arts -- 17 Virtual Reality Holography-A New Art Form -- 17.1 Introduction -- 17.2 Overview of Holography as an Artistic Medium -- 17.3 Virtual Reality Art.
17.4 The Creation of a New Artistic Medium.
author_facet Earnshaw, Rae.
Liggett, Susan.
Excell, Peter.
Thalmann, Daniel.
author_variant r e re
author2 Liggett, Susan.
Excell, Peter.
Thalmann, Daniel.
author2_variant s l sl
p e pe
d t dt
author2_role TeilnehmendeR
TeilnehmendeR
TeilnehmendeR
author_sort Earnshaw, Rae.
title Technology, Design and the Arts - Opportunities and Challenges.
title_full Technology, Design and the Arts - Opportunities and Challenges.
title_fullStr Technology, Design and the Arts - Opportunities and Challenges.
title_full_unstemmed Technology, Design and the Arts - Opportunities and Challenges.
title_auth Technology, Design and the Arts - Opportunities and Challenges.
title_new Technology, Design and the Arts - Opportunities and Challenges.
title_sort technology, design and the arts - opportunities and challenges.
series Springer Series on Cultural Computing Series
series2 Springer Series on Cultural Computing Series
publisher Springer International Publishing AG,
publishDate 2020
physical 1 online resource (392 pages)
edition 1st ed.
contents Intro -- Foreword by Jill Journeaux -- References -- Foreword by Jon Peddie -- Preface -- Reference -- Contents -- Editors and Contributors -- Part I A Panoramic View of the Field -- 1 Introduction and Background to Technology and the Arts -- 1.1 Interactions Between Disciplines -- 1.2 Relationships Between the Arts and the Sciences -- 1.3 Historical Developments in the Relationship Between Technology and the Arts -- 1.3.1 Computer Arts -- 1.3.2 Computer Animation -- 1.4 Digital Media -- 1.5 Digital Humanities -- 1.6 A New Renaissance? -- References -- 2 Positioning the Arts in the Research Process: Perspectives from Higher Education -- 2.1 Introduction -- 2.2 Artistic Research and the Academy -- 2.3 Knowledge Production and Practice-Based/Practice-Led Research -- 2.4 Cross-Disciplinary, Interdisciplinary, and Multidisciplinary Collaborative Research in Doctoral Studies -- 2.5 Art, Collaboration, and Technology -- 2.6 Conclusions -- References -- Part II Facilitating Communication Between the Arts, Technology, and Audiences -- 3 Framing the Conversation: The Role of the Exhibition in Overcoming Interdisciplinary Communication Challenges -- 3.1 Introduction -- 3.2 Defining Interdisciplinary Communication -- 3.2.1 Defining Interdisciplinary -- 3.2.2 Defining Communication -- 3.2.3 Defining the Principal Actors in Interdisciplinary Communication -- 3.3 Interdisciplinary Communication Challenges -- 3.3.1 Communicating Accurately -- 3.3.2 Communicating Precisely -- 3.3.3 Communicating Impactfully -- 3.4 Interviews with Interdisciplinary Practitioners -- 3.4.1 The Specialist Technologist's Perspective -- 3.4.2 The Specialist Artist's Perspective -- 3.4.3 The Benefactor's Perspective -- 3.4.4 The Translator's Perspective -- 3.4.5 The Combined Perspective -- 3.4.6 An Interdisciplinary Communication Tool Wish List.
3.5 The Exhibition as an Interdisciplinary Communication Tool -- 3.5.1 Defining Exhibition -- 3.5.2 Assessing Impact -- 3.6 A New Curatorial Model -- 3.7 Conclusions -- References -- 4 Modern Communication Technologies and the Marxist Understanding of Scientific Cognition -- 4.1 Introduction -- 4.2 Modern Epistemology About Subject-Object Relations -- 4.3 Practice as a Unification of Subjective and Objective Reality -- 4.4 Technical Activity as a Special Form of Practice -- 4.5 Social and Cultural Perspectives of Communication Technologies -- 4.6 Extrapolation into the Future -- 4.7 Conclusions -- References -- 5 Use of Digital Holography to Re-Encode and Image Chinese Movable Type Printing -- 5.1 Chinese Movable Type Printing -- 5.1.1 Introduction to Chinese Movable Type Printing -- 5.1.2 The Influence of Chinese Movable Type Technology in the Wider World -- 5.2 Encoding in the Context of Chinese Cultural Communication -- 5.2.1 Re-Definition of Encoding Concepts -- 5.2.2 The Role of Enlightenment -- 5.2.3 The Role of Encoding -- 5.3 Digital Holographic Printing -- 5.3.1 Modern Digital Printing -- 5.3.2 Digital Holographic Printing -- 5.3.3 The Evolution of Chinese Movable Type Printing to Digital Holographic Printing -- 5.4 The Exploration of Encoding in the Future -- 5.5 Artistic Works -- 5.5.1 Three Manifestations of a Chinese Movable Type Text -- 5.5.2 Four Manifestations of Chinese Movable Type in a Hybrid Timeline -- 5.6 Conclusions -- Appendix: Records of Movable Type Printing in MengXiBiTan -- References -- Part III Interactions Between the Arts and Data -- 6 The FOREVER-DO Game: A Big Data Fishing Expedition -- 6.1 Introduction -- 6.2 A Fishing Expedition-the Method -- 6.3 The FOREVER-DO Game-the First 'Catch' -- 6.4 Petri Nets, Communication and the Bucket Chain.
6.5 Theoretical Context: Design and Analysis of (Coordinated) Communication Systems -- 6.6 Fishing the Net of the Communication Disciplines -- 6.7 Conclusion -- References -- 7 Searching for New Aesthetics: Unfolding the Artistic Potential of Images Made by the Scanning Electron Microscopy -- 7.1 Artist Statement -- 7.2 Introduction -- 7.3 Water Represented by the Scanning Electron Microscope -- 7.4 Photomicrography as an Art Form -- 7.5 Photographs or not Photographs? -- 7.6 Scientific Images and New Media -- 7.7 Conclusions -- References -- 8 Interspecific Interactions: Interaction Modes Between Sound and Movement in Collaborative Performance -- 8.1 Introduction -- 8.2 Interactivity in Performance-Origins and Recent Developments -- 8.3 The Symbiotic Phenomenon -- 8.4 Interactive Taxonomy: Theory and Precedents -- 8.5 Symbiotic Interactions in Precedent Practices -- 8.6 Symbiotic Modes of Interaction in Symbiont Zero -- 8.7 Mutualism -- 8.8 Commensalism -- 8.9 Parasitism -- 8.10 Conclusions -- References -- 9 Between Presence and Program: The Photographic Error as Counter Culture -- 9.1 Introduction: Histories and Hierarchies -- 9.2 Camera Acts and Human Acts -- 9.3 Agents and Networks -- 9.4 From Tool to Plaything -- 9.5 Tinkering with Technology -- 9.6 Conclusion: Being in Two Minds -- References -- 10 Signs of Surveillance -- 10.1 Introduction -- 10.2 Process of Gathering Raw Images and Meta-Data -- 10.2.1 Building Semantic Affordance with Artistic Raw Materials -- 10.2.2 Gathering Images and the Dérive -- 10.3 Managing and Manipulating Large Digital Image Corpuses as Artistic Raw Material -- 10.3.1 Meta-Data and Artistic Data Management -- 10.4 Developing Artworks Combining Hand-Coded and Industrial Digital Tools -- 10.4.1 On the Brittleness of Digital Things -- 10.4.2 Aesthetics, Frameworks, APIs and Ontologies.
10.5 The Challenge of Live Vs Video of Activity or Interactivity of Exposing the Internal or Relying on the Surface -- 10.5.1 Exposing the Internal or Relying on the Surface -- 10.5.2 The Final Work for Gallery Installation -- 10.6 Conclusion -- 10.6.1 Final Reflection -- 10.7 Epitaph for a Digital Artwork -- References -- Part IV Audio Visual Installations to Generate Collective Human Responses -- 11 Coral Voices -- 11.1 Introduction: Corals Are in Crisis -- 11.2 Initial Research Phase -- 11.3 Project Development, Phase Two -- 11.4 Workflow -- 11.5 Compositional Design and Technical Challenges -- 11.6 Choral Animation Summary -- 11.7 Sound Design and Electronic Score Summary -- 11.8 Conclusions -- References -- 12 Cyberdreams: Visualizing Music in Extended Reality -- 12.1 Introduction -- 12.2 The Current State of the Art -- 12.2.1 Multi-projection VJ Performances -- 12.2.2 Augmented Reality Companion Apps -- 12.2.3 Music Visualizations for Mixed Reality Headsets -- 12.2.4 Music Visualizations in Virtual Reality -- 12.2.5 Discussion -- 12.3 Case Study: Projects Visualizing Music in Extended Reality -- 12.3.1 Background -- 12.3.2 Augmented Reality Paintings -- 12.3.3 VJ Performances -- 12.3.4 Cyberdream VR -- 12.3.5 Discussion -- 12.4 Conclusions -- References -- 13 Augmenting Virtual Spaces: Affective Feedback in Computer Games -- 13.1 Introduction -- 13.2 Affect, Immersion and Engagement -- 13.3 Social Presence and Connection -- 13.4 Augmenting Virtual Environments -- 13.5 The Internet of Things and Games -- 13.6 Measuring Affective Response -- 13.7 Suggestions for Future Work -- 13.7.1 Measuring the Efficacy of Affective Games -- 13.7.2 Affective Games and Altered States of Consciousness -- 13.7.3 Measuring the Social Aspects of Multiplayer Affective Games -- 13.8 Ethical Considerations -- References.
Part V The Convergence of Digital Design, the Arts, Computing, and the Environment -- 14 Chandini (A Bride for the Moon) -- 14.1 Introduction -- 14.2 A Changing Real-World Context -- 14.3 Short Film -- 14.4 Outdoor Performance -- 14.5 Objects and Projections -- 14.6 Choreography -- 14.7 Festival -- 14.8 Live Art -- 14.9 Video Installation -- 14.10 Outdoor Dance Theatre -- 14.11 Documentary -- 14.12 Conclusions -- References -- 15 Digital Moving Image Installations and Renewable Energy: 1994-2018 -- 15.1 Introduction -- 15.2 Perpetual Motion -- 15.3 Fire, Ice &amp -- Steam -- 15.4 Mothlight -- 15.5 For William Henry Fox Talbot (The Pencil of Nature) -- 15.6 Interwoven Motion -- 15.7 Resurrection -- 15.8 Sunbeam -- 15.9 Aeolian Processes -- 15.10 Impossible Objects -- 15.11 Conclusions -- References -- 16 From Digital Nature Hybrids to Digital Naturalists: Reviving Nature Connections Through Arts, Technology and Outdoor Activities -- 16.1 Introduction -- 16.2 Background -- 16.3 The Design Lens -- 16.3.1 Technologies, Things, People and Context -- 16.3.2 Focal Things and Focal Practices -- 16.3.3 Commoditization -- 16.4 Using the Critical Lens to Establish Design Guidelines -- 16.5 Artifacts -- 16.6 Reflections on the Digital Nature Hybrid Designs -- 16.6.1 Challenges Arising Through Use of the Critical Lens -- 16.6.2 Response to the Challenges Arising Through Use of the Critical Lens -- 16.7 Digital Naturalists -- 16.7.1 Background -- 16.7.2 Digital Boggarts -- 16.7.3 The Lost Sounds -- 16.8 Reflections on Digital Naturalists -- 16.9 Conclusions -- References -- Part VI The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach, and Engagement in the Arts -- 17 Virtual Reality Holography-A New Art Form -- 17.1 Introduction -- 17.2 Overview of Holography as an Artistic Medium -- 17.3 Virtual Reality Art.
17.4 The Creation of a New Artistic Medium.
isbn 9783030420970
9783030420963
callnumber-first Q - Science
callnumber-subject QA - Mathematics
callnumber-label QA76
callnumber-sort QA 276.9 U83
genre Electronic books.
genre_facet Electronic books.
url https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=6363081
illustrated Not Illustrated
oclc_num 1292352687
work_keys_str_mv AT earnshawrae technologydesignandtheartsopportunitiesandchallenges
AT liggettsusan technologydesignandtheartsopportunitiesandchallenges
AT excellpeter technologydesignandtheartsopportunitiesandchallenges
AT thalmanndaniel technologydesignandtheartsopportunitiesandchallenges
status_str n
ids_txt_mv (MiAaPQ)5006363081
(Au-PeEL)EBL6363081
(OCoLC)1292352687
carrierType_str_mv cr
hierarchy_parent_title Springer Series on Cultural Computing Series
is_hierarchy_title Technology, Design and the Arts - Opportunities and Challenges.
container_title Springer Series on Cultural Computing Series
author2_original_writing_str_mv noLinkedField
noLinkedField
noLinkedField
marc_error Info : MARC8 translation shorter than ISO-8859-1, choosing MARC8. --- [ 856 : z ]
_version_ 1792331056457711616
fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>12070nam a22004933i 4500</leader><controlfield tag="001">5006363081</controlfield><controlfield tag="003">MiAaPQ</controlfield><controlfield tag="005">20240229073835.0</controlfield><controlfield tag="006">m o d | </controlfield><controlfield tag="007">cr cnu||||||||</controlfield><controlfield tag="008">240229s2020 xx o ||||0 eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9783030420970</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">9783030420963</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(MiAaPQ)5006363081</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(Au-PeEL)EBL6363081</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1292352687</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">MiAaPQ</subfield><subfield code="b">eng</subfield><subfield code="e">rda</subfield><subfield code="e">pn</subfield><subfield code="c">MiAaPQ</subfield><subfield code="d">MiAaPQ</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">QA76.9.U83</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Earnshaw, Rae.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Technology, Design and the Arts - Opportunities and Challenges.</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">1st ed.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Cham :</subfield><subfield code="b">Springer International Publishing AG,</subfield><subfield code="c">2020.</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2020.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (392 pages)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Springer Series on Cultural Computing Series</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Intro -- Foreword by Jill Journeaux -- References -- Foreword by Jon Peddie -- Preface -- Reference -- Contents -- Editors and Contributors -- Part I A Panoramic View of the Field -- 1 Introduction and Background to Technology and the Arts -- 1.1 Interactions Between Disciplines -- 1.2 Relationships Between the Arts and the Sciences -- 1.3 Historical Developments in the Relationship Between Technology and the Arts -- 1.3.1 Computer Arts -- 1.3.2 Computer Animation -- 1.4 Digital Media -- 1.5 Digital Humanities -- 1.6 A New Renaissance? -- References -- 2 Positioning the Arts in the Research Process: Perspectives from Higher Education -- 2.1 Introduction -- 2.2 Artistic Research and the Academy -- 2.3 Knowledge Production and Practice-Based/Practice-Led Research -- 2.4 Cross-Disciplinary, Interdisciplinary, and Multidisciplinary Collaborative Research in Doctoral Studies -- 2.5 Art, Collaboration, and Technology -- 2.6 Conclusions -- References -- Part II Facilitating Communication Between the Arts, Technology, and Audiences -- 3 Framing the Conversation: The Role of the Exhibition in Overcoming Interdisciplinary Communication Challenges -- 3.1 Introduction -- 3.2 Defining Interdisciplinary Communication -- 3.2.1 Defining Interdisciplinary -- 3.2.2 Defining Communication -- 3.2.3 Defining the Principal Actors in Interdisciplinary Communication -- 3.3 Interdisciplinary Communication Challenges -- 3.3.1 Communicating Accurately -- 3.3.2 Communicating Precisely -- 3.3.3 Communicating Impactfully -- 3.4 Interviews with Interdisciplinary Practitioners -- 3.4.1 The Specialist Technologist's Perspective -- 3.4.2 The Specialist Artist's Perspective -- 3.4.3 The Benefactor's Perspective -- 3.4.4 The Translator's Perspective -- 3.4.5 The Combined Perspective -- 3.4.6 An Interdisciplinary Communication Tool Wish List.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">3.5 The Exhibition as an Interdisciplinary Communication Tool -- 3.5.1 Defining Exhibition -- 3.5.2 Assessing Impact -- 3.6 A New Curatorial Model -- 3.7 Conclusions -- References -- 4 Modern Communication Technologies and the Marxist Understanding of Scientific Cognition -- 4.1 Introduction -- 4.2 Modern Epistemology About Subject-Object Relations -- 4.3 Practice as a Unification of Subjective and Objective Reality -- 4.4 Technical Activity as a Special Form of Practice -- 4.5 Social and Cultural Perspectives of Communication Technologies -- 4.6 Extrapolation into the Future -- 4.7 Conclusions -- References -- 5 Use of Digital Holography to Re-Encode and Image Chinese Movable Type Printing -- 5.1 Chinese Movable Type Printing -- 5.1.1 Introduction to Chinese Movable Type Printing -- 5.1.2 The Influence of Chinese Movable Type Technology in the Wider World -- 5.2 Encoding in the Context of Chinese Cultural Communication -- 5.2.1 Re-Definition of Encoding Concepts -- 5.2.2 The Role of Enlightenment -- 5.2.3 The Role of Encoding -- 5.3 Digital Holographic Printing -- 5.3.1 Modern Digital Printing -- 5.3.2 Digital Holographic Printing -- 5.3.3 The Evolution of Chinese Movable Type Printing to Digital Holographic Printing -- 5.4 The Exploration of Encoding in the Future -- 5.5 Artistic Works -- 5.5.1 Three Manifestations of a Chinese Movable Type Text -- 5.5.2 Four Manifestations of Chinese Movable Type in a Hybrid Timeline -- 5.6 Conclusions -- Appendix: Records of Movable Type Printing in MengXiBiTan -- References -- Part III Interactions Between the Arts and Data -- 6 The FOREVER-DO Game: A Big Data Fishing Expedition -- 6.1 Introduction -- 6.2 A Fishing Expedition-the Method -- 6.3 The FOREVER-DO Game-the First 'Catch' -- 6.4 Petri Nets, Communication and the Bucket Chain.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">6.5 Theoretical Context: Design and Analysis of (Coordinated) Communication Systems -- 6.6 Fishing the Net of the Communication Disciplines -- 6.7 Conclusion -- References -- 7 Searching for New Aesthetics: Unfolding the Artistic Potential of Images Made by the Scanning Electron Microscopy -- 7.1 Artist Statement -- 7.2 Introduction -- 7.3 Water Represented by the Scanning Electron Microscope -- 7.4 Photomicrography as an Art Form -- 7.5 Photographs or not Photographs? -- 7.6 Scientific Images and New Media -- 7.7 Conclusions -- References -- 8 Interspecific Interactions: Interaction Modes Between Sound and Movement in Collaborative Performance -- 8.1 Introduction -- 8.2 Interactivity in Performance-Origins and Recent Developments -- 8.3 The Symbiotic Phenomenon -- 8.4 Interactive Taxonomy: Theory and Precedents -- 8.5 Symbiotic Interactions in Precedent Practices -- 8.6 Symbiotic Modes of Interaction in Symbiont Zero -- 8.7 Mutualism -- 8.8 Commensalism -- 8.9 Parasitism -- 8.10 Conclusions -- References -- 9 Between Presence and Program: The Photographic Error as Counter Culture -- 9.1 Introduction: Histories and Hierarchies -- 9.2 Camera Acts and Human Acts -- 9.3 Agents and Networks -- 9.4 From Tool to Plaything -- 9.5 Tinkering with Technology -- 9.6 Conclusion: Being in Two Minds -- References -- 10 Signs of Surveillance -- 10.1 Introduction -- 10.2 Process of Gathering Raw Images and Meta-Data -- 10.2.1 Building Semantic Affordance with Artistic Raw Materials -- 10.2.2 Gathering Images and the Dérive -- 10.3 Managing and Manipulating Large Digital Image Corpuses as Artistic Raw Material -- 10.3.1 Meta-Data and Artistic Data Management -- 10.4 Developing Artworks Combining Hand-Coded and Industrial Digital Tools -- 10.4.1 On the Brittleness of Digital Things -- 10.4.2 Aesthetics, Frameworks, APIs and Ontologies.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">10.5 The Challenge of Live Vs Video of Activity or Interactivity of Exposing the Internal or Relying on the Surface -- 10.5.1 Exposing the Internal or Relying on the Surface -- 10.5.2 The Final Work for Gallery Installation -- 10.6 Conclusion -- 10.6.1 Final Reflection -- 10.7 Epitaph for a Digital Artwork -- References -- Part IV Audio Visual Installations to Generate Collective Human Responses -- 11 Coral Voices -- 11.1 Introduction: Corals Are in Crisis -- 11.2 Initial Research Phase -- 11.3 Project Development, Phase Two -- 11.4 Workflow -- 11.5 Compositional Design and Technical Challenges -- 11.6 Choral Animation Summary -- 11.7 Sound Design and Electronic Score Summary -- 11.8 Conclusions -- References -- 12 Cyberdreams: Visualizing Music in Extended Reality -- 12.1 Introduction -- 12.2 The Current State of the Art -- 12.2.1 Multi-projection VJ Performances -- 12.2.2 Augmented Reality Companion Apps -- 12.2.3 Music Visualizations for Mixed Reality Headsets -- 12.2.4 Music Visualizations in Virtual Reality -- 12.2.5 Discussion -- 12.3 Case Study: Projects Visualizing Music in Extended Reality -- 12.3.1 Background -- 12.3.2 Augmented Reality Paintings -- 12.3.3 VJ Performances -- 12.3.4 Cyberdream VR -- 12.3.5 Discussion -- 12.4 Conclusions -- References -- 13 Augmenting Virtual Spaces: Affective Feedback in Computer Games -- 13.1 Introduction -- 13.2 Affect, Immersion and Engagement -- 13.3 Social Presence and Connection -- 13.4 Augmenting Virtual Environments -- 13.5 The Internet of Things and Games -- 13.6 Measuring Affective Response -- 13.7 Suggestions for Future Work -- 13.7.1 Measuring the Efficacy of Affective Games -- 13.7.2 Affective Games and Altered States of Consciousness -- 13.7.3 Measuring the Social Aspects of Multiplayer Affective Games -- 13.8 Ethical Considerations -- References.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Part V The Convergence of Digital Design, the Arts, Computing, and the Environment -- 14 Chandini (A Bride for the Moon) -- 14.1 Introduction -- 14.2 A Changing Real-World Context -- 14.3 Short Film -- 14.4 Outdoor Performance -- 14.5 Objects and Projections -- 14.6 Choreography -- 14.7 Festival -- 14.8 Live Art -- 14.9 Video Installation -- 14.10 Outdoor Dance Theatre -- 14.11 Documentary -- 14.12 Conclusions -- References -- 15 Digital Moving Image Installations and Renewable Energy: 1994-2018 -- 15.1 Introduction -- 15.2 Perpetual Motion -- 15.3 Fire, Ice &amp;amp -- Steam -- 15.4 Mothlight -- 15.5 For William Henry Fox Talbot (The Pencil of Nature) -- 15.6 Interwoven Motion -- 15.7 Resurrection -- 15.8 Sunbeam -- 15.9 Aeolian Processes -- 15.10 Impossible Objects -- 15.11 Conclusions -- References -- 16 From Digital Nature Hybrids to Digital Naturalists: Reviving Nature Connections Through Arts, Technology and Outdoor Activities -- 16.1 Introduction -- 16.2 Background -- 16.3 The Design Lens -- 16.3.1 Technologies, Things, People and Context -- 16.3.2 Focal Things and Focal Practices -- 16.3.3 Commoditization -- 16.4 Using the Critical Lens to Establish Design Guidelines -- 16.5 Artifacts -- 16.6 Reflections on the Digital Nature Hybrid Designs -- 16.6.1 Challenges Arising Through Use of the Critical Lens -- 16.6.2 Response to the Challenges Arising Through Use of the Critical Lens -- 16.7 Digital Naturalists -- 16.7.1 Background -- 16.7.2 Digital Boggarts -- 16.7.3 The Lost Sounds -- 16.8 Reflections on Digital Naturalists -- 16.9 Conclusions -- References -- Part VI The Use of Virtual Reality and Augmented Reality to Extend Creativity, Reach, and Engagement in the Arts -- 17 Virtual Reality Holography-A New Art Form -- 17.1 Introduction -- 17.2 Overview of Holography as an Artistic Medium -- 17.3 Virtual Reality Art.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">17.4 The Creation of a New Artistic Medium.</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources.</subfield></datafield><datafield tag="590" ind1=" " ind2=" "><subfield code="a">Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. </subfield></datafield><datafield tag="655" ind1=" " ind2="4"><subfield code="a">Electronic books.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Liggett, Susan.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Excell, Peter.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Thalmann, Daniel.</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Earnshaw, Rae</subfield><subfield code="t">Technology, Design and the Arts - Opportunities and Challenges</subfield><subfield code="d">Cham : Springer International Publishing AG,c2020</subfield><subfield code="z">9783030420963</subfield></datafield><datafield tag="797" ind1="2" ind2=" "><subfield code="a">ProQuest (Firm)</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Springer Series on Cultural Computing Series</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=6363081</subfield><subfield code="z">Click to View</subfield></datafield></record></collection>