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!
Table of 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.