CyberArts 2020

CyberArts 2020
Title CyberArts 2020 PDF eBook
Author Christine Leopoldseder
Publisher Hatje Cantz Verlag
Pages 137
Release 2020-01-01
Genre Art
ISBN 3775747613

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Der Prix Ars Electronica ist der traditionsreichste Medienkunstwettbewerb der Welt. Seit 1987 alljährlich ausgeschrieben, gilt er wegen seiner Kontinuität, der hohen Anzahl sowie Qualität der Einreichungen als Trendbarometer der weltweiten Medienkunst. Mit vielen Bildern, Texten und Statements der Jury bündelt das Buch jene Arbeiten, die 2020 in den Kategorien Computer Animation, Digital Musics & Sound Art, Artificial Intelligence & Life Art und u19 – Create Your World ausgezeichnet wurden. Ebenfalls im Buch enthalten ist wieder ein Best-of des im Auftrag der Europäischen Kommission ausgeschriebenen STARTS-Prize. Im Fokus dieses hoch dotierten Wettbewerbs standen innovative Projekte an der Schnittstelle von Wissenschaft, Technologie und Kunst (= Science, Technology and ARTS).

Cyberarts 2000

Cyberarts 2000
Title Cyberarts 2000 PDF eBook
Author Hannes Leopoldseder
Publisher Springer Science & Business Media
Pages 300
Release 2000
Genre Art
ISBN 9783211834985

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Compendium of Computer Arts from the Competition Prix Ars Electronica.

Cyberarts 2001

Cyberarts 2001
Title Cyberarts 2001 PDF eBook
Author Hannes Leopoldseder
Publisher Springer Science & Business Media
Pages 276
Release 2001-09-04
Genre Computers
ISBN 9783211836286

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Der Prix Ars Electronica ist eine offene Plattform für die unterschiedlichen Disziplinen im Bereich digitaler Mediengestaltung an der Schnittstelle von Technologie, Kunst, Wissenschaft und Gesellschaft. Die neue Wettbewerbssparte Net Vision/Net Excellence öffnet sich verstärkt dem kulturellen Diskurs um das Medium Internet. Cyberarts 2001 bietet einen aktuellen Überblick über digitale Mediengestaltung am Beispiel der Wettbewerbsbereiche Net Vision/Net Excellence, Digital Musics, Interaktive Kunst und Computeranimation/Visual Effects ebenso wie einen Überblick über die breite Palette von Produktionen Jugendlicher.

Cyberarts

Cyberarts
Title Cyberarts PDF eBook
Author
Publisher
Pages 258
Release 2002
Genre Computer animation
ISBN

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Compendium of computer arts from the competition Prix Ars Electronica.

Virtual Reality Technology

Virtual Reality Technology
Title Virtual Reality Technology PDF eBook
Author Grigore C. Burdea
Publisher John Wiley & Sons
Pages 741
Release 2024-08-21
Genre Computers
ISBN 1394306946

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Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.

The Moving Image as Public Art

The Moving Image as Public Art
Title The Moving Image as Public Art PDF eBook
Author Annie Dell'Aria
Publisher Springer Nature
Pages 291
Release 2021-05-08
Genre Art
ISBN 3030659046

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This book maps the presence of moving images within the field of public art through encounters with passersby. It argues that far from mere distraction or spectacle, moving images can produce moments of enchantment that can renew, intensify, or challenge our everyday engagement with public space and each other. These artworks also offer frameworks for understanding how moving images operate in public space—how they move viewers and reconfigure the site of the screen. Each chapter explores a mode of address that examines how artists and curators leverage the moving image’s attentional power to engage audiences, create spaces, make place, and challenge assumptions. This book also examines the difficulties and compromises that arise when using urban screens for public art.

Art and Biotechnology

Art and Biotechnology
Title Art and Biotechnology PDF eBook
Author Claire Correo Nettleton
Publisher Bloomsbury Publishing
Pages 313
Release 2024-06-13
Genre Art
ISBN 1350376051

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This interdisciplinary anthology examines the relationship between developments in biotechnology and both artistic and literary innovation, focussing in particular on how newfound molecular technologies and knowledge regimes, such as CRISPR gene editing, alter conceptions of what it means to be human. The book presents 21 essays, split across four parts, from a coterie of artists, theorists, historians and scientists which examine the symbiotic relationship between humans, animals, and viruses as well as the impossibility of germ-free existence. The essays in this volume are urgent in their topicality, embodying the exhilarating yet alarming zeitgeist of contemporary nonhuman-to-human viral transmission and gene editing technologies. Ultimately, Art and Biotechnology reveals how art and biotechnology influence each other and how art has shaped the discussion around gene editing and the socio-cultural aspects of the Covid-19 pandemic. It is essential reading for students and researchers focussing on science and art, environmental humanities, and ethics.