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60,140 result(s) for "Computer art."
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Digital Technologies in Early Childhood Art
Through art children make sense of their experiences and the world around them.Drawing, painting, collage and modelling are open-ended and playful processes through which children engage in physical exploration, aesthetic decision-making, identity construction and social understanding.
A companion to digital art
Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today's digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. * Showcases the critical and theoretical approaches in this fast-moving discipline * Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions * Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists * Tackles digital art's primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence * Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art
NFT & cryptoart : the complete guide to successfully invest in, create and sell non-fungible tokens in the digital art market
Breaking down the basics of Non-Fungible Tokens in a practical, common-sense way, NFT & Cryptoart offers you an illuminating look at how this revolutionary technology will shape the art world. Exploring the fundamentals of crypto and the foundations behind NFTs, the best ways to begin creating, buying and selling, and even a wealth of tips and tricks for becoming an NFT investor, this essential handbook arms you with everything you need to know about Non-Fungible Tokens. Here's just a little of what you'll discover inside: NFT 101 - A Beginner's Guide To The World of Non-Fungible Tokens and Cryptoart The Surprising Reasons That Cryptoart Is The Future of The Digital Art World Must-Know NFT Principles and Terminology How To Pick The Perfect NFT Marketplace For You Step-By-Step Advice For Buying, Selling, and Investing In NFTs.
3-D Experimental VR and Art Practices
The book addresses themes such as visual perception, perception of 3-D and stereo. With the event of the stereoscope and the theatre, dioramas and panoramas before it, vision and perception in the eighteenth and nineteenth century is seen to be marketed to a mass audience. As such the spectacle of the stereoscope and other optical devices can be seen as a precursor to mass media dissemination today. Yet artists use the stereoscope and VR to signify the spectacle, clairvoyance, vision and the mechanism of vision as well as a symbol for the act of looking, being looked at while looking and the gaze within an art new media practice. Other artists have used 3-D and virtual reality to address themes such as theories of consciousness or embodied consciousness, the human – machine relationship and the idea of mapping reality, alternative networked realities. The book includes an introduction and summary of chapters, 86 anaglyphic 3-D images and presents a survey of artists working in 3-D and virtual reality, VR art. The convergence of other fields such as new media art, video art and early virtual reality art is described through many examples within the scope of the book. Artists discussed include Mert Akbal, Zoe Beloff , Geoffrey Berliner, Lygia Clark, Dan Graham, Salvador Dali, Marcel Duchamp, Scott S. Fisher, Rebecca Hackemann, Perry Hoberman, Daniel Iglesia, Ken Jacobs, William Kentridge, Susan MacWilliam, Patrick Meagher, Rosa Menkman, Jim Naughten, Tony Ousler, Alfons Schilling, Joel Schlemowitz, Christopher Schneberger, Judith Sönniken, Ethan Turpin, Aga Ousseinov, Colleen Woolpert. 3-D glasses included with hardback book. 
PBS newshour. Use of artificial intelligence generates questions about the future of art
Artificial intelligence is everywhere and part of our conversations about education, politics and social media. It's also a hot topic in the arts world, as programs that generate art using AI are widely available to the public. But what goes into these programs, and the work that comes out, are heavily debated. Jeffrey Brown explores the influence of AI for our arts and culture series, CANVAS.
A Philosophy of Computer Art
What is computer art? Do the concepts we usually employ to talk about art, such as ‘meaning’, ‘form’ or ‘expression’ apply to computer art? A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as ‘interactivity’ and ‘user’. Drawing on a wealth of examples he also explains how the roles of the computer artist and computer art user distinguishes them from makers and spectators of traditional art forms and argues that computer art allows us to understand better the role of technology as an art medium. 'Every art student enrolled in a Digital 101 course should read this book. Summing Up: Essential. Lower-level undergraduates and above; general readers.' - CHOICE Winner of the American Society for Aesthetics Outstanding Monograph Prize, 2010 ‘In this groundbreaking book, Dominic McIver Lopes offers a rigorously argued, tightly formulated and highly original account of computer art. Rich in examples and brimming with insights, it will provide everyone interested in computer art with a deeper understanding and appreciation of this fascinating art form.’ - Berys Gaut, University of St. Andrews, UK ‘This book argues that computers provide a new medium for art, rather than simply being a new vehicle for displaying art. This raises a host of intriguing questions, forcing us to think again about what we thought we knew about art. Lopes is the ideal guide; being one of our leading philosophers of art, and also completely at home in the world of computing. This is a very good book which considers genuinely interesting issues in an accessible and enlightening way.’ – Derek Matravers, The Open University, UK Dominic McIver Lopes is Associate Dean in the Faculty of Arts and Distinguished University Scholar and Professor in the Department of Philosophy at the University of British Columbia. He is the author of two books on the philosophy of art, and editor (with Berys Gaut) of The Routledge Companion to Aesthetics . 1. The machine in the ghost 2. A computer art form 3. Live wires: computing interaction 4. Work to rule 5. Artist to audience 6. Computer art poetics 7. Atari to art Envoi: a new Laocoön. Notes. Bibliography. Index