The Arts And Computational Culture Real And Virtual Worlds


The Arts And Computational Culture Real And Virtual Worlds
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The Arts And Computational Culture Real And Virtual Worlds


The Arts And Computational Culture Real And Virtual Worlds
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Author : Tula Giannini
language : en
Publisher: Springer Nature
Release Date :

The Arts And Computational Culture Real And Virtual Worlds written by Tula Giannini and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




New Opportunities For Artistic Practice In Virtual Worlds


New Opportunities For Artistic Practice In Virtual Worlds
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Author : Doyle, Denise
language : en
Publisher: IGI Global
Release Date : 2015-06-26

New Opportunities For Artistic Practice In Virtual Worlds written by Doyle, Denise and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-26 with Computers categories.


Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.



The Aesthetics Of Virtual Reality


The Aesthetics Of Virtual Reality
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Author : Grant Tavinor
language : en
Publisher: Routledge
Release Date : 2021-09-30

The Aesthetics Of Virtual Reality written by Grant Tavinor and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-30 with Philosophy categories.


This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.



Augmented Reality Art


Augmented Reality Art
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Author : Vladimir Geroimenko
language : en
Publisher: Springer
Release Date : 2018-02-23

Augmented Reality Art written by Vladimir Geroimenko and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-23 with Computers categories.


This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.



Digital Media And Technologies For Virtual Artistic Spaces


Digital Media And Technologies For Virtual Artistic Spaces
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Author : Harrison, Dew
language : en
Publisher: IGI Global
Release Date : 2013-02-28

Digital Media And Technologies For Virtual Artistic Spaces written by Harrison, Dew and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-28 with Computers categories.


Emerging new technologies such as digital media have helped artists to position art into the everyday lives and activities of the public. These new virtual spaces allow artists to utilize a more participatory experience with their audience. Digital Media and Technologies for Virtual Artistic Spaces brings together a variety of artistic practices in virtual spaces and the interest in variable media and online platforms for creative interplay. Presenting frameworks and examples of current practices, this book is useful for artists, theorists, curators as well as researchers working with new technologies, social media platforms and digital culture.



Analyzing Art Culture And Design In The Digital Age


Analyzing Art Culture And Design In The Digital Age
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Author : Mura, Gianluca
language : en
Publisher: IGI Global
Release Date : 2015-09-23

Analyzing Art Culture And Design In The Digital Age written by Mura, Gianluca and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-23 with Art categories.


Technological advancements have influenced many fields of study, and the visual arts are no exception. With the development of new creative software and computer programs, artists and designers are free to create in a digital context, equipped with precision and efficiency. Analyzing Art, Culture, and Design in the Digital Age brings together a collection of chapters on the digital tools and processes impacting the fields of art and design, as well as related cultural experiences in the digital sphere. Including the latest scholarly research on the application of technology to the study, implementation, and culture of creative practice, this publication is an essential reference source for researchers, academicians, and professionals interested in the influence of technology on art, design, and culture. This publication features timely, research-based chapters discussing the connections between art and technology including, but not limited to, virtual art and design, the metaverse, 3D creative design environments, cultural communication, and creative social processes.



Virtual Worlds


Virtual Worlds
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Author : Pramod K. Nayar
language : en
Publisher: SAGE
Release Date : 2004

Virtual Worlds written by Pramod K. Nayar and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers and civilization categories.


This interdisciplinary cultural study of the new technologies discusses cyberculture as it mediates, and in turn is mediated by, the contexts of globalisation, politics, medical science and war, and the realms of everyday life such as learning, identity, consumption, and leisure. It pays attention to common and visible expressions of technoculture - including music videos, niche marketing, literature, and cosmetic surgery - in order to highlight its distinguishing features. Using a range of insights from theorists such as Donna Haraway, Stuart Hall, Manuel Castells, Paul Virilio and Katherine Hayles, Virtual Worlds explores the dissemination of cybertechnology into the social and political fields.



Metaplasticity In Virtual Worlds Aesthetics And Semantic Concepts


Metaplasticity In Virtual Worlds Aesthetics And Semantic Concepts
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Author : Mura, Gianluca
language : en
Publisher: IGI Global
Release Date : 2010-11-30

Metaplasticity In Virtual Worlds Aesthetics And Semantic Concepts written by Mura, Gianluca and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-11-30 with Social Science categories.


The concept of virtual worlds is strongly related to the current innovations of new media communication.ÿ As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.



Online Worlds Convergence Of The Real And The Virtual


Online Worlds Convergence Of The Real And The Virtual
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Author : William Sims Bainbridge
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-08

Online Worlds Convergence Of The Real And The Virtual written by William Sims Bainbridge and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-08 with Computers categories.


William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.



Immersed In Technology


Immersed In Technology
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Author : Banff Centre for the Arts
language : en
Publisher: MIT Press
Release Date : 1996

Immersed In Technology written by Banff Centre for the Arts and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1996 with Art categories.


Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.