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Art --- concepts in the arts and humanities --- art theory --- vocabulary --- anno 1600-1699 --- anno 1700-1799 --- Europe
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Feminism. --- Technology and women. --- Reproductive technology --- Social aspects. --- Arts and Humanities --- Social Sciences --- General and Others --- Literature --- Journalism, Mass Communication, Media & Publishing --- Political Science --- Feminism --- Reproduction --- Book --- Experiences
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Athletics --- History --- Sports --- Athletics - Greece - History - To 1500 --- Sports - Greece - History - To 1500 --- Arts and Humanities --- Performing Arts, Travel and Leisure
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This is an introduction to basic music technology, including acoustics for sound production and analysis, Fourier, frequency modulation, wavelets, and physical modeling and a classification of musical instruments and sound spaces for tuning and counterpoint. The acoustical theory is applied to its implementation in analogue and digital technology, including a detailed discussion of Fast Fourier Transform and MP3 compression. Beyond acoustics, the book discusses important symbolic sound event representation and software as typically realized by MIDI and denotator formalisms. The concluding chapters deal with globalization of music on the Internet, referring to iTunes, Spotify and similar environments. The book will be valuable for students of music, music informatics, and sound engineering.
Information systems. --- Music. --- Computer Appl. in Arts and Humanities. --- Mathematics in Music. --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Application software. --- Mathematics. --- Math --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This edition revises the original core chapters and adds 15 contributions from artists who shed new light on the progress made in the early decades of the 21st Century. Explorations in Art and Technology is about the creative process in action, seen through the eyes of practitioners and researchers. It brings together artists, technologists and researchers who have written about emerging correspondences between virtual and physical worlds, between human and machine processes, between abstract concepts and their physical realizations, between music and visualization and between film and painting. It is a story of new visions and new forms. First published in 2002, this revised edition updates much of the original material and adds contributions from fifteen artists who shed new light on the progress that has been made in the early decades of the 21st Century. The book describes how artists have conceived and made novel digital works from a historical perspective and how inter-disciplinary research has had a profound effect on the take up of digital technology in the wider community. It shows that a practice-based action research approach to case studies of artist residencies enabled art and technology practitioners to take a significant role in the research and explores the nature of collaboration in this context. What emerges is a compelling story of inspirational creative work in a field that is transforming traditional norms in both art and technology. .
Human sciences (algemeen) --- Computer science --- Information systems --- Computer. Automation --- computers --- informatica --- sociale wetenschappen --- informatiesystemen --- computerkunde --- Computer science. --- Information systems. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Informatics --- Science --- User interfaces (Computer systems). --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This book presents an overview of the technical underpinnings in the field of digital media. This includes theory, imaging, big data, interaction, and the research and development that is needed in order to make digital media interfaces more natural and easy to use. Grant funding sources for R & D are detailed and current priority areas are summarized. Developments in the relevant commercial areas are also reviewed. This is Professor Earnshaw’s fifth book in the series on digital media and its applications and creative uses. These books explain the significance and importance of digital media and how it has developed and advanced.They also explore the impact digital media is having on a range of domains including art and design, the creative industries, visual analytics, big data, and digital humanities.The convergence of IT, telecommunications and media is bringing about a revolution in the way information is being collected, stored, accessed and distributed. Digital media is expected to play an increasing role in these processes. State of the art digital technologies are increasingly utilized in order to deliver to the user requirements and also to be effective and efficient in this delivery, given the increasing demands by users and other third parties involved in the content creation and service delivery pipeline. Research and Development in Digital Media will be invaluable for readers that want a summary of the technical research and development aspects of digital media, how such work is being funded, and the kind of changes in digital media provision that may result.
Multimedia systems. --- Computer science. --- User interfaces (Computer systems) --- User interfaces (Computer systems). --- Application software. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Media Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Informatics --- Science --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Information systems. --- Multimedia systems . --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Artificial intelligence. --- Computer games—Programming. --- Computational intelligence. --- User interfaces (Computer systems). --- Application software. --- Artificial Intelligence. --- Game Development. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers
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This book explores―at the macro, meso and micro levels and in terms of qualitative as well as quantitative studies―the current and future role of museums for art and society. Given the dynamic developments in art and society, museums need to change in order to remain (and in some ways, regain) relevance. This relevance is in the sense of a power to influence. Additionally museums have challenges that arise in the production of art through the use of permanent and rapidly changing technologies. This book examines how museums deal with the increasing importance of performance art and social interactive art, artistic disciplines which refuse to use classical or digital artistic media in their artistic processes. The book also observes how museums are adapting in the digital age. It addresses such questions as, “How to keep museums in contact with recipients of art in a world in which the patterns of communication and perception have changed dramatically,” and also “Can the art museum, as a real place, be a counterpart in a virtualized and digitalized society or will museums need to virtualize and even globalize themselves virtually?” Chapters also cover topics such as the merits of digital technologies in museums and how visitors perceive these changes and innovations. When you go back to the etymological origin, the Mouseion of Alexandria, it was a place where – supported by the knowledge stored there – art and science were developed: a place of interdisciplinary research and networking, as you would call it today. The word from the Ancient Hellenic language for museum (ΜΟΥΣΕΙΟΝ) means the “house of the muses”: where the arts and sciences find their berth and cradle. With the “Wunderkammer,” the museum was re-invented as a place for amazing for purpose of representation of dynastic power, followed by the establishment of museums as a demonstration of bourgeois self-consciousness. In the twentieth century, the ideal of the museum as an institution for education received a strong boost, before the museum as a tourism infrastructure became more and more the institutional, economic and political role-model. This book is interested in discovering what is next for museums and how these developments will affect art and society. Each of the chapters are written by academics in the field, but also by curators and directors of major museums and art institutions.
Human sciences (algemeen) --- Sociology of cultural policy --- Organization theory --- Production management --- Business management --- Information systems --- Computer. Automation --- cultureel erfgoed --- informatica --- management --- sociale wetenschappen --- informatiesystemen --- informatietechnologie --- Management. --- Industrial management. --- Cultural heritage. --- Application software. --- Innovation/Technology Management. --- Cultural Heritage. --- Computer Appl. in Arts and Humanities. --- Administration --- Industrial relations --- Organization --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Cultural heritage --- Cultural patrimony --- Cultural resources --- Heritage property --- National heritage --- National patrimony --- National treasure --- Patrimony, Cultural --- Treasure, National --- Property --- World Heritage areas --- Business administration --- Business enterprises --- Corporate management --- Corporations --- Industrial administration --- Management, Industrial --- Rationalization of industry --- Scientific management --- Management --- Business --- Industrial organization
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Mathematics --- Study and teaching (Secondary) --- Math --- Arts and Humanities --- Mathematical Sciences --- Education & Careers --- General and Others --- Science --- Australia. --- Ahitereiria --- Aostralia --- Ástralía --- ʻAukekulelia --- Austraalia --- Austraalia Ühendus --- Australian Government --- Australie --- Australien --- Australiese Gemenebes --- Aŭstralii͡ --- Australija --- Austrālijas Savienība --- Australijos Sandrauga --- Aŭstralio --- Australské společenstv --- Ausztrál Államszövetség --- Ausztrália --- Avstralii͡ --- Avstraliĭski sŭi͡uz --- Avstraliĭskiĭ Soi͡uz --- Avstraliĭskii͡at sŭi͡uz --- Avstralija --- Awstralia --- Awstralja --- Awstralya --- Aystralia --- Commonwealth of Australia --- Cymanwlad Awstralia --- Državna zaednica Avstralija --- Government of Australia --- Ḳehiliyat Osṭralyah --- Koinopoliteia tēs Aystralias --- Komanwel Australia --- Komonveltot na Avstralija --- Komonwelt sa Awstralya --- Komunaĵo de Aŭstralio --- Komunejo de Aŭstralio --- Kūmunwālth al-Usturāl --- Mancomunidad de Australia --- Mancomunitat d'Austràlia --- Negara Persemakmuran Australia --- New Holland --- Nova Hollandia --- Osṭralyah --- Ōsutoraria --- Persemakmuran Australia --- Samveldið Ástralía --- Usṭralyah --- Usturāliy --- Whakaminenga o Ahitereiria
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This unique text/reference reviews the key principles and techniques in conceptual modelling which are of relevance to specialists in the field of cultural heritage. Information modelling tasks are a vital aspect of work and study in such disciplines as archaeology, anthropology, history, and architecture. Yet the concepts and methods behind information modelling are rarely covered by the training in cultural heritage-related fields. With the increasing popularity of the digital humanities, and the rapidly growing need to manage large and complex datasets, the importance of information modelling in cultural heritage is greater than ever before. To address this need, this book serves in the place of a course on software engineering, assuming no previous knowledge of the field. Topics and features: Presents a general philosophical introduction to conceptual modelling Introduces the basics of conceptual modelling, using the ConML language as an infrastructure Reviews advanced modelling techniques relating to issues of vagueness, temporality and subjectivity, in addition to such topics as metainformation and feature redefinition Proposes an ontology for cultural heritage supported by the Cultural Heritage Abstract Reference Model (CHARM), to enable the easy construction of conceptual models Describes various usage scenarios and applications of cultural heritage modelling, offering practical tips on how to use different techniques to solve real-world problems This interdisciplinary work is an essential primer for tutors and students (at both undergraduate and graduate level) in any area related to cultural heritage, including archaeology, anthropology, art, history, architecture, or literature. Cultural heritage managers, researchers, and professionals will also find this to be a valuable reference, as will anyone involved in database design, data management, or the conceptualization of cultural heritage in general. Dr. Cesar Gonzalez-Perez is a Staff Scientist at the Institute of Heritage Sciences (Incipit), within the Spanish National Research Council (CSIC), Santiago de Compostela, Spain.
Conceptual structures (Information theory) --- Digital humanities. --- Computer science. --- Software engineering. --- User interfaces (Computer systems). --- Computer simulation. --- Application software. --- Archaeology. --- Computer Science. --- Simulation and Modeling. --- Software Engineering. --- Computational Social Sciences. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Humanities --- Knowledge representation (Information theory) --- Data processing --- Information technology --- Social sciences—Data processing. --- Social sciences—Computer programs. --- Information systems. --- Informatics --- Science --- Computer software engineering --- Engineering --- Archeology --- Anthropology --- Auxiliary sciences of history --- History --- Antiquities --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Social sciences --- Data processing. --- Computer programs.
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