Download or read book Disruptive Technologies in Media Arts and Design written by Alexiei Dingli and published by Springer Nature. This book was released on 2022-02-28 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents selected proceedings from two installments of the MAD Conference in 2020—MAD Blockchain 2020 and MAD Artificial Intelligence 2020. These events focused on applications of these novel technologies in media, arts and design. A number of researchers present their own projects and practical implementations of blockchain and AI in games, art, education and sustainable living, while other authors explore theoretical and ethical questions that these technologies bring into society. First and foremost, we recommend this book to aspiring scholars and practitioners who are also building new solutions using blockchain and AI. Besides, the book extends the existing scholarship on AI and blockchain and provides proven cases and tools for education in ICT. The conference has been organized by Danube-University Krems, Drexel University Philadelphia and University of Malta with support from the MIT Education Arcade, the Texas A&M LIVE Lab and University of Vaasa.
Download or read book Technology Design and the Arts Opportunities and Challenges written by Rae Earnshaw and published by Springer Nature. This book was released on 2020-06-22 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
Download or read book Digital Media Projection Design and Technology for Theatre written by Alex Oliszewski and published by Taylor & Francis. This book was released on 2018-03-19 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
Download or read book Media Disrupted written by Amanda D. Lotz and published by MIT Press. This book was released on 2021-10-05 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the internet disrupted the recorded music, newspaper, film, and television industries and what this tells us about surviving technological disruption. Much of what we think we know about how the internet "disrupted" media industries is wrong. Piracy did not wreck the recording industry, Netflix isn't killing Hollywood movies, and information does not want to be free. In Media Disrupted, Amanda Lotz looks at what really happened when the recorded music, newspaper, film, and television industries were the ground zero of digital disruption. It's not that digital technologies introduced "new media," Lotz explains; rather, they offered existing media new tools for reaching people. For example, the MP3 unbundled recorded music; as the internet enabled new ways for people to experience and pay for music, the primary source of revenue for the recorded music industry shifted from selling music to licensing it. Cable television providers, written off as predigital dinosaurs, became the dominant internet service providers. News organizations struggled to remake businesses in the face of steep declines in advertiser spending, while the film industry split its business among movies that compelled people to go to theaters and others that are better suited for streaming. Lotz looks in detail at how and why internet distribution disrupted each industry. The stories of business transformation she tells offer lessons for surviving and even thriving in the face of epoch-making technological change.
Download or read book Art Design and Technology Collaboration and Implementation written by Rae Earnshaw and published by Springer. This book was released on 2017-05-30 with total page 97 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.
Download or read book Civic Media written by Eric Gordon and published by MIT Press. This book was released on 2016-06-10 with total page 661 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examinations of civic engagement in digital culture—the technologies, designs, and practices that support connection through common purpose in civic, political, and social life. Countless people around the world harness the affordances of digital media to enable democratic participation, coordinate disaster relief, campaign for policy change, and strengthen local advocacy groups. The world watched as activists used social media to organize protests during the Arab Spring, Occupy Wall Street, and Hong Kong's Umbrella Revolution. Many governmental and community organizations changed their mission and function as they adopted new digital tools and practices. This book examines the use of “civic media”—the technologies, designs, and practices that support connection through common purpose in civic, political, and social life. Scholars from a range of disciplines and practitioners from a variety of organizations offer analyses and case studies that explore the theory and practice of civic media. The contributors set out the conceptual context for the intersection of civic and media; examine the pressure to innovate and the sustainability of innovation; explore play as a template for resistance; look at civic education; discuss media-enabled activism in communities; and consider methods and funding for civic media research. The case studies that round out each section range from a “debt resistance” movement to government service delivery ratings to the “It Gets Better” campaign aimed at combating suicide among lesbian, gay, bisexual, transgender, and queer youth. The book offers a valuable interdisciplinary dialogue on the challenges and opportunities of the increasingly influential space of civic media.
Download or read book Immersed in Technology written by Banff Centre for the Arts and published by MIT Press. This book was released on 1996 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Digital Performance written by Steve Dixon and published by MIT Press. This book was released on 2007-02-23 with total page 1027 pages. Available in PDF, EPUB and Kindle. Book excerpt: The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Download or read book Impact of Contemporary Technology on Art and Design written by Dölkele?, Gülce and published by IGI Global. This book was released on 2024-10-09 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: The intersection of art, design, and digitalization marks a pivotal shift in how creative processes are conceived, executed, and experienced. As contemporary technology continues to evolve, it profoundly influences the methods and mediums of artistic expression, reshaping traditional practices and giving rise to new forms such as digital, software, and virtual art. This technological transformation is not just altering the landscape of art and design but is also redefining the future of creativity itself. Understanding the impact of these advancements is essential for grasping the current and future trajectories of artistic innovation. Impact of Contemporary Technology on Art and Design offers a thorough exploration of the dynamic relationship between new technologies, art, and design. The book delves into a wide array of topics, including contemporary and digital art, computer and software art, virtual and interactive art, video art, animation, and digital advertising. By tracing the historical trajectory from traditional to digital practices, it provides a comprehensive analysis of how art and design processes are adapting to the digital age. This volume is an invaluable resource for anyone interested in the evolving landscape of art and design, from artists and designers to academics, and researchers, seeking to understand the profound changes reshaping creative expression.
Download or read book New Philosophy for New Media written by Mark B. N. Hansen and published by MIT Press. This book was released on 2004 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: A philosophy of new media that defines the digitalimage as the process by which the body filters information tocreate images.
Download or read book Art as Social Practice written by xtine burrough and published by Routledge. This book was released on 2022-03-07 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: With a focus on socially engaged art practices in the twenty-first century, this book explores how artists use their creative practices to raise consciousness, form communities, create change, and bring forth social impact through new technologies and digital practices. Suzanne Lacy’s Foreword and section introduction authors Anne Balsamo, Harrell Fletcher, Natalie Loveless, Karen Moss, and Stephanie Rothenberg present twenty-five in-depth case studies by established and emerging contemporary artists including Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. Artists offer firsthand insight into how they activate methods used in socially engaged art projects from the twentieth century and incorporated new technologies to create twenty-first century, socially engaged, digital art practices. Works highlighted in this book span collaborative image-making, immersive experiences, telematic art, time machines, artificial intelligence, and physical computing. These reflective case studies reveal how the artists collaborate with participants and communities, and have found ways to expand, transform, reimagine, and create new platforms for meaningful exchange in both physical and virtual spaces. An invaluable resource for students and scholars of art, technology, and new media, as well as artists interested in exploring these intersections.
Download or read book Non Fungible Tokens written by Usman W. Chohan and published by Taylor & Francis. This book was released on 2024-04-19 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Non-Fungible Tokens (NFTs) have blossomed into an area of immense cultural, investment, and academic interest, and this groundswell of fascination with non-fungible digital tokenization has been accompanied by a variety of attitudes towards their function, purpose, and potential. Some advocates perceive NFTs to be revolutionary in character, reshaping notions of the construction and preservation of unique assets in the digital realm. At the same time, a notable number of skeptics and detractors view the NFT movement as a passing and overhyped fad at best, and a disingenuous ploy in the digital economy at its worst. Given the diversity of views that have emerged in a comparatively brief span, this book draws upon rich academic perspectives on NFTs from a variety of disciplines, including: computer science, cultural studies, mathematics, sociology, linguistics, mass communication, economics, and finance. The book teases out nuances in how NFTs can and should operate, while also pointing to the potential that these non-fungible assets wield in the digital sphere, along with countervailing arguments against their conceptual and functional salience, and perhaps some dangers that they pose. The book considers the longevity and viability of NFTs as sociocultural, technological, and economic phenomenon, while offering estimates of future paths that NFTs might take in each domain and weighs the opposing narratives and strikes balanced assessments of the legal, cultural, technological, economic, and political role of NFTs in modern society. With its panoramic display of analysis on NFTs, the book will be of particular interest to scholars and researchers across a wide number of subjects.
Download or read book Journalism Design written by Skye Doherty and published by Routledge. This book was released on 2017-12-06 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Journalism Design is about the future of journalism. As technologies increasingly, and continually, reshape the way we interact with information, with each other and with our environment, journalists need new ways to tell stories. Journalists often see technology as something that improves what they are doing or that makes it more convenient. However, the growing might of technology companies has put journalism and news organisations in a difficult position: readers and revenues have moved, and platforms exert increasing control over story design. Skye Doherty argues that, rather than adapting journalism to new technologies, journalists should be creating the technologies themselves and those technologies should be designed for core values such as the public interest. Drawing from theories and practices of interaction design, this book demonstrates how journalists can use their expertise to imagine new ways of doing journalism. The design and development of the NewsCube, a three-dimensional storytelling tool, is detailed, as well as how interaction design can be used to imagine new forms of journalism. The book concludes by calling for closer ties between researchers and working journalists and suggests that journalism has a hybrid future – in newsrooms, communities, design studios and tech companies.
Download or read book Beyond Productivity written by National Research Council and published by National Academies Press. This book was released on 2003-05-02 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer science has drawn from and contributed to many disciplines and practices since it emerged as a field in the middle of the 20th century. Those interactions, in turn, have contributed to the evolution of information technology â€" new forms of computing and communications, and new applications â€" that continue to develop from the creative interactions between computer science and other fields. Beyond Productivity argues that, at the beginning of the 21st century, information technology (IT) is forming a powerful alliance with creative practices in the arts and design to establish the exciting new, domain of information technology and creative practicesâ€"ITCP. There are major benefits to be gained from encouraging, supporting, and strategically investing in this domain.
Download or read book British Qualifications written by Kogan Page and published by Kogan Page Publishers. This book was released on 2006 with total page 1080 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of professional, academic and vocational qualifications is ever-changing. The new edition of this highly successful and practical guide provides thorough information on all developments. Fully indexed, it includes details on all university awards and over 200 career fields, their professional and accrediting bodies, levels of membership and qualifications.It acts as an one-stop guide for careers advisors, students and parents, and will also enable human resource managers to verify the qualifications of potential employees.
Download or read book Designed for Digital written by Jeanne W. Ross and published by MIT Press. This book was released on 2019-09-24 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: Practical advice for redesigning “big, old” companies for digital success, with examples from Amazon, BNY Mellon, LEGO, Philips, USAA, and many other global organizations. Most established companies have deployed such digital technologies as the cloud, mobile apps, the internet of things, and artificial intelligence. But few established companies are designed for digital. This book offers an essential guide for retooling organizations for digital success. In the digital economy, rapid pace of change in technology capabilities and customer desires means that business strategy must be fluid. As a result, the authors explain, business design has become a critical management responsibility. Effective business design enables a company to quickly pivot in response to new competitive threats and opportunities. Most leaders today, however, rely on organizational structure to implement strategy, unaware that structure inhibits, rather than enables, agility. In companies that are designed for digital, people, processes, data, and technology are synchronized to identify and deliver innovative customer solutions—and redefine strategy. Digital design, not strategy, is what separates winners from losers in the digital economy. Designed for Digital offers practical advice on digital transformation, with examples that include Amazon, BNY Mellon, DBS Bank, LEGO, Philips, Schneider Electric, USAA, and many other global organizations. Drawing on five years of research and in-depth case studies, the book is an essential guide for companies that want to disrupt rather than be disrupted in the new digital landscape. Five Building Blocks of Digital Business Success: Shared Customer Insights Operational Backbone Digital Platform Accountability Framework External Developer Platform
Download or read book Media Design and Technology for Live Entertainment written by Davin Gaddy and published by Taylor & Francis. This book was released on 2017-11-27 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media Design and Technology for Live Entertainment is a guide to understanding the concepts and equipment used in projection and video design for live performances. After an introduction in the principles of design elements as well as information on content, this book focuses on how content is used and transmitted by describing the essential components of systems, providing definitions used in communicating video concepts, and including basic system troubleshooting tips and tricks. A brief history of projected imagery is included, as well as information on analog systems, as outdated technology continues to be used either by choice of the designer or by necessity due to budget. By providing the information to understand the tools and how to use them, the reader should be able to create their own systems to meet his or her design ideas.