Computational Design THEORISTS of DESIGN and COMPUTATION Editor: Onur Yüce Gün, Phd Candidate in Design and Computation, Massachusetts Institute of Technology (MIT)
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Cyberarts 2021 Since Its Inception in 1987, the Prix Ars Electronica Has Been Honoring Creativity and Inno- Vativeness in the Use of Digital Media
Documentation of the Prix Ars Electronica 2021 Lavishly illustrated and containing texts by the prize-winning artists and statements by the juries that singled them out for recognition, this catalog showcases the works honored by the Prix Ars Electronica 2021. The Prix Ars Electronica is the world’s most time-honored media arts competition. Winners are awarded the coveted Golden Nica statuette. Ever CyberArts 2021 since its inception in 1987, the Prix Ars Electronica has been honoring creativity and inno- vativeness in the use of digital media. This year, experts from all over the world evaluated Prix Ars Electronica S+T+ARTS 3,158 submissions from 86 countries in four categories: Computer Animation, Artificial Intelligence & Life Art, Digital Musics & Sound Art, and the u19–create your world com - Prize ’21 petition for young people. The volume also provides insights into the achievements of the winners of the Isao Tomita Special Prize and the Ars Electronica Award for Digital Humanity. ars.electronica.art/prix STARTS Prize ’21 STARTS (= Science + Technology + Arts) is an initiative of the European Commission to foster alliances of technology and artistic practice. As part of this initiative, the STARTS Prize awards the most pioneering collaborations and results in the field of creativity 21 ’ and innovation at the intersection of science and technology with the arts. The STARTS Prize ‘21 of the European Commission was launched by Ars Electronica, BOZAR, Waag, INOVA+, T6 Ecosystems, French Tech Grande Provence, and the Frankfurt Book Fair. This Prize catalog presents the winners of the European Commission’s two Grand Prizes, which honor Innovation in Technology, Industry and Society stimulated by the Arts, and more of the STARTS Prize ‘21 highlights. -
Computer Based Art 2 Computer Based Art 3
1 Computer based art 2 Computer based art 3 Computer based art 4 Computer based art ??5 Buzzanca vs Buzzanca6 7 9 L’arte contemporanea (quale sia la data d’inizio che le volessimo attribuire) è stata caratterizzata, lo si è già accennato, dalla adozione di materiali di espressione artistica i più disparati possibili. La scelta di utilizzare il computer per esprimere il fare artistico, per sviluppare un linguaggio della manifestazione artistica diviene strettamente connesso • al sistema operativo, • all’applicazione, • alla pagina definita dal codice ed • alle teorie che del computer prendono in considerazione gli aspetti logici, simbolici; E’ possibile attivare sul computer, in maniera chiara e fortemente innovativa, una rappresentazione del proprio agire artistico. La vera innovazione, sappiamo bene, non consiste certo nella tastiera più o meno user friendly ma nella capacità di usare il mezzo informatico alla stessa stregua dei più disparati materiali presi a base nelle rappresentazioni dell’arte contemporanea. 13 14 15 16 17 Quali possono essere, allora, le strategie per l'archiviazione e, principalmente, per la conservazione delle arti digitali e di altre pratiche artistiche contemporanee di natura effimera o variabile e comunque strettamente dipendente da un medium la cui sopravvivenza è abbondantemente messa in crisi dagli stessi assunti metodologici della tecnologia adottata? Trovo in questo senso diagrammatica, esulando solo per un attimo dalle arti figurative (che includono figurazione e rappresentazione comunque iconica) la composizione musicale Helicopter String Quartet di Karlheinz Stockhausen che prevede che i quattro esecutori siano ciascuno su un differente elicottero ed eseguano sincronicamente l’esecuzione essendo tra loro collegati mediante apparecchi di registrazione e trasmissione coordinati da terra dal regista o meglio ancora dal direttore tecnologico dell’orchestra. -
1200980525 Alqabandy,Hamad a M a Final Copy
The Evolution of Architectural Pedagogy in the Age of Information: Advancing technologies and their implementation in architectural pedagogies by Hamad Alqabandy A Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy Approved November 2012 by the Graduate Supervisory Committee: Beverly Brandt, Chair Claudia Mesch David Newton ARIZONA STATE UNIVERSITY December 2012 ABSTRACT The contemporary architectural pedagogy is far removed from its ancestry: the classical Beaux-Arts and polytechnic schools of the 19th century and the Bauhaus and Vkhutemas models of the modern period. Today, the “digital” has invaded the academy and shapes pedagogical practices, epistemologies, and ontologies within it, and this invasion is reflected in teaching practices, principles, and tools. Much of this digital integration goes unremarked and may not even be explicitly taught. In this qualitative research project, interviews with 18 leading architecture lecturers, professors, and deans from programs across the United States were conducted. These interviews focused on advanced practices of digital architecture, such as the use of digital tools, and how these practices are viewed. These interviews yielded a wealth of information about the uses (and abuses) of advanced digital technologies within the architectural academy, and the results were analyzed using the methods of phenomenology and grounded theory. Most schools use digital technologies to some extent, although this extent varies greatly. While some schools have abandoned hand-drawing and other hand-based craft almost entirely, others have retained traditional techniques and use digital technologies sparingly. Reasons for using digital design processes include industry pressure as well as the increased ability to solve problems and the speed with which they could be solved. -
Ecaade 2021 Towards a New, Configurable Architecture, Volume 1
eCAADe 2021 Towards a New, Configurable Architecture Volume 1 Editors Vesna Stojaković, Bojan Tepavčević, University of Novi Sad, Faculty of Technical Sciences 1st Edition, September 2021 Towards a New, Configurable Architecture - Proceedings of the 39th International Hybrid Conference on Education and Research in Computer Aided Architectural Design in Europe, Novi Sad, Serbia, 8-10th September 2021, Volume 1. Edited by Vesna Stojaković and Bojan Tepavčević. Brussels: Education and Research in Computer Aided Architectural Design in Europe, Belgium / Novi Sad: Digital Design Center, University of Novi Sad. Legal Depot D/2021/14982/01 ISBN 978-94-91207-22-8 (volume 1), Publisher eCAADe (Education and Research in Computer Aided Architectural Design in Europe) ISBN 978-86-6022-358-8 (volume 1), Publisher FTN (Faculty of Technical Sciences, University of Novi Sad, Serbia) ISSN 2684-1843 Cover Design Vesna Stojaković Printed by: GRID, Faculty of Technical Sciences All rights reserved. Nothing from this publication may be produced, stored in computerised system or published in any form or in any manner, including electronic, mechanical, reprographic or photographic, without prior written permission from the publisher. Authors are responsible for all pictures, contents and copyright-related issues in their own paper(s). ii | eCAADe 39 - Volume 1 eCAADe 2021 Towards a New, Configurable Architecture Volume 1 Proceedings The 39th Conference on Education and Research in Computer Aided Architectural Design in Europe Hybrid Conference 8th-10th September -
Emerging Technologies in Architectural Visualization: Implementation Strategies for Practice
Mississippi State University Scholars Junction Theses and Dissertations Theses and Dissertations 5-1-2003 Emerging Technologies in Architectural Visualization: Implementation Strategies for Practice Nethra Mettuchetty Ram Mohan Follow this and additional works at: https://scholarsjunction.msstate.edu/td Recommended Citation Ram Mohan, Nethra Mettuchetty, "Emerging Technologies in Architectural Visualization: Implementation Strategies for Practice" (2003). Theses and Dissertations. 1862. https://scholarsjunction.msstate.edu/td/1862 This Graduate Thesis - Open Access is brought to you for free and open access by the Theses and Dissertations at Scholars Junction. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholars Junction. For more information, please contact [email protected]. EMERGING TECHNOLOGIES IN ARCHITECTURAL VISUALIZATION - IMPLEMENTATION STRATEGIES FOR PRACTICE. By Nethra Mettuchetty Ram Mohan A Thesis Submitted to the Faculty of Mississippi State University in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture in the School of Architecture Mississippi State, Mississippi May 2003 Copyright by Nethra Mettuchetty Ram Mohan 2003 EMERGING TECHNOLOGIES IN ARCHITECTURAL VISUALIZATION - IMPLEMENTATION STRATEGIES FOR PRACTICE. By Nethra Mettuchetty Ram Mohan Approved: _____________________________ ____________________________ Dr.Larry R Barrow Laurie Livingston Director of Graduate Program Assistant Professor, Department of Art -
Digital Art Eliza Sales What Is Digital Art?
Digital Art Eliza Sales What is Digital Art? It is a general term for a range of artistic works and practices that use digital technology as an essential part of the creative and/or presentation process. It is a term applied to contemporary art that uses the methods of mass production or digital media. It can be defined as any art that is made with the help of a computer. What is Digital Art? It brings Art, Technology, Math and Science together. It requires a creative spirit and the knowledge of art, design and computers. It is defined as an artistic creation produced using digital technology. It is derived from the concept of traditional art forms, but with the components of new technology. What is Digital Art? It has been argued that digital art is not a real art because traditionally speaking; art refers to painting, carving, drawing, sculpture or anything that has been physically produced by the hands of an artist. But digital art is now widely accepted as a real art because it involves creativity and the knowledge of art and principles. It is any piece of art that becomes digital in its final version. What is Digital Art? It is the new digital media which allowed the opportunity for artists to design unique creations using traditional and contemporary combinations when the internet took off. It is like any other art. It just is created using different tools than the more traditional arts. The medium or tool used in this art is the computer through which the artist express his/ her vision, message and emotion. -
Mcd#74 - Summer 2014
offprint mcd#74 - summer 2014 Art / Industry DESIGN/TECHNOLOGIES/AGENCIES BUSINESS/R & D/INNOVATION/URBAN PLANNING ARCHITECTURE/CREATIVITY/OPEN DATA NEW MEDIA/MEDIALAB www.digitalmcd.com SPECIAL ISSUE: 5 € Art/Industry EDITO The disruption of art At a time when brands like Facebook, Google, Twitter... gather more people than entire continents, it can be interesting to question the relationship between digital artists and new creative industries. Creative people who use technology and work with engineers, developers and scientists produce works, devices and inventions whose users are no longer confined to the institutional sphere and museums nor places dedicated to the contemporary art scene. Their research & creation intersects the R&D departments of companies and laboratories. The collaborative methods of such groups made of developers, designers and artists, promote innovation without necessarily claiming its ownership. Some of them, like the Graffiti Research Lab or the Free Art Technology Lab (FAT Lab), even assert the open-source as a constitutive feature of their works. Occasionally, companies and brands are inspired by these creations and might even choose to involve artists in their development. Art-Industry interactions are numerous and crossbreed at different stages of collaboration. The content of this issue demonstrates the variety and richness of achievements and the research undertaken. The connected artist might indeed be the one who best enables us to disconnect. I am particularly grateful to Marco Mancuso from Digicult Italy, who was given carte blanche for this issue, all the authors as well as organisations, artists and brands who kindly answered our questions. I also wish to thank, once again, the French Ministry of Culture and Communication, our partners and advertisers for their support towards this publication. -
Bibliography for Research in Digital Art and Culture
Dejan Grba BIBLIOGRAPHY FOR RESEARCH IN DIGITAL ART AND CULTURE Organized in 27 sections using CMoS16 Notes and Bibliography documentation system (http://www.chicagomanualofstyle.org/tools_citationguide.html). Online Bibliographies Abrahamson, David. “An Evaluative Bibliography: Digital Culture, Information Technology, the Internet, the Web.” Northwestern University website. http://glotta.ntua.gr/IS-Social/DigitalBiblio.html Bulatov, Dmitry. “Art and Science in the Post-Biological Age (2009).” NCCA website. http://www.videodoc.ncca-kaliningrad.ru/bibliography/ Grba, Dejan. “Selected Bibliography in Digital Art and Culture (2019).” Dejan Grba's website. http://dejangrba.org/teaching/en/pda/platform/documents/bibliography.pdf Haden, David. “Machinima Bibliography (2011).” iClone blog. http://myclone.files.wordpress.com/2011/06/machinina-bibliography- 2011.pdf Klütsch, Christoph. “List of Literature for the Early Beginnings of (Digital) Computer Art.” Early Beginnings of (Digital) Computer Art website. http://www.computerkunst.org/Lit_early_dig_computerart.html Levin, Golan. “Partial Contents of my Personal Library.” LibraryThing website. http://www.librarything.com/catalog/golanlevin Montecino, Virginia. “Bibliography of Cyber Culture (2004).” George Mason University website. http://mason.gmu.edu/~montecin/cyberbiblio.htm Wilson, Stephen. “Bibliography in Art, Science, and Technology (2010).” Art Department, San Francisco State University website. http://userwww.sfsu.edu/~infoarts/links/wilson.artscibib.html Readers Bell, David and Barbara M. Kennedy, eds. The Cybercultures Reader. New York, NY: Routledge, 2000. Benedikt, Michael L., ed. Cyberspace: First Steps. Cambridge, MA: The MIT Press, 1992. Giddings, Seth and Martin Lister, eds. The New Media and Technocultures Reader. New York, NY: Routledge, 2011. Grba, Dejan. “Digital Art (2010).” Dejan Grba website. http://dejangrba.dyndns.org/teaching/en/pda/platform/documents/pda- reader.pdf Hassan, Robert and Julian Thomas, eds. -
New Media Art Links
Dejan Grba NEW MEDIA ART LINKS This is a selection of links to media art institutions, programs, artists, art groups and projects. Due to the complexity and diversity of media art and digital culture which impede the precise categorization by such criteria as technique, medium, type or genre, the sections include short descriptions and keywords, and the artists, art groups and projects are included according to their predominant poetic values which often qualify in more than one section. Some of the artists and art groups with highly diverse profiles are listed in several sections. Conventions The institutional and programme links are listed like this: Institution/Programme, Parent Institution, for example MAT (Media Arts and Technology), University of California at Santa Barbara. Each artistic category consists of two sections: Context and Artists (Studios and Artists in Architecture, Design and Film). Context section includes a selection of links to the various contextual resources relevant in each category. Artists (Studios and Artists) section includes the links to the artists, art groups, studios and projects. Links to the artists who use aliases are listed like this: Artist's Name / Alias, for example Curt Cloninger / Lab 404. Links to the artists’ alternative web sites are listed like this: Name (Link 1) | Name (Link 2), for example Casey Reas | Casey Reas (GroupC). Links to the art projects are listed like this: Artist's or Art Group's Name: Project Title, for example Arthur Elsenaar: Facial Hacking. Links to the art groups are listed like this: Art Group's Name (Names of its Members), for example Synthfarm (Vladimir Todorović & Andreas Schlegel). -
Glitch Art, the Generative Art and Online Art
Razón y Palabra ISSN: 1605-4806 [email protected] Universidad de los Hemisferios Ecuador Stephanin, Thiago; Nicola, Ricardo Interactive Installations: applicability and inferences in the creative process of FACECODE Razón y Palabra, vol. 21, núm. 97, abril-junio, 2017, pp. 486-497 Universidad de los Hemisferios Quito, Ecuador Available in: http://www.redalyc.org/articulo.oa?id=199552192026 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative RAZÓN Y PALABRA Primera Revista Electrónica en Iberoamérica Especializada en Comunicación http://revistas.comunicacionudlh.edu.ec/index.php/ryp Interactive Installations: applicability and inferences in the creative process of FACECODE Instalaciones Interactivas: aplicabilidad e inferencias en el proceso creativo de FACECODE Instalações Interativas: aplicabilidade e inferências no processo criativo de FACECODE Thiago Stephanin São Paulo Sate University – Unesp (Brasil) [email protected] Ricardo Nicola São Paulo Sate University – Unesp (Brasil) [email protected] Fecha de recepción:24 de marzo de 2017 Fecha de recepción evaluador:3 de abril de 2017 Fecha de recepción corrección:4 de mayo de 2017 Abstract Theoretical-practical research about the creative process with electronic medias involving digital poetry. The computer revolution has reinforced the visual arts, converging into glitch art, the generative art and online art. The methodology was focused in bibliographical survey, data gathering, state of the art and the separated analysis of artists’ productions, whose dealing with the investigations’ themes are related to the study of the concepts pertinent to the central idea of the interactive piece Facecode (Stefanin, 2015).