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A Philosophy of Computer Art

Author : Dominic Lopes
Publisher : Taylor & Francis
Page : 143 pages
File Size : 26,81 MB
Release : 2010
Category : Art
ISBN : 041554761X

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What is computer art? Do the concepts we usually employ to talk about art, such as âe~meaningâe(tm), âe~formâe(tm) or âe~expressionâe(tm) 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 âe~interactivityâe(tm) and âe~userâe(tm). 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.

History of Computer Art

Author : Thomas Dreher
Publisher : Lulu.com
Page : 0 pages
File Size : 16,94 MB
Release : 2020
Category : Art and technology
ISBN : 9781716855818

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The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories.

A Philosophy of Computer Art

Author : Dominic Lopes
Publisher : Routledge
Page : 160 pages
File Size : 46,28 MB
Release : 2009-09-10
Category : Art
ISBN : 1135277435

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In A Philosophy of Computer Art 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’.

Chromatic Algorithms

Author : Carolyn L. Kane
Publisher : University of Chicago Press
Page : 353 pages
File Size : 33,37 MB
Release : 2014-08-13
Category : Science
ISBN : 022600287X

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These days, we take for granted that our computer screens—and even our phones—will show us images in vibrant full color. Digital color is a fundamental part of how we use our devices, but we never give a thought to how it is produced or how it came about. Chromatic Algorithms reveals the fascinating history behind digital color, tracing it from the work of a few brilliant computer scientists and experimentally minded artists in the late 1960s and early ‘70s through to its appearance in commercial software in the early 1990s. Mixing philosophy of technology, aesthetics, and media analysis, Carolyn Kane shows how revolutionary the earliest computer-generated colors were—built with the massive postwar number-crunching machines, these first examples of “computer art” were so fantastic that artists and computer scientists regarded them as psychedelic, even revolutionary, harbingers of a better future for humans and machines. But, Kane shows, the explosive growth of personal computing and its accompanying need for off-the-shelf software led to standardization and the gradual closing of the experimental field in which computer artists had thrived. Even so, the gap between the bright, bold presence of color onscreen and the increasing abstraction of its underlying code continues to lure artists and designers from a wide range of fields, and Kane draws on their work to pose fascinating questions about the relationships among art, code, science, and media in the twenty-first century.

A Philosophy of Mass Art

Author : Noël Carroll
Publisher : Oxford University Press
Page : 425 pages
File Size : 29,24 MB
Release : 1998
Category : Art
ISBN : 9780198711292

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We live in a world dominated by mass art. Movies, TV, pulp literature, comics, rock music--both broadcast and recorded--surround us everywhere in the industrialized world and beyond. However, despite the fact that for the majority mass art supplies the primary source of aesthetic experience,the area has been neglected entirely by analytic philosophers of art. In The Philosophy of Mass Art, Noel Carroll, a leading figures in the field of aesthetic philosophy, attempts to address that lacuna. He shows why philosophers have previously resisted and/or misunderstood mass art and he developsframeworks for understanding the relation of mass art to the emotions, morality, and ideology discussing the accounts of such theorists in the field as Collingwood, Adorno, Benajmin, McCluhan, and Fiske. Mixing conceptual analysis and many vivid examples, the author proposes the first significant attempt at a philosophy of mass art in the analytical tradition concluding there are strong grounds for approaching mass art in the same fashion as high art.

Games

Author : C. Thi Nguyen
Publisher : Oxford University Press, USA
Page : 253 pages
File Size : 19,37 MB
Release : 2020
Category : Games & Activities
ISBN : 0190052082

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"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

New Philosophy for New Media

Author : Mark B. N. Hansen
Publisher : MIT Press
Page : 380 pages
File Size : 23,59 MB
Release : 2004
Category : Art
ISBN : 9780262083218

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A philosophy of new media that defines the digitalimage as the process by which the body filters information tocreate images.

Beyond Art

Author : Dominic Lopes
Publisher :
Page : 241 pages
File Size : 22,26 MB
Release : 2014
Category : Art
ISBN : 0199591555

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This book offers a bold new approach to the philosophy of art. General theories of art don't work: they can't deal with problem cases. Instead of trying to define art, we should accept that a work of art is nothing but a work in one of the arts. Lopes's buck passing theory works well for the avant garde, illuminating its radical provocations.

The Computer in Art

Author : Jasia Reichardt
Publisher :
Page : 104 pages
File Size : 37,6 MB
Release : 1971
Category : Art
ISBN :

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How computers may be used to produce drawings, as well as to make animated films and sculptures.