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In the current technology age, individuals and organizations need to utilize digital tools and resources to foster innovation and effectively address challenges. However, the realm of digital art and crafting is complex, and it requires a deep understanding of the tools and techniques and the social and economic factors that influence these practices. Computational Practices and Applications for Digital Art and Crafting is a comprehensive guide that offers a roadmap for digital makers and educators to navigate this dynamic field. This book covers various topics, from standard digital art practices to generative AI in art making. It provides practical guidance for digital makers, teachers, and managers of maker spaces, helping them to enhance their skills and stay relevant in the ever-changing digital landscape.
In this investigation of the possibility of craft in the digital realm, the author discusses the emergence of computation as a medium, rather than just a set of tools, suggesting a growing correspondence between digital work and traditional craft.
This Guide provides an ambitious state-of-the-art survey of the fundamental themes, problems, arguments and theories constituting the philosophy of computing. A complete guide to the philosophy of computing and information. Comprises 26 newly-written chapters by leading international experts. Provides a complete, critical introduction to the field. Each chapter combines careful scholarship with an engaging writing style. Includes an exhaustive glossary of technical terms. Ideal as a course text, but also of interest to researchers and general readers.
This book explores computation as a medium for drawing. Exercises, essays, algorithms, diagrams, and drawings are woven together to offer instruction, insight, and theories that are valuable to practicing architects, artists, and scholars.
Whether they are new or experienced, teachers are expected to plan and deliver high-quality computing lessons to their pupils. Computing and Digital Learning for Primary Teachers provides an accessible introduction to teaching computing effectively and for deeper understanding in the primary classroom. Filled with practical resources to support lesson design, long-term planning, and assessment, readers will benefit from building their subject knowledge and learning to create engaging lessons for their pupils. Chapters explore: Supporting computational thinking and problem-solving to teach our pupils how to solve problems logically and systematically. Developing pupils’ digital literacy and use of IT, creating exciting opportunities for children’s digital self-expression through film, animation, and 3D design. Managing technology in our schools, such as setting up and maintaining a virtual learning environment (VLE). Cross-curriculum links with STEAM and engineering, allowing children to solve real-world problems by combining their digital literacy with their knowledge of maths, science, and technology. Cost-effective and accessible ways of introducing physical computing and robotics to children. Safe and responsible uses of artificial intelligence (AI) in our primary schools. This essential resource provides a highly practical guide to delivering effective computing lessons in the primary classroom and is a must read for anyone who wishes to become a more confident and knowledgeable computing teacher.
The two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-C&C volume set were organized in topical sections as follows: Part I: ICT for cultural heritage; technology and art; visitors’ experiences in digital culture; Part II: Design thinking in cultural contexts; digital humanities, new media and culture; perspectives on cultural computing.
As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
Craft Economies provides a wide-ranging exploration of contemporary craft production, situating practices of amateur and professional making within a wider creative economy. Contributors address a diverse range of practices, sites and forms of making in a wide range of regional and national contexts, from floristry to ceramics and from crochet to coding. The volume considers the role of digital practices of making and the impact of the maker's movement as part of larger trends around customisation, on-demand production, and the possibilities of 3D printing and digital manufacturing.
In the dynamic realm of generative artificial Intelligence (AI), the fusion of human creativity and machine intelligence has created a vibrant ecosystem of collaborative artmaking. However, this transformative process brings forth a myriad of concerns, ranging from ethical considerations and the need for originality to navigating the legal complexities surrounding intellectual property. As more and more online communities appear around the use of AI to aid in the creation of images, there arises a pressing need for a comprehensive guide that not only dissects the intricacies of artmaking with generative AI tools but also offers practical solutions to the evolving dilemmas faced by artists, researchers, and technologists. Making Art With Generative AI Tools emerges as an exploration of the challenges posed by this intersection of human expression and artificial intelligence. Artists engaging with generative AI find themselves grappling with issues of authenticity, social toxicity, and the commercial viability of their creations. From avoiding stereotypical visuals to ensuring proper crediting, the realm of generative AI is rife with these complexities. Furthermore, the blurred lines between human and machine authorship necessitate a deeper exploration of how these innovative tools impact creativity, representation, and the very fabric of the art world.
This two-volume set LNCS 13317 and 13318 constitutes the thoroughly refereed proceedings of the 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022, held virtually as part of the 24rd HCI International Conference, HCII 2022, in June/July 2022.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 56 papers included in this 2-volume set were organized in topical sections as follows: Developing VAMR Environments; Evaluating VAMR environments; Gesture-based, haptic and multimodal interaction in VAMR; Social, emotional, psychological and persuasive aspects in VAMR; VAMR in learning, education and culture; VAMR in aviation; Industrial applications of VAMR. The first volume focuses on topics related to developing and evaluating VAMR environments, gesture-based, haptic and multimodal interaction in VAMR, as well as social, emotional, psychological and persuasive aspects in VAMR, while the second focusses on topics related to VAMR in learning, education and culture, VAMR in aviation, and industrial applications of VAMR.