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The Arts and Crafts Computer shows you how to use your personal computer, scanner, digital camera and color printer as artist tools to create beautiful graphics and artful objects for your home, school and work. You'll learn how to: Understand the basics of digital image-editing, typesetting and graphic design. Gather the right tools, both digital and traditional. Use the new inkjet printing media including cloth, decals, stickers, magnets, transparencies and more. Work with art materials safely, avoid computer-related stress and find environmentally-friendly materials. Create unique greeting cards and envelopes, artist books, games, toys, home decorations and gifts. If you're a crafter looking for computer ideas or a designer or teacher looking for hands-on projects The Arts and Crafts Computer is for you!
Demonstrates scores of innovative ways to use imaging-editing software, along with scanners, digital cameras, and printers, to develop fabulous art, no matter what the medium.
Presents step-by-step instructions for repurposing a variety of electronic appliances and equipment, including computers, cell phones, and scanners, into other items.
Here's an upbeat, productive and educational solution to encouraging children's creativity in the computer age. As kids make everything from crafts to art, they will discover the remarkable versatility of their computers--and the even more remarkable results of combining their own hands-on artistic instincts with computer capabilities. Illustrations.
An alternative history of software that places the liberal arts at the very center of software's evolution. In The Software Arts, Warren Sack offers an alternative history of computing that places the arts at the very center of software's evolution. Tracing the origins of software to eighteenth-century French encyclopedists' step-by-step descriptions of how things were made in the workshops of artists and artisans, Sack shows that programming languages are the offspring of an effort to describe the mechanical arts in the language of the liberal arts. Sack offers a reading of the texts of computing—code, algorithms, and technical papers—that emphasizes continuity between prose and programs. He translates concepts and categories from the liberal and mechanical arts—including logic, rhetoric, grammar, learning, algorithm, language, and simulation—into terms of computer science and then considers their further translation into popular culture, where they circulate as forms of digital life. He considers, among other topics, the “arithmetization” of knowledge that presaged digitization; today's multitude of logics; the history of demonstration, from deduction to newer forms of persuasion; and the post-Chomsky absence of meaning in grammar. With The Software Arts, Sack invites artists and humanists to see how their ideas are at the root of software and invites computer scientists to envision themselves as artists and humanists.
The author explores the spectrum of romantic narrative that pervades the digital age, from McLuhan's utopian vision of social reintegration by electronic communications to the claims of cyberspace to offer new realities. Populating these narratives are cyborgs, computerized agents, avatars and characters that have putative digital identities.
Presents an illustrated A-Z encyclopedia containing approximately 600 entries on computer and technology related topics.