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Exhibition catalog
"When the Machine Made Art covers the reception and criticism of computer art from its emergence in 1963 to its crisis in 1989, when ideological differences fragment the art movement. The text begins by identifying the various divisions between the humanistic and scientific cultures that inform early criticism. The fact that the first computer art has military origins and is imbued with various techno-science mythologies, places the movement at odds with artworld orthodoxy. Yet, while mainstream art critics reproach computerized art, a comparison between similar art forms of the era, such as conceptual art, reveals that the criticism of computer art was motivated more by the fear of the machine than by aesthetics. Dr. Grant Taylor shows that social anxiety, often fueled by Cold War dystopianism, posited the computer as a powerful instrument in the overall subordination of the individual to the emerging technocracy. But even though anti-computer sentiment abated in the late 1970s, computer art did not find acceptance. The book illustrates how computer art's exponents, desiring artworld legitimacy, traced its lineage back to modernism. Conversely, in the 1980s, art theorists, employing the latest critical theory, began critiquing the assumptions of modernism, and thus viewed computer art's modernist history as hopelessly outdated. And yet other critics reconciled computer technology with the critical insights of postmodernism, viewing the computer as a pluralistic agent that could challenge modernist conventions. Nonetheless, while postmodernist criticism enabled the formation of new discourses for emerging digital arts, it left computer art, which was committed to modernist and techno-science philosophies, in a state of crisis"--
Catalogue of exhibition held at Lanitis Arts Centre, Limassol, Cyprus from 24 November -16 December 2012
Covering a span of almost 4000 years, from the ancient Babylonians to the eighteenth century, this collection chronicles the enormous changes in mathematical thinking over this time as viewed by distinguished historians of mathematics from the past and the present. Each of the four sections of the book (Ancient Mathematics, Medieval and Renaissance Mathematics, The Seventeenth Century, The Eighteenth Century) is preceded by a Foreword, in which the articles are put into historical context, and followed by an Afterword, in which they are reviewed in the light of current historical scholarship. In more than one case, two articles on the same topic are included to show how knowledge and views about the topic changed over the years. This book will be enjoyed by anyone interested in mathematics and its history - and, in particular, by mathematics teachers at secondary, college, and university levels.
This Special Issue of Arts investigates the use of digital methods in the study of art markets and their histories. As historical and contemporary data is rapidly becoming more available, and digital technologies are becoming integral to research in the humanities and social sciences, we sought to bring together contributions that reflect on the different strategies that art market scholars employ to navigate and negotiate digital techniques and resources. The essays in this issue cover a wide range of topics and research questions. Taken together, the essays offer a reflection on what takes to research art markets, which includes addressing difficult topics such as the nature of the research questions and the data available to us, and the conceptual aspects of art markets, in order to define and operationalize variables and to interpret visual and statistical patterns for scholarship. In our view, this discussion is enriched when also taking into account how to use shared or interoperable ontologies and vocabularies to define concepts and relationships that facilitate the use and exchange of linked (open) data for cultural heritage and historical research.
Considering how culturally indispensable digital technology is today, it is ironic that computer-generated art was attacked when it burst onto the scene in the early 1960s. In fact, no other twentieth-century art form has elicited such a negative and hostile response. When the Machine Made Art examines the cultural and critical response to computer art, or what we refer to today as digital art. Tracing the heated debates between art and science, the societal anxiety over nascent computer technology, and the myths and philosophies surrounding digital computation, Taylor is able to identify the destabilizing forces that shape and eventually fragment the computer art movement.
Summary Generative Art presents both the technique and the beauty of algorithmic art. The book includes high-quality examples of generative art, along with the specific programmatic steps author and artist Matt Pearson followed to create each unique piece using the Processing programming language. About the Technology Artists have always explored new media, and computer-based artists are no exception. Generative art, a technique where the artist creates print or onscreen images by using computer algorithms, finds the artistic intersection of programming, computer graphics, and individual expression. The book includes a tutorial on Processing, an open source programming language and environment for people who want to create images, animations, and interactions. About the Book Generative Art presents both the techniques and the beauty of algorithmic art. In it, you'll find dozens of high-quality examples of generative art, along with the specific steps the author followed to create each unique piece using the Processing programming language. The book includes concise tutorials for each of the technical components required to create the book's images, and it offers countless suggestions for how you can combine and reuse the various techniques to create your own works. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's Inside The principles of algorithmic art A Processing language tutorial Using organic, pseudo-random, emergent, and fractal processes ========================================​========= Table of Contents Part 1 Creative Coding Generative Art: In Theory and Practice Processing: A Programming Language for ArtistsPart 2 Randomness and Noise The Wrong Way to Draw A Line The Wrong Way to Draw a Circle Adding Dimensions Part 3 Complexity Emergence Autonomy Fractals
Includes section "Recent publications."