Digital Da Vinci : Computers in the Arts and Sciences

By: Lee, NewtonMaterial type: TextTextSeries: eBooks on DemandPublisher: Dordrecht : Springer, 2014Description: 1 online resource (303 p.)ISBN: 9781493909650Subject(s): Art and computers | Science -- Computer programs | Science -- Data processingGenre/Form: Electronic books.Additional physical formats: Print version:: Digital Da Vinci : Computers in the Arts and SciencesDDC classification: 006.5 LOC classification: N72.C63 .L384 2014Online resources: Click here to view this ebook.
Contents:
About the Book; Contents; Contributors; About the Authors; Chapter 1; From a Pin-up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs ; 1 The World's First Computer Art: A Pin-Up Girl; 2 Artificial Intelligence (A.I.): The Turing Test; 3 A.I. and Expert Systems: From Chemistry To Chess To Jeopardy!; 4 Gödel, Escher, Bach: Consciousness And Intelligence; 5 Hal and Star Trek's Holodeck: A.I., Arts, and Sciences; 6 Cyborg in the Arts and Sciences; 7 An Interview With Cyborg Artist Stelarc (By Darren Tofts); 8 Epilogue; References; Chapter 2; Experimental Creative Practices
1 Introduction2 Art + Science; 3 Art and Science-Genealogy of Sorts; 4 From Inter to Trans Disciplinary; 5 Art Science and the Experimental?; 6 Australian Context; 6.1 SymbioticA-Experimental Bio-Art Practices; 6.2 Synapse; 7 Conclusions; References; Chapter 3; Repeating Circles, Changing Stars: Learning from the Medieval Art of Visual Computation; 1 Repetition: The Computable Goodness of Design; 2 Variation: The Visually Computable Counterpart to Repetition; 3 Seljuk Patterns: Repetitions of Constraints and Variations Upon Sight; 4 Variations on a Repetition; 4.1 The Hexagon
4.2 The Underlying Circles4.3 Size of Parts; 4.4 The Weave; 5 Seeing the Broader Picture; References; Chapter 4; Brain, Technology and Creativity. BrainArt: A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing from Cerebral Rhythms; 1 Introduction; 2 Art, Brain and Technology; 2.1 Psychology of Creativity. Eureka (I Have Found it!): Creativity as an Interplay Between Conscious and Unconscious Processes; 2.2 Neurosciences of Art: The Neuroaesthetics; Mirror Neurons and Creativity: The Brain as Simulation Tool; 2.3 Technology, Art and Neuroscience
Art and Technology: Representation, Preservation, New OpportunitiesTechnology and Artistic Expression; Technology, Brains and Art: The Scientific Investigation; 3 The BrainArt Workbench; 3.1 Technical Specification; 3.2 The User Interface; 3.3 The Experimental Study; Experimental Design; Results; 4 Conclusions and Further Developments; References; Chapter 5; Video Ergo Sum: An Artist's Thoughts On Inventing With Computer Technology In The Creation Of Artworks; 1 Introduction; 2 Perception and Visual Experimentation: Incorporating Computer Technology in Recent Interactive Artworks
3 Interactive Wall Installation4 Intangible Spaces; 5 Encountering Ourselves in the Interpretationof an Image; 6 Back to the Computer Screen; References; Chapter 6; Wasting Time? Art, Science and New Experience. Examining the Artwork, Knowmore (House of Commons); 1 Introduction; 2 Wasting Time; 3 Cultural Change; 4 Lost Time; 5 Knowmore (House of Commons); 6 Commonality in Difference; 7 My Own Journey; 8 Time Manifesting; 9 Concluding Thoughts; 10 Credits; References; Chapter 7; The Information Train; 1 Introduction; 2 Sender Implementation; 3 Receiver Implementation; 4 The Etoys Factor
5 Experience and Lessons Learned
Summary: "Science is art," said Regina Dugan, senior executive at Google and former director of DARPA. "It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future." This second volume of the Digital Da Vinci book series leads the discussions on the world's first computer art in the 1950s and the actualization of Star Trek's holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology
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About the Book; Contents; Contributors; About the Authors; Chapter 1; From a Pin-up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs ; 1 The World's First Computer Art: A Pin-Up Girl; 2 Artificial Intelligence (A.I.): The Turing Test; 3 A.I. and Expert Systems: From Chemistry To Chess To Jeopardy!; 4 Gödel, Escher, Bach: Consciousness And Intelligence; 5 Hal and Star Trek's Holodeck: A.I., Arts, and Sciences; 6 Cyborg in the Arts and Sciences; 7 An Interview With Cyborg Artist Stelarc (By Darren Tofts); 8 Epilogue; References; Chapter 2; Experimental Creative Practices

1 Introduction2 Art + Science; 3 Art and Science-Genealogy of Sorts; 4 From Inter to Trans Disciplinary; 5 Art Science and the Experimental?; 6 Australian Context; 6.1 SymbioticA-Experimental Bio-Art Practices; 6.2 Synapse; 7 Conclusions; References; Chapter 3; Repeating Circles, Changing Stars: Learning from the Medieval Art of Visual Computation; 1 Repetition: The Computable Goodness of Design; 2 Variation: The Visually Computable Counterpart to Repetition; 3 Seljuk Patterns: Repetitions of Constraints and Variations Upon Sight; 4 Variations on a Repetition; 4.1 The Hexagon

4.2 The Underlying Circles4.3 Size of Parts; 4.4 The Weave; 5 Seeing the Broader Picture; References; Chapter 4; Brain, Technology and Creativity. BrainArt: A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing from Cerebral Rhythms; 1 Introduction; 2 Art, Brain and Technology; 2.1 Psychology of Creativity. Eureka (I Have Found it!): Creativity as an Interplay Between Conscious and Unconscious Processes; 2.2 Neurosciences of Art: The Neuroaesthetics; Mirror Neurons and Creativity: The Brain as Simulation Tool; 2.3 Technology, Art and Neuroscience

Art and Technology: Representation, Preservation, New OpportunitiesTechnology and Artistic Expression; Technology, Brains and Art: The Scientific Investigation; 3 The BrainArt Workbench; 3.1 Technical Specification; 3.2 The User Interface; 3.3 The Experimental Study; Experimental Design; Results; 4 Conclusions and Further Developments; References; Chapter 5; Video Ergo Sum: An Artist's Thoughts On Inventing With Computer Technology In The Creation Of Artworks; 1 Introduction; 2 Perception and Visual Experimentation: Incorporating Computer Technology in Recent Interactive Artworks

3 Interactive Wall Installation4 Intangible Spaces; 5 Encountering Ourselves in the Interpretationof an Image; 6 Back to the Computer Screen; References; Chapter 6; Wasting Time? Art, Science and New Experience. Examining the Artwork, Knowmore (House of Commons); 1 Introduction; 2 Wasting Time; 3 Cultural Change; 4 Lost Time; 5 Knowmore (House of Commons); 6 Commonality in Difference; 7 My Own Journey; 8 Time Manifesting; 9 Concluding Thoughts; 10 Credits; References; Chapter 7; The Information Train; 1 Introduction; 2 Sender Implementation; 3 Receiver Implementation; 4 The Etoys Factor

5 Experience and Lessons Learned

"Science is art," said Regina Dugan, senior executive at Google and former director of DARPA. "It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future." This second volume of the Digital Da Vinci book series leads the discussions on the world's first computer art in the 1950s and the actualization of Star Trek's holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology

Description based upon print version of record.

Author notes provided by Syndetics

Dennis Anderson is Chair and Professor of Management and Information Technology at St. Francis College. Prior to this appointment he was a Professor of Information Systems & Computer Science and served as Associate Dean at Pace University. He is a strong advocate of technology-enhanced learning, emerging technologies, sustainable technologies, and knowledge entrepreneurship.nbsp; He also has taught at NYU, City University of New York, and Pace University.nbsp; Dennis received his Ph.D., M.Phil. and Ed.M. from Columbia University. In addition, he holds an M.S. in Computer Science from NYU''s Courant Institute of Mathematical Sciences.

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Keith Armstrong has specialized for 18 years in collaborative, hybrid, new media works with an emphasis on innovative performance forms, site-specific electronic arts, networked interactive installations, alternative interfaces, public arts practices and art-science collaborations. His ongoing research focuses on how scientific and philosophical ecologies can both influence and direct the design and conception of networked, interactive media artworks. Keith''s artworks have been shown and profiled extensively both in Australia and overseas and he has been the recipient of numerous grants from the public and private sectors. He was formerly an Australia Council New Media Arts Fellow, a doctoral and Postdoctoral New Media Fellow at QUT''s Creative Industries Faculty and a lead researcher at the ACID Australasian Cooperative Research Centre for Interaction Design. He is currently a part-time Senior Research Fellow (2 days pw.) at QUT and an actively practicing freelance new media artist.

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Stephen Barrass is a researcher and academic at the University of Canberra where he lectures in Digital Design and Media Arts in the Faculty of Arts and Design. He holds a B.E. in Electrical Engineering from the University of New South Wales (1986) and a Ph.D. titled Auditory Information Design from the Australian National University (1997). He was a Post-Doctoral Fellow at the Fraunhofer Institute for Media Kommunication in Bonn (1998) and Guest Researcher in Sound Design and Perception at IRCAM in Paris (2009).

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Nathan Cohen is a professional artist exhibiting internationally for over 25 years, including solo shows at Annely Juda Fine Art, London; Museum Mondriaanhuis, Holland; Tokyo Gallery, Japan and many other venues worldwide. His interdisciplinary research in art and science embraces neuroscience, optics and augmented reality technologies resulting in recent interactive art installations exhibited at Ars Electronica , Austria ( Hybrid Ego 2008), the Aisho Miura gallery ( Intangible Spaces 2010), Japan and University College London ( Another Way of Seeing 2013). In collaboration with Tachi Lab (Tokyo) and researchers in Japan and the UK he creates artworks that challenge spatial perception, incorporating motion sensing and real-time projection into 2 and 3-dimensional constructions created to give the impression of multi-layered spaces. In 2011 Nathan Cohen established the first Masters program in Art and Science (Central Saint Martins, University of the Arts London) and is currently Director. His professional activities also embrace publishing, directing an archive, curating exhibitions internationally and writing. He was a recipient of the Vordemberge-Gildewart Award in 1994 and studied at the Slade School of Fine Art, UCL (BA Hons.) and Chelsea School of Art (MA), London.

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Benjamin Cowley received his Bachelors degree on Information and Communications Technology from Trinity College Dublin, Ireland, in 2003, and subsequently defended his PhD in Computer Science at the University of Ulster, Northern Ireland, in 2009. Initial post-doctoral projects focused on investigating the psycho-physiological correlates of learning in the domain of serious games, in the Centre for Knowledge Innovation and Research at Aalto University, Helsinki. Presently he studies neurofeedback games for attentional disorder therapy at the University of Helsinki. Research interests are in games for learning, cognitive science, and attention as a component of positive psychology.

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Roman Danylak is an interactive artist. He completed a Ph.D. at the Creativity and Cognition Studios, University of Technology, Sydney in 2008, specializing in design for gesture and emotions using semiotics. His work, To be or not to be , was featured at Sydney''s Powerhouse Museum. He has presented at numerous international academic conferences in Sweden, Japan, USA, Italy, UAE, France and Germany. He has lectured and designed online curriculum for Stockholm University in Interactive Art. His work began with Metamorph (1996), a prototype of interactive performance, and was the one of the first Australian works to be featured on the World Wide Web. He has also worked for the Australian National Playwrights'' Centre developing scripts to professional performance level and has published many critical reviews on art and design. As an artist he has worked in film, TV and theatre as writer, musician and performer.

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Raffaella Folgieri , Ph.D. in Computer Science, is Assistant Professor in Computer Skills at the Faculty of Political Science and of Information Technology at the Faculty of Political Science and at the Faculty of Medicine (Medical and Pharmaceutical Biotechnologies). She also teaches Information Technology Representation of Knowledge in the post-degree course in Cognitive Science and Decision Making, Virtual Reality in the Information Technology and Digital Communication degree course and Project Management at the Faculty of Mathematics, Physics, and Natural Sciences of the University of Milan. Member of Italian Society of Engineering and of SIREN (Italian Neural Networks Society), she has published her research in several journal articles (main fields of interests: Brainomics; Brain Computer Interfaces; Virtual Reality; Bioinformatics; Machine Learning and AI; Quality assessment in complex software development; e-learning). Her work explores some of the central issues in cognitive research such as how people move from skilled performance to problem solving, how a person learns, manages errors, interprets visual stimuli, and communicates. She coordinates the research group Beside, focused on interpersonal, machine-machine and brain-machine communication mediated by technology, and ExCog (jointly with Prof. Lucchiari), aiming to study MIND in all its complexity and all possible shapes.

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Marco Granato is currently a post-degree student in Cognitive Science. He has a degree in Computer Science from the University of Milan. He is a member of the research groups Beside and ExCog (Extended Cognition) at the University of Milan, under the supervision of Prof. Folgieri. His research interests cover applied research on the brain and computer interaction.

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Daniele Grechi is a research fellow in the Department of Naval, Electrical, Electronic and Telecommunications Engineering of the Polytechnical School, at the University of Genoa. He received a Master Degree in Banking and Finance from the University of Insubria (Varese) and he worked for the IUSS of Pavia for a software banking risk project. He is also contract professor of Statistics in the Department of Economics of the University of Insubria. His current research includes software engineering, software metrics, software development methodology and statistical software analysis.nbsp;

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Newton Lee is founding director of the Woodbury University Digital Media Lab and adjunct professor of Media Technology at the School of Media, Culture & Design. He is also CEO of Newton Lee Laboratories LLC, president of the Institute for Education, Research, and Scholarships, and founding editor-in-chief of ACM Computers in Entertainment. Previously, he was a research scientist at AT&T Bell Laboratories, senior producer and engineer at The Walt Disney Company, research staff member at the Institute for Defense Analyses, and research scientist at Virginia Tech Library Systems. Lee graduated Summa Cum Laude from Virginia Tech with a B.S. and M.S. degree in Computer Science, and he earned a perfect GPA from Vincennes University with an A.S. degree in Electrical Engineering and an honorary doctorate in Computer Science. He is the co-author of Disney Stories: Getting to Digital; the author of the Total Information Awareness book series including Facebook Nation and Counterterrorism and Cybersecurity; and the editor of the Digital Da Vinci book series including Computers in Music and Computers in the Arts and Sciences.

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Claudio Lucchiari is Assistant professor in Cognitive Pscyhology, University of Milan. He has a degree in psychology and a Ph.D. in Communication Psychology. He was tutor and professor of cognitive psychology at the Catholic University of Milan and the University of Urbino (2003-2006). He worked as neuro-psychologist and cognitive psychologist at the Neurological National Institute of Milan (2002-2006), where he focused on the neurological basis of thought, medical decision making, shared decisions, doctor-patient communication and health related quality of life. Since 2006, he has been a lecturer at the University of Milan and a member of the IRIDe (Interdisciplinary Research and Intervention on Decision) research centre. His research activities focus on decision making and the application of cognitive science in various fields. In particular, he conducts research on medical decision making, psychoeconomics, neuroeconomics (risk perception, emotional and neuro-marketing), the neural correlates of decisions and creativity. Furthermore he is developing a BCI-based

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