- Table View
- List View
Arnon Avron on Semantics and Proof Theory of Non-Classical Logics (Outstanding Contributions to Logic #21)
by Ofer Arieli Anna ZamanskyThis book is a collection of contributions honouring Arnon Avron’s seminal work on the semantics and proof theory of non-classical logics. It includes presentations of advanced work by some of the most esteemed scholars working on semantic and proof-theoretical aspects of computer science logic. Topics in this book include frameworks for paraconsistent reasoning, foundations of relevance logics, analysis and characterizations of modal logics and fuzzy logics, hypersequent calculi and their properties, non-deterministic semantics, algebraic structures for many-valued logics, and representations of the mechanization of mathematics.Avron’s foundational and pioneering contributions have been widely acknowledged and adopted by the scientific community. His research interests are very broad, spanning over proof theory, automated reasoning, non-classical logics, foundations of mathematics, and applications of logic in computer science and artificial intelligence. This is clearly reflected by the diversity of topics discussed in the chapters included in this book, all of which directly relate to Avron’s past and present works. This book is of interest to computer scientists and scholars of formal logic.
Arquillian Testing Guide
by John D. AmentThis book is a tutorial filled with plenty of code examples and strategies to give you many options when building your test structure.This book is for developers and testers alike. Anyone who has worked with test driven development or building automated test cases will find use in this book. A reader should be familiar with some automation strategies and techniques such as JUnit and should have some exposure to techniques such as mocking.
Array Beamforming with Linear Difference Equations (Springer Topics in Signal Processing #20)
by Jacob Benesty Jingdong Chen Israel CohenThis book studies the link between differential beamforming and differential equations which in turn enables the study of fundamental theory and methods of beamforming from a different perspective, leading to new insights into the problem and new methods to solve the problem. The book first presents a brief overview of the problems and methods for beamforming and some performance measures popularly used either to evaluate beamformers or to derive optimal beamformers. Then, first-order, second-order, and general high-order linear difference equations are discussed, based on which the authors show how to formulate the beamforming problem and derive different beamforming methods, including fixed and adaptive ones. Furthermore, the authors show how to apply the theory of difference equations to the general problem of speech enhancement, and deduce a number of noise reduction filters, including the maximum SNR filter, the Wiener filter, the MVDR filter, etc. Also covered in the book are the difference equations and differential beamforming from the spectral graph perspective.Presents basic concepts, fundamental principles, and methods for beamforming from the perspective of linear difference equations;Provides formulation and methods of conventional beamforming, and first-order, second-order, and general high-order linear difference equations for beamforming;Includes the applications of linear difference equations to the problem of noise reduction;Explains beamforming based on difference equations with graphs.
Art + DIY Electronics
by Garnet HertzA systematic theory of DIY electronic culture, drawn from a century of artists who have independently built creative technologies.Since the rise of Arduino and 3D printing in the mid-2000s, do-it-yourself approaches to the creative exploration of technology have surged in popularity. But the maker movement is not new: it is a historically significant practice in contemporary art and design. This book documents, tracks, and identifies a hundred years of innovative DIY technology practices, illustrating how the maker movement is a continuation of a long-standing creative electronic subculture. Through this comprehensive exploration, Garnet Hertz develops a theory and language of creative DIY electronics, drawing from diverse examples of contemporary art, including work from renowned electronic artists such as Nam June Paik and such art collectives as Survival Research Laboratories and the Barbie Liberation Front. Hertz uncovers the defining elements of electronic DIY culture, which often works with limited resources to bring new life to obsolete objects while engaging in a critical dialogue with consumer capitalism. Whether hacking blackboxed technologies or deploying culture jamming techniques to critique commercial labor practices or gender norms, the artists have found creative ways to make personal and political statements through creative technologies. The wide range of innovative works and practices profiled in Art + DIY Electronics form a general framework for DIY culture and help inspire readers to get creative with their own adaptations, fabrications, and reimaginations of everyday technologies.
Art After Instagram: Art Spaces, Audiences, Aesthetics (Routledge Advances in Art and Visual Studies)
by Lachlan MacDowall Kylie BudgeThis book explores the effects of the Instagram platform on the making and viewing of art. Authors Lachlan MacDowall and Kylie Budge critically analyse the ways Instagram has influenced artists, art spaces, art institutions and art audiences, and ultimately contemporary aesthetic experience. The book argues that more than simply being a container for digital photography, the architecture of Instagram represents a new relationship to the image and to visual experience, a way of shaping ocular habits and social relations. Following a detailed analysis of the structure of Instagram – the tactile world of affiliation (‘follows’), aesthetics (‘likes’) and attention (‘comments’) – the book examines how art spaces, audiences and aesthetics are key to understanding its rise. The book will be of interest to scholars working in art history, design, digital culture, cultural studies, sociology, education, business, media and communication studies.
Art After Instagram: Art Spaces, Audiences, Aesthetics (Routledge Advances in Art and Visual Studies)
by Lachlan MacDowall Kylie BudgeThis book explores the effects of the Instagram platform on the making and viewing of art.Authors Lachlan MacDowall and Kylie Budge critically analyse the ways Instagram has influenced artists, art spaces, art institutions and art audiences, and ultimately contemporary aesthetic experience. The book argues that more than simply being a container for digital photography, the architecture of Instagram represents a new relationship to the image and to visual experience, a way of shaping ocular habits and social relations. Following a detailed analysis of the structure of Instagram – the tactile world of affiliation (‘follows’), aesthetics (‘likes’) and attention (‘comments’) – the book examines how art spaces, audiences and aesthetics are key to understanding its rise.The book will be of interest to scholars working in art history, design, digital culture, cultural studies, sociology, education, business, media and communication studies.
Art Beyond the Lens: Working with Digital Textures
by Sarah GardnerVintage-looking, dream-like textures can open up a whole new world in your photography. However, there is much, much more to working with textures than simply merging them with an image via Photoshop. In this gorgeous new guide from texture guru Sarah Gardner, you'll learn everything there is to know about how to maximize the potential of these exciting tools. In addition to hundreds of beautiful example images, this book is also packed with practical advice on what makes a good texture, and how and when to use them. How an image is initially captured and processed has a significant impact on the effect a texture will have, so you'll also learn what to consider when composing and shooting (rather than simply relying on post-processing) and how to use lighting and background considerations effectively for later work with textures. Workshop notes and a supplemental website will help you put Sarah's techniques into practice immediately. Beautiful enough to sit on your coffee table yet practical enough to store near your computer, this book will show you everything you need to know to get that coveted vintage-feel in your images, whether you're a casual family snapper or a seasoned professional.
Art History: The Key Concepts (Routledge Key Guides)
by Jonathan HarrisArt History: The Key Concepts is a systematic, reliable and accessible reference guide to the disciplines of art history and visual culture. Containing entries on over 200 terms integral to the historical and theoretical study of art, design and culture in general, it is an indispensable source of knowledge for all students, scholars and teachers. Covering the development, present status and future direction of art history, entries span a wide variety of terms and concepts such as abstract expressionism, epoch, hybridity, semiology and zeitgeist. Key features include: a user-friendly A-Z format fully cross-referenced entries suggestions for further reading. Engaging and insightful, as well as easy to follow and use, Art History: The Key Concepts builds a radical intellectual synthesis for understanding and teaching art, art history and visual culture.
Art Platforms and Cultural Production on the Internet (Routledge Research in Cultural and Media Studies)
by Olga GoriunovaIn this book, Goriunova offers a critical analysis of the processes that produce digital culture. Digital cultures thrive on creativity, developing new forces of organization to overcome repetition and reach brilliance. In order to understand the processes that produce culture, the author introduces the concept of the art platform, a specific configuration of creative passions, codes, events, individuals and works that are propelled by cultural currents and maintained through digitally native means. Art platforms can occur in numerous contexts bringing about genuinely new cultural production, that, given enough force, come together to sustain an open mechanism while negotiating social, technical and political modes of power. Software art, digital forms of literature, 8-bit music, 3D art forms, pro-surfers, and networks of geeks are test beds for enquiry into what brings and holds art platforms together. Goriunova provides a new means of understanding the development of cultural forms on the Internet, placing the phenomenon of participatory and social networks in a conceptual and historical perspective, and offering powerful tools for researching cultural phenomena overlooked by other approaches.
Art With An Iphone: A Photographer's Guide To Creating Altered Realities
by Kat SlomaiPhone boasts a powerful and highly capable camera that is always at the ready, allowing you to document the people, places, and things that surround you. Kat Sloma teaches you how to harness natural light, both indoors and out, to create high-quality images--and then she details some of the amazing, inexpensive, and powerful apps that can be used to finesse every aspect of the image--from capture to output. You’ll learn how to choose and use apps that mimic the controls offered on professional-level cameras to take control over focus and exposure. You’ll also discover apps that boost your camera’s resolution, improve stability, and more. Of course, you’ll also delve into the myriad apps on the market that will allow you to manipulate color and contrast, add special effects, and implement image-editing strategies that were once the exclusive domain of professional editing programs aimed at serious professional photographers and graphic designers.
Art With An Iphone: A Photographer's Guide To Creating Altered Realities
by Kat SlomaiPhone boasts a powerful and highly capable camera that is always at the ready, allowing you to document the people, places, and things that surround you. Kat Sloma teaches you how to harness natural light, both indoors and out, to create high-quality images--and then she details some of the amazing, inexpensive, and powerful apps that can be used to finesse every aspect of the image--from capture to output. You’ll learn how to choose and use apps that mimic the controls offered on professional-level cameras to take control over focus and exposure. You’ll also discover apps that boost your camera’s resolution, improve stability, and more. Of course, you’ll also delve into the myriad apps on the market that will allow you to manipulate color and contrast, add special effects, and implement image-editing strategies that were once the exclusive domain of professional editing programs aimed at serious professional photographers and graphic designers.
Art and Activism in the Age of Systemic Crisis: Aesthetic Resilience (Routledge Research in Art and Politics)
by Marijke De Valck Eliza Steinbock Bram IevenThis book examines how renewed forms of artistic activism were developed in the wake of the neoliberal repression since the 1980s. The volume shows the diverse ways in which artists have sought to confront systemic crises around the globe, searching for new and enduring forms of building communities and reimagining the political horizon. The authors engage in a dialogue with these artistic efforts and their histories – in particular the earlier artistic activism that was developed during the civil rights era in the 1960s and 70s – providing valuable historical insight and new conceptual reflection on the future of aesthetic resilience. This book will be of interest to scholars in contemporary art, history of art, film and literary studies, protest movements, and social movements.
Art and Culture in the Multiverse of Metaverses: Immersion, Presence, and Interactivity in the Digital Age (Springer Series on Cultural Computing)
by James HutsonDrawing on the art historical framing of Location, Place, and Identity, this book will examine how the factors of Immersion, Presence, and Interactivity of XR are shaping our understanding of the world and our place within it. Location refers to the specific geographical or spatial context in which a work of art is created or experienced. Place refers to the social, cultural, and historical context of that location. Identity refers to the ways in which individuals and communities construct and express their sense of self and belonging within those contexts. Through case studies and theoretical analysis, Art and Culture in the Multiverse of Metaverses - Immersion, Presence, and Interactivity in the Digital Age, will explore how the factors of Immersion, Presence, and Interactivity of XR can be aligned with these art historical concepts, providing new opportunities for understanding and engaging with Location, Place, and Identity. For example, XR can be used to create immersive experiences of historical locations and cultural sites, allowing users to explore and engage with them in ways that would otherwise be impossible. Additionally, XR can be used to create interactive artworks that engage with issues of identity and belonging, creating new possibilities for self-expression and exploration.
Art as Social Practice: Technologies for Change
by Xtine Burrough Judy WalgrenWith a focus on socially engaged art practices in the twenty-first century, this book explores how artists use their creative practices to raise consciousness, form communities, create change, and bring forth social impact through new technologies and digital practices. Suzanne Lacy’s Foreword and section introduction authors Anne Balsamo, Harrell Fletcher, Natalie Loveless, Karen Moss, and Stephanie Rothenberg present twenty-five in-depth case studies by established and emerging contemporary artists including Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. Artists offer firsthand insight into how they activate methods used in socially engaged art projects from the twentieth century and incorporated new technologies to create twenty-first century, socially engaged, digital art practices. Works highlighted in this book span collaborative image-making, immersive experiences, telematic art, time machines, artificial intelligence, and physical computing. These reflective case studies reveal how the artists collaborate with participants and communities, and have found ways to expand, transform, reimagine, and create new platforms for meaningful exchange in both physical and virtual spaces. An invaluable resource for students and scholars of art, technology, and new media, as well as artists interested in exploring these intersections.
Art in the Age of Machine Learning (Leonardo)
by Sofian AudryAn examination of machine learning art and its practice in new media art and music. Over the past decade, an artistic movement has emerged that draws on machine learning as both inspiration and medium. In this book, transdisciplinary artist-researcher Sofian Audry examines artistic practices at the intersection of machine learning and new media art, providing conceptual tools and historical perspectives for new media artists, musicians, composers, writers, curators, and theorists. Audry looks at works from a broad range of practices, including new media installation, robotic art, visual art, electronic music and sound, and electronic literature, connecting machine learning art to such earlier artistic practices as cybernetics art, artificial life art, and evolutionary art. Machine learning underlies computational systems that are biologically inspired, statistically driven, agent-based networked entities that program themselves. Audry explains the fundamental design of machine learning algorithmic structures in terms accessible to the nonspecialist while framing these technologies within larger historical and conceptual spaces. Audry debunks myths about machine learning art, including the ideas that machine learning can create art without artists and that machine learning will soon bring about superhuman intelligence and creativity. Audry considers learning procedures, describing how artists hijack the training process by playing with evaluative functions; discusses trainable machines and models, explaining how different types of machine learning systems enable different kinds of artistic practices; and reviews the role of data in machine learning art, showing how artists use data as a raw material to steer learning systems and arguing that machine learning allows for novel forms of algorithmic remixes.
Art in the Asia-Pacific: Intimate Publics (Routledge Advances in Art and Visual Studies)
by Larissa Hjorth Natalie King Mami KataokaAs social, locative, and mobile media render the intimate public and the public intimate, this volume interrogates how this phenomenon impacts art practice and politics. Contributors bring together the worlds of art and media culture to rethink their intersections in light of participatory social media. By focusing upon the Asia-Pacific region, they seek to examine how regionalism and locality affect global circuits of culture. The book also offers a set of theoretical frameworks and methodological paradigms for thinking about contemporary art practice more generally.
Art of Doom
by Bethesda GamesFrom id Software, the studio that pioneered the first-person-shooter genre and coined the multiplayer term deathmatch, comes a massive art tome from the highly anticipated next installment of DOOM!From the immense UAC facilities on Mars to the depths of hell, uncover never-before-seen sketches and concept art from DOOM. The book also features an exclusive look at the development of the relentless demons of hell, devastating, over-the-top weapons, and the iconic DOOM marine—all accompanied by commentary from the developers themselves. The Art of DOOM is indispensable for fans of video games, visceral first-person-shooter combat, and pulse-pounding action!
Art of Everyday Photography: Move Toward Manual and Make Creative Photos
by Susan TuttleIn this easy-to-understand book, Susan Tuttle encourages the reader to get her camera off of "auto mode" and finally learn how to use its features to create beautiful photos capturing the everyday moments of life, including portraiture, landscape, still-life scenes, food, pet photography, street photography and more. In addition to camera basics, Susan includes many tips and techniques for getting the most out of smart phone cameras and photo apps.
Art of Gears of War 4
by VariousThe Gears of War series has revolutionized third-person shooter action with its gorgeous environments, iconic characters, and brutal action. Now to commemorate the continuation of the Gears epic, Dark Horse Books and The Coalition present The Art of Gears of War 4. Featuring hundreds of individual pieces of art, finished renders, and commentary from the game&’s creators, this gorgeous volume is a must-have item for veteran Gears and rookies alike! * The essential companion to Gears of War 4! * Featuring exclusive commentary from the game&’s creators! * Gears of War 4 is the long awaited sequel to the iconic videogame saga!
Art of the Film: Fantastic Beasts and Where to Find Them
by Dermot PowerAn in-depth, fully illustrated look at the art and artists behind the awe-inspiring world of J.K. Rowling’s Fantastic Beasts and Where to Find Them.Led by Academy Award®–winning production designer Stuart Craig, a number of art departments were responsible for creating the unforgettable characters, locations and beasts from the 2016 fantasy film that expanded on the Wizarding World of Harry Potter. In this beautifully illustrated volume, Dermot Power—a concept artist on the film—takes you on a magical journey through a design process every bit as wonderful as that encountered by Newt Scamander: from the earliest gatherings of the artists, designers and filmmakers to the magical time of the film’s production.Bursting with hundreds of production paintings, concept sketches, storyboards, blueprints and matte paintings, and filled with unique insights about the filmmaking journey from Stuart Craig and the artists themselves, this superb book presents a visual feast for readers, and will welcome fans of Harry Potter films into the world of Fantastic Beasts and Where to Find Them.
Art, Cybernetics and Pedagogy in Post-War Britain: Roy Ascott’s Groundcourse (Routledge Advances in Art and Visual Studies)
by Kate SloanThis is the first full-length study about the British artist Roy Ascott, one of the first cybernetic artists, with a career spanning seven decades to date. The book focuses on his early career, exploring the evolution of his early interests in communication in the context of the rich overlaps between art, science and engineering in Britain during the 1950s and 1960s. The first part of the book looks at Ascott’s training and early work. The second park looks solely at Groundcourse, Ascott’s extraordinary pedagogical model for visual arts and cybernetics which used an integrative and systems-based model, drawing in behaviourism, analogue machines, performance and games. Using hitherto unpublished photographs and documents, this book will establish a more prominent place for cybernetics in post-war British art.
Art, Design and Technology: Collaboration And Implementation (SpringerBriefs in Computer Science)
by Rae EarnshawThis book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.
Arta en el tsunami máximo (Arta Game #Volumen 4)
by Arta Game¡Arta vivirá su misión más épica en un libro increíble a todo color! ¿Estás preparado para sobrevivir al tsunami máximo? ARTA ESTÁ EN PELIGRO. ¿SOBREVIVIRÁ AL TSUNAMI MÁXIMO? Los extraterrestres quieren ser dueños del universo entero.EMPEZARON invadiendo la Tierra. SIGUIERON capturando a un montón de humanos. AHORA van saltando de planeta en planeta para tener el poder máximo. Arta y sus amigos tienen que encontrar la forma de pararles los pies. Pero para eso tendrán que aprender a pilotar una nave, enfrentarse a peces radioactivos y sobrevivir a un tsunami máximo. CON CADA PLANETA QUE PISAN ESTÁN UN PASO MÁS CERCA DE ACABAR CON LA INVASIÓN. ¿CONSEGUIRÁN ATRAPAR A LOS ALIENS Y VENCERLOS ANTES DE QUE SE HAGAN CON TODO EL UNIVERSO?
Arte Programmata: Freedom, Control, and the Computer in 1960s Italy
by Lindsay CaplanTracing the evolution of the Italian avant-garde&’s pioneering experiments with art and technology and their subversion of freedom and control In postwar Italy, a group of visionary artists used emergent computer technologies as both tools of artistic production and a means to reconceptualize the dynamic interrelation between individual freedom and collectivity. Working contrary to assumptions that the rigid, structural nature of programming limits subjectivity, this book traces the multifaceted practices of these groundbreaking artists and their conviction that technology could provide the conditions for a liberated social life.Situating their developments within the context of the Cold War and the ensuing crisis among the Italian left, Arte Programmata describes how Italy&’s distinctive political climate fueled the group&’s engagement with computers, cybernetics, and information theory. Creating a broad range of immersive environments, kinetic sculptures, domestic home goods, and other multimedia art and design works, artists such as Bruno Munari, Enzo Mari, and others looked to the conceptual frameworks provided by this new technology to envision a way out of the ideological impasses of the age.Showcasing the ingenuity of Italy&’s earliest computer-based art, this study highlights its distinguishing characteristics while also exploring concurrent developments across the globe. Centered on the relationships between art, technology, and politics, Arte Programmata considers an important antecedent to the digital age.
Arthur's Computer Disaster
by Marc BrownArthur wants to play Deep, Dark Sea on the computer every chance he gets. He's hooked! When his mother leaves for work and asks him not to touch the computer, Arthur can't resist the temptation. Disobedience leads to disaster when Arthur and his friend Buster both reach for the mouse -- and the computer screen goes blank! Will Arthur be able to fix the computer before his mom gets home from work? Once again Arthur, D.W., and friends lead us on a hilarious adventure kids won't want to miss.