3D Technology in Fine Art and Craft

3D Technology in Fine Art and Craft

Author: Bridgette Mongeon

Publisher: CRC Press

Published: 2015-07-30

Total Pages: 571

ISBN-13: 1317549023

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The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net


3D Printing for Artists, Designers and Makers

3D Printing for Artists, Designers and Makers

Author: Stephen Hoskins

Publisher: Bloomsbury Publishing

Published: 2018-02-08

Total Pages: 168

ISBN-13: 1474248748

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Fully revised and with a new chapter and international case studies, this second edition of the best-selling book traces how artists and designers continue to adapt and incorporate 3D printing technology into their work and explains how the creative industries are directly interfacing with this new technology. Covering a broad range of applied art practice – from fine art and furniture-design to film-making – Stephen Hoskins introduces some of his groundbreaking research from the Centre for Fine Print Research along with an updated history of 3D print technology, a new chapter on fashion and animation, and new case studies featuring artists working with metal, plastic, ceramic and other materials. A fascinating investigation into how the applied arts continue to adapt to new technologies and a forecast of what developments we might expect in the future, this book is essential reading for students, researchers studying contemporary art and design and professionals involved in the creative industries.


Introducing Mudbox

Introducing Mudbox

Author: Ara Kermanikian

Publisher: John Wiley & Sons

Published: 2010-09-16

Total Pages: 418

ISBN-13: 0470908130

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One of the first books on Autodesk's new Mudbox 3D modeling and sculpting tool! Autodesk's Mudbox was used to create photorealistic creatures for The Dark Knight, The Mist, and others films. Now you can join the crowd interested in learning this exciting new digital modeling and sculpting tool with this complete guide. Get up to speed on all of Mudbox’s features and functions, learn how sculpt and paint, and master the art of using effective workflows to make it all go easier. Introduces Autodesk's Mudbox, an exciting 3D modeling and sculpting tool that enables you to create photorealistic creatures for film or games; it is interoperable with Autodesk's 3ds Max and Maya products Explains what digital sculpting is—and what it isn’t—and how to fit it into the pipeline when creating assets for film, television, games, and advertising Shows you how sculpt and paint a model in Mudbox; breaks down the complexities and gets you started right away with interesting projects Helps you set up workflows to cut the time you spend on the technology, freeing you to focus on the creative aspects Includes case studies and examples from industry leaders as well as a DVD with movies, sample project files, MELscripts, and more Develop skills as a digital content creator or visual effects or CG artist with a good understanding of Mudbox and this valuable guide.


3D Technology in Fine Art and Craft

3D Technology in Fine Art and Craft

Author: Bridgette Mongeon

Publisher: CRC Press

Published: 2015-07-30

Total Pages: 329

ISBN-13: 1317549031

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The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net


New Technologies, Development and Application III

New Technologies, Development and Application III

Author: Isak Karabegović

Publisher: Springer Nature

Published: 2020-05-04

Total Pages: 1021

ISBN-13: 3030468178

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This proceedings book features papers presented at the International Conference on New Technologies, Development and Application, held at the Academy of Sciences and Arts of Bosnia and Herzegovina in Sarajevo on 25th–27th June 2020. It covers a wide range of future technologies and technical disciplines, including complex systems such as Industry 4.0; patents in Industry 4.0; robotics; mechatronics systems; automation; manufacturing; cyber-physical and autonomous systems; sensors; networks; control; energy and renewable energy sources; automotive and biological systems; vehicular networking and connected vehicles; effectiveness and logistics systems; smart grids; nonlinear systems; power; social and economic systems; education; and IoT. The book focuses on the Fourth Industrial Revolution “Industry 4.0,” in which implementation will improve many aspects of human life in all segments and lead to changes in business paradigms and production models. Further, new business methods are emerging, transforming production systems, transport, delivery, and consumption, which need to be monitored and implemented by every company involved in the global market.


The New Shop Class

The New Shop Class

Author: Joan Horvath

Publisher: Apress

Published: 2015-05-11

Total Pages: 243

ISBN-13: 1484209044

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The New Shop Class connects the worlds of the maker and hacker with that of the scientist and engineer. If you are a parent or educator or a budding maker yourself, and you feel overwhelmed with all of the possible technologies, this book will get you started with clear discussions of what open source technologies like 3D printers, Arduinos, robots and wearable tech can really do in the right hands. Written by real "rocket scientist" Joan Horvath, author of Mastering 3D Printing, and 3D printing expert Rich Cameron (AKA whosawhatsis), The New Shop Class is a friendly, down-to-earth chat about how hands-on making things can lead to a science career. Get practical suggestions about how to use technologies like 3D printing, Arduino, and simple electronics Learn how to stay a step ahead of the young makers in your life and how to encourage them in maker activities Discover how engineers and scientists got their start, and how their mindsets mirror that of the maker


3D Printing Basics for Entertainment Design

3D Printing Basics for Entertainment Design

Author: Anne E. McMills

Publisher: Taylor & Francis

Published: 2017-10-12

Total Pages: 641

ISBN-13: 1351610813

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Affordable 3D printers are rapidly becoming everyday additions to the desktops and worktables of entertainment design practitioners – whether working in theatre, theme parks, television and film, museum design, window displays, animatronics, or... you name it! We are beginning to ask important questions about these emerging practices: · How can we use 3D fabrication to make the design and production process more efficient? · How can it be used to create useful and creative items? · Can it save us from digging endlessly through thrift store shelves or from yet another late-night build? · And when budgets are tight, will it save us money? This quick start guide will help you navigate the alphabet soup that is 3D printing and begin to answer these questions for yourself. It outlines the basics of the technology, and its many uses in entertainment design. With straightforward and easy-to-follow information, you will learn ways to acquire printable 3D models, basic methods of creating your own, and tips along the way to produce successful prints. Over 70 professionals contributed images, guidance, and never-before-seen case studies filled with insider secrets to this book, including tutorials by designer and pioneer, Owen M. Collins.


Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry

Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry

Author: Jessie Y. C. Chen

Publisher: Springer Nature

Published: 2022-05-28

Total Pages: 401

ISBN-13: 3031060156

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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.


3D Printing Techniques and Processes

3D Printing Techniques and Processes

Author: Michael Degnan

Publisher: Cavendish Square Publishing, LLC

Published: 2017-12-15

Total Pages: 130

ISBN-13: 1502631512

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A 3D printer can be of use to people in a vast variety of fields. This book details some of the many ways to put 3D printers to great use and it explains the field's best practices. Readers are provided with an overview of materials and their pros and cons, and troubleshooting tips.


Digital Humanities in precarious times

Digital Humanities in precarious times

Author: Mirna Nel

Publisher: AOSIS

Published: 2024-07-31

Total Pages: 204

ISBN-13: 1991271093

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In a modern and fast-evolving technological world, precarity has become more notable. Digital transformation has ushered in an era of ‘datafication’, profoundly impacting societies and individuals in such a way that there are emerging complexities and potential vulnerabilities in our interactions with technology. Thus, it is crucial that the Humanities subjects focus on human beings, their culture and values. This book focuses on the challenges and opportunities experienced in the Digital Humanities. The main thesis of this book is on Digital Humanities in precarious times, while also reporting on topics and research methods in a variety of Humanities subject fields. Digital Humanities is a dynamic multidisciplinary, interdisciplinary and transdisciplinary field that encompasses a wide array of disciplines, methodologies and approaches. It represents a fusion of computational methods with humanistic inquiry, leveraging technology to explore and analyse various facets of human culture, society and history. At its core, this field’s nature allows scholars from diverse backgrounds – including literature, history, linguistics, cultural studies and more – to collaborate and engage in innovative research projects that transcend traditional disciplinary boundaries. All the chapters in this book represent a scholarly discourse and provide original research, they are based on different methodologies ranging from an interdisciplinary approach, a philosophical desk study, case studies, qualitative studies and a semi-structured survey.