Disruptive Technologies in Media, Arts and Design

Disruptive Technologies in Media, Arts and Design

Author: Alexiei Dingli

Publisher: Springer Nature

Published: 2022-02-28

Total Pages: 222

ISBN-13: 3030937801

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This book presents selected proceedings from two installments of the MAD Conference in 2020—MAD Blockchain 2020 and MAD Artificial Intelligence 2020. These events focused on applications of these novel technologies in media, arts and design. A number of researchers present their own projects and practical implementations of blockchain and AI in games, art, education and sustainable living, while other authors explore theoretical and ethical questions that these technologies bring into society. First and foremost, we recommend this book to aspiring scholars and practitioners who are also building new solutions using blockchain and AI. Besides, the book extends the existing scholarship on AI and blockchain and provides proven cases and tools for education in ICT. The conference has been organized by Danube-University Krems, Drexel University Philadelphia and University of Malta with support from the MIT Education Arcade, the Texas A&M LIVE Lab and University of Vaasa.


Technology, Design and the Arts - Opportunities and Challenges

Technology, Design and the Arts - Opportunities and Challenges

Author: Rae Earnshaw

Publisher: Springer Nature

Published: 2020-06-22

Total Pages: 392

ISBN-13: 3030420973

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This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.


Digital Media, Projection Design, and Technology for Theatre

Digital Media, Projection Design, and Technology for Theatre

Author: Alex Oliszewski

Publisher: Taylor & Francis

Published: 2018-03-19

Total Pages: 441

ISBN-13: 1317356713

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Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.


Immersed in Technology

Immersed in Technology

Author: Banff Centre for the Arts

Publisher: MIT Press

Published: 1996

Total Pages: 400

ISBN-13: 9780262133142

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Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.


Media Disrupted

Media Disrupted

Author: Amanda D. Lotz

Publisher: MIT Press

Published: 2021-10-05

Total Pages: 197

ISBN-13: 0262366673

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How the internet disrupted the recorded music, newspaper, film, and television industries and what this tells us about surviving technological disruption. Much of what we think we know about how the internet "disrupted" media industries is wrong. Piracy did not wreck the recording industry, Netflix isn't killing Hollywood movies, and information does not want to be free. In Media Disrupted, Amanda Lotz looks at what really happened when the recorded music, newspaper, film, and television industries were the ground zero of digital disruption. It's not that digital technologies introduced "new media," Lotz explains; rather, they offered existing media new tools for reaching people. For example, the MP3 unbundled recorded music; as the internet enabled new ways for people to experience and pay for music, the primary source of revenue for the recorded music industry shifted from selling music to licensing it. Cable television providers, written off as predigital dinosaurs, became the dominant internet service providers. News organizations struggled to remake businesses in the face of steep declines in advertiser spending, while the film industry split its business among movies that compelled people to go to theaters and others that are better suited for streaming. Lotz looks in detail at how and why internet distribution disrupted each industry. The stories of business transformation she tells offer lessons for surviving and even thriving in the face of epoch-making technological change.


Art, Design and Technology: Collaboration and Implementation

Art, Design and Technology: Collaboration and Implementation

Author: Rae Earnshaw

Publisher: Springer

Published: 2017-05-30

Total Pages: 97

ISBN-13: 331958121X

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This 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.


Civic Media

Civic Media

Author: Eric Gordon

Publisher: MIT Press

Published: 2016-06-10

Total Pages: 661

ISBN-13: 0262034271

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Examinations of civic engagement in digital culture—the technologies, designs, and practices that support connection through common purpose in civic, political, and social life. Countless people around the world harness the affordances of digital media to enable democratic participation, coordinate disaster relief, campaign for policy change, and strengthen local advocacy groups. The world watched as activists used social media to organize protests during the Arab Spring, Occupy Wall Street, and Hong Kong's Umbrella Revolution. Many governmental and community organizations changed their mission and function as they adopted new digital tools and practices. This book examines the use of “civic media”—the technologies, designs, and practices that support connection through common purpose in civic, political, and social life. Scholars from a range of disciplines and practitioners from a variety of organizations offer analyses and case studies that explore the theory and practice of civic media. The contributors set out the conceptual context for the intersection of civic and media; examine the pressure to innovate and the sustainability of innovation; explore play as a template for resistance; look at civic education; discuss media-enabled activism in communities; and consider methods and funding for civic media research. The case studies that round out each section range from a “debt resistance” movement to government service delivery ratings to the “It Gets Better” campaign aimed at combating suicide among lesbian, gay, bisexual, transgender, and queer youth. The book offers a valuable interdisciplinary dialogue on the challenges and opportunities of the increasingly influential space of civic media.


Digital Performance

Digital Performance

Author: Steve Dixon

Publisher: MIT Press

Published: 2007-02-23

Total Pages: 1027

ISBN-13: 0262303329

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The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.


Impact of Contemporary Technology on Art and Design

Impact of Contemporary Technology on Art and Design

Author: Dölkele?, Gülce

Publisher: IGI Global

Published: 2024-10-09

Total Pages: 394

ISBN-13:

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The intersection of art, design, and digitalization marks a pivotal shift in how creative processes are conceived, executed, and experienced. As contemporary technology continues to evolve, it profoundly influences the methods and mediums of artistic expression, reshaping traditional practices and giving rise to new forms such as digital, software, and virtual art. This technological transformation is not just altering the landscape of art and design but is also redefining the future of creativity itself. Understanding the impact of these advancements is essential for grasping the current and future trajectories of artistic innovation. Impact of Contemporary Technology on Art and Design offers a thorough exploration of the dynamic relationship between new technologies, art, and design. The book delves into a wide array of topics, including contemporary and digital art, computer and software art, virtual and interactive art, video art, animation, and digital advertising. By tracing the historical trajectory from traditional to digital practices, it provides a comprehensive analysis of how art and design processes are adapting to the digital age. This volume is an invaluable resource for anyone interested in the evolving landscape of art and design, from artists and designers to academics, and researchers, seeking to understand the profound changes reshaping creative expression.


New Philosophy for New Media

New Philosophy for New Media

Author: Mark B. N. Hansen

Publisher: MIT Press

Published: 2004

Total Pages: 380

ISBN-13: 9780262083218

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A philosophy of new media that defines the digitalimage as the process by which the body filters information tocreate images.