Software Creativity 2.0

Software Creativity 2.0

Author: Robert L. Glass

Publisher: developer.* Books

Published: 2006

Total Pages: 543

ISBN-13: 0977213315

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Glass explores a critical, yet strangely neglected, question: What is the role of creativity in software engineering and computer programming? With his trademark easy-to-read style and practical approach, backed by research and personal experience, Glass takes on a wide range of related angles and implications. (Computer Books)


Musical Creativity

Musical Creativity

Author: Guerino Mazzola

Publisher: Springer Science & Business Media

Published: 2011-11-03

Total Pages: 331

ISBN-13: 364224517X

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This book represents a new approach to musical creativity, dealing with the semiotics, mathematical principles, and software for creativity processes. After a thorough introduction, the book offers a first practical part with a detailed tutorial for students in composition and improvisation, using musical instruments and music software. The second, theoretical part deals with historical, actual, and new principles of creative processes in music, based on the results and methods developed in the first author’s book Topos of Music and referring to semiotics, predicative objects, topos theory, and object-oriented concept architectures. The third part of the book details four case studies in musical creativity, including an analysis of the six variations of Beethoven's sonata op. 109, a discussion of the creative process in a CD coproduced in 2011 by the first and second authors, a recomposition of Boulez’s "Structures pour deux pianos" using the Rubato software module BigBang developed by the third author, and the Escher theorem from mathematical gesture theory in music. This is both a textbook addressed to undergraduate and graduate students of music composition and improvisation, and also a state-of-the-art survey addressed to researchers in creativity studies and music technology. The book contains summaries and end-of-chapter questions, and the authors have used the book as the main reference to teach an undergraduate creativity studies program and also to teach composition. The text is supported throughout with musical score examples.


The Creativity Code

The Creativity Code

Author: Marcus Du Sautoy

Publisher: Belknap Press

Published: 2020-03-03

Total Pages: 321

ISBN-13: 0674244710

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“A brilliant travel guide to the coming world of AI.” —Jeanette Winterson What does it mean to be creative? Can creativity be trained? Is it uniquely human, or could AI be considered creative? Mathematical genius and exuberant polymath Marcus du Sautoy plunges us into the world of artificial intelligence and algorithmic learning in this essential guide to the future of creativity. He considers the role of pattern and imitation in the creative process and sets out to investigate the programs and programmers—from Deep Mind and the Flow Machine to Botnik and WHIM—who are seeking to rival or surpass human innovation in gaming, music, art, and language. A thrilling tour of the landscape of invention, The Creativity Code explores the new face of creativity and the mysteries of the human code. “As machines outsmart us in ever more domains, we can at least comfort ourselves that one area will remain sacrosanct and uncomputable: human creativity. Or can we?...In his fascinating exploration of the nature of creativity, Marcus du Sautoy questions many of those assumptions.” —Financial Times “Fascinating...If all the experiences, hopes, dreams, visions, lusts, loves, and hatreds that shape the human imagination amount to nothing more than a ‘code,’ then sooner or later a machine will crack it. Indeed, du Sautoy assembles an eclectic array of evidence to show how that’s happening even now.” —The Times


The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio

Author: Karen Collins

Publisher: Oxford University Press

Published: 2014-04-04

Total Pages: 625

ISBN-13: 0199797293

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As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches -- technological, emotional, psychological, and physical -- the book provides a thorough overview of the fascinating experience of interactive sound.


Anyone Can Code

Anyone Can Code

Author: Ali Arya

Publisher: CRC Press

Published: 2020-11-23

Total Pages: 601

ISBN-13: 0429521162

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Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of modularization as a central lens through which we can make sense of many software concepts. This book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages: C/C++, Python, and Javascript. Key features: Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries; Includes engaging examples, including video games and visual effects; Provides exercises and reflective questions. This book gives beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later.


Software Design

Software Design

Author: David Budgen

Publisher: CRC Press

Published: 2020-12-24

Total Pages: 329

ISBN-13: 1315300052

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Software Design: Creating Solutions for Ill-Structured Problems, Third Edition provides a balanced view of the many and varied software design practices used by practitioners. The book provides a general overview of software design within the context of software development and as a means of addressing ill-structured problems. The third edition has been expanded and reorganised to focus on the structure and process aspects of software design, including architectural issues, as well as design notations and models. It also describes a variety of different ways of creating design solutions such as plan-driven development, agile approaches, patterns, product lines, and other forms. Features •Includes an overview and review of representation forms used for modelling design solutions •Provides a concise review of design practices and how these relate to ideas about software architecture •Uses an evidence-informed basis for discussing design concepts and when their use is appropriate This book is suitable for undergraduate and graduate students taking courses on software engineering and software design, as well as for software engineers. Author David Budgen is a professor emeritus of software engineering at Durham University. His research interests include evidence-based software engineering (EBSE), software design, and healthcare informatics.


20under40

20under40

Author: Edward P. Clapp

Publisher: AuthorHouse

Published: 2010

Total Pages: 402

ISBN-13: 1452067392

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20UNDER40: Re-Inventing the Arts and Arts Education for the 21st Century is an anthology of critical discourse that addresses the impending generational shift in arts leadership by publishing twenty essays about the future of the arts and arts education each written by young and emerging arts professionals under the age of forty. In the process of doing so, 20UNDER40 brings the voices of young arts leaders out of the margins and into the forefront of our cultural dialogue.


Requirements Engineering: Foundation for Software Quality

Requirements Engineering: Foundation for Software Quality

Author: Martin Glinz

Publisher: Springer Science & Business Media

Published: 2009-05-27

Total Pages: 268

ISBN-13: 3642020496

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This book constitutes the refereed proceedings of the 15th International Working Conference on Requirements Engineering: Foundation for Software Quality, REFSQ 2009, held in Amsterdam, The Netherlands, in June 2009. The 14 revised full papers were carefully reviewed and selected from 49 submissions. The papers are organized in thematic sections on value and risk, change and evolution, interactions and inconsistencies, organization and structuring, experience, elicitation, research methods, behavior modeling, empirical studies, and open-source RE.