Computational Practices and Applications for Digital Art and Crafting

Computational Practices and Applications for Digital Art and Crafting
Author: Hai-Jew, Shalin
Publisher: IGI Global
Total Pages: 285
Release: 2024-07-17
Genre: Art
ISBN:

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In the current technology age, individuals and organizations need to utilize digital tools and resources to foster innovation and effectively address challenges. However, the realm of digital art and crafting is complex, and it requires a deep understanding of the tools and techniques and the social and economic factors that influence these practices. Computational Practices and Applications for Digital Art and Crafting is a comprehensive guide that offers a roadmap for digital makers and educators to navigate this dynamic field. This book covers various topics, from standard digital art practices to generative AI in art making. It provides practical guidance for digital makers, teachers, and managers of maker spaces, helping them to enhance their skills and stay relevant in the ever-changing digital landscape.

The Arts and Crafts Computer

The Arts and Crafts Computer
Author: Janet Ashford
Publisher:
Total Pages: 156
Release: 2002
Genre: Art
ISBN:

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The Arts and Crafts Computer shows you how to use your personal computer, scanner, digital camera and color printer as artist tools to create beautiful graphics and artful objects for your home, school and work. You'll learn how to: Understand the basics of digital image-editing, typesetting and graphic design. Gather the right tools, both digital and traditional. Use the new inkjet printing media including cloth, decals, stickers, magnets, transparencies and more. Work with art materials safely, avoid computer-related stress and find environmentally-friendly materials. Create unique greeting cards and envelopes, artist books, games, toys, home decorations and gifts. If you're a crafter looking for computer ideas or a designer or teacher looking for hands-on projects The Arts and Crafts Computer is for you!

Abstracting Craft

Abstracting Craft
Author: Malcolm McCullough
Publisher: MIT Press
Total Pages: 336
Release: 1998
Genre: Architecture
ISBN: 9780262631891

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In this investigation of the possibility of craft in the digital realm, the author discusses the emergence of computation as a medium, rather than just a set of tools, suggesting a growing correspondence between digital work and traditional craft.

The Blackwell Guide to the Philosophy of Computing and Information

The Blackwell Guide to the Philosophy of Computing and Information
Author: Luciano Floridi
Publisher: John Wiley & Sons
Total Pages: 392
Release: 2008-04-15
Genre: Science
ISBN: 0470756764

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This Guide provides an ambitious state-of-the-art survey of the fundamental themes, problems, arguments and theories constituting the philosophy of computing. A complete guide to the philosophy of computing and information. Comprises 26 newly-written chapters by leading international experts. Provides a complete, critical introduction to the field. Each chapter combines careful scholarship with an engaging writing style. Includes an exhaustive glossary of technical terms. Ideal as a course text, but also of interest to researchers and general readers.

Computing and Digital Learning for Primary Teachers

Computing and Digital Learning for Primary Teachers
Author: Owen Dobbing
Publisher: Taylor & Francis
Total Pages: 313
Release: 2024-10-29
Genre: Education
ISBN: 1040156770

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Whether they are new or experienced, teachers are expected to plan and deliver high-quality computing lessons to their pupils. Computing and Digital Learning for Primary Teachers provides an accessible introduction to teaching computing effectively and for deeper understanding in the primary classroom. Filled with practical resources to support lesson design, long-term planning, and assessment, readers will benefit from building their subject knowledge and learning to create engaging lessons for their pupils. Chapters explore: Supporting computational thinking and problem-solving to teach our pupils how to solve problems logically and systematically. Developing pupils’ digital literacy and use of IT, creating exciting opportunities for children’s digital self-expression through film, animation, and 3D design. Managing technology in our schools, such as setting up and maintaining a virtual learning environment (VLE). Cross-curriculum links with STEAM and engineering, allowing children to solve real-world problems by combining their digital literacy with their knowledge of maths, science, and technology. Cost-effective and accessible ways of introducing physical computing and robotics to children. Safe and responsible uses of artificial intelligence (AI) in our primary schools. This essential resource provides a highly practical guide to delivering effective computing lessons in the primary classroom and is a must read for anyone who wishes to become a more confident and knowledgeable computing teacher.

Culture and Computing. Interactive Cultural Heritage and Arts

Culture and Computing. Interactive Cultural Heritage and Arts
Author: Matthias Rauterberg
Publisher: Springer Nature
Total Pages: 501
Release: 2021-07-03
Genre: Computers
ISBN: 3030774112

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The two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. 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 papers included in the HCII-C&C volume set were organized in topical sections as follows: Part I: ICT for cultural heritage; technology and art; visitors’ experiences in digital culture; Part II: Design thinking in cultural contexts; digital humanities, new media and culture; perspectives on cultural computing.

Craft Economies

Craft Economies
Author: Susan Luckman
Publisher: Bloomsbury Publishing
Total Pages: 249
Release: 2018-02-22
Genre: Design
ISBN: 1474259561

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Craft Economies provides a wide-ranging exploration of contemporary craft production, situating practices of amateur and professional making within a wider creative economy. Contributors address a diverse range of practices, sites and forms of making in a wide range of regional and national contexts, from floristry to ceramics and from crochet to coding. The volume considers the role of digital practices of making and the impact of the maker's movement as part of larger trends around customisation, on-demand production, and the possibilities of 3D printing and digital manufacturing.

Making Art With Generative AI Tools

Making Art With Generative AI Tools
Author: Hai-Jew, Shalin
Publisher: IGI Global
Total Pages: 321
Release: 2024-04-01
Genre: Art
ISBN:

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In the dynamic realm of generative artificial Intelligence (AI), the fusion of human creativity and machine intelligence has created a vibrant ecosystem of collaborative artmaking. However, this transformative process brings forth a myriad of concerns, ranging from ethical considerations and the need for originality to navigating the legal complexities surrounding intellectual property. As more and more online communities appear around the use of AI to aid in the creation of images, there arises a pressing need for a comprehensive guide that not only dissects the intricacies of artmaking with generative AI tools but also offers practical solutions to the evolving dilemmas faced by artists, researchers, and technologists. Making Art With Generative AI Tools emerges as an exploration of the challenges posed by this intersection of human expression and artificial intelligence. Artists engaging with generative AI find themselves grappling with issues of authenticity, social toxicity, and the commercial viability of their creations. From avoiding stereotypical visuals to ensuring proper crediting, the realm of generative AI is rife with these complexities. Furthermore, the blurred lines between human and machine authorship necessitate a deeper exploration of how these innovative tools impact creativity, representation, and the very fabric of the art world.

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
Total Pages: 401
Release: 2022-05-28
Genre: Computers
ISBN: 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.

Primary Computing and Digital Technologies: Knowledge, Understanding and Practice

Primary Computing and Digital Technologies: Knowledge, Understanding and Practice
Author: Keith Turvey
Publisher: Learning Matters
Total Pages: 329
Release: 2016-09-14
Genre: Education
ISBN: 1473995094

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What do you need to know to teach computing in primary schools? How do you teach it? This book offers practical guidance on how to teach the computing curriculum in primary schools, coupled with the subject knowledge needed to teach it. This Seventh Edition is a guide to teaching the computing content of the new Primary National Curriculum. It includes many more case studies and practical examples to help you see what good practice in teaching computing looks like. It also explores the use of ICT in the primary classroom for teaching all curriculum subjects and for supporting learning in every day teaching. New chapters have been added on physical computing and coding and the importance of web literacy, bringing the text up-to-date. Computing is both a subject and a powerful teaching and learning tool throughout the school curriculum and beyond into many areas of children’s learning lives. This book highlights the importance of supporting children to become discerning and creative users of digital technologies as opposed to passive consumers.