Extent:
Online-Ressource (PDFs (467 pages))
Series:
Type of publication: Book / Working Paper
Language: English
Notes:
Includes bibliographical references and index
Restricted to subscribers or individual electronic text purchasers
Mode of access: World Wide Web
A historical review of creative technologies / Andy M. Connor -- Clash of cultures: fashion, engineering, and 3D printing / Jennifer Loy, Samuel Canning -- 3D printing meets humanitarian design research: creative technologies in remote regions / Jennifer Loy [and 3 others] -- Pure Land UNWIRED: new approaches to virtual reality for heritage at risk / Stefan Greuter, Sarah Kenderdine, Jeffrey Shaw -- The rise of the virtual human / Wendy A. Powell, Natalie Corbett, Vaughan Powell -- Between games and simulation: gamification and convergence in creative computing / Nathan Hulsey -- Machinima: a meme of our time / Tracy Harwood -- The scholar's ludo-narrative game and multimodal graphic novel: a comparison of fringe scholarship / Daniel J. Dunne -- The holon/parton theory of the unit of culture (or the meme, and narreme): in science, media, entertainment, and the arts / J. T. Velikovsky -- Discovering art using technology: the selfie project / Alexiei Dingli, Dylan Seychell, Vince Briffa -- Triggering the flotsam of behavior: a technique for applying computation to musicality / Judson Wright -- Artist-driven software development framework for visual effects studios / Jan Kruse -- Engineering inspiration: enhancing scientific creativity through image flows / Bruce J. MacLennan -- The essence of smart homes: application of intelligent technologies towards smarter urban future / Amirhosein Ghaffarianhoseini [and 6 others] -- Exposing core competencies for future creative technologists / Andy M. Connor [and 7 others]
Also available in print.
ISBN: 978-1-5225-0017-9 ; 978-1-5225-0016-2 ; 1-5225-0016-2
Other identifiers:
10.4018/978-1-5225-0016-2 [DOI]
Source:
ECONIS - Online Catalogue of the ZBW
Persistent link: https://www.econbiz.de/10011728467