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Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text [Kietas viršelis]

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"This book focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions"--Provided by publisher.

As interactive application software such as apps, installations, and multimedia presentations have become pervasive in everyday life, more and more computer scientists, engineers, and technology experts acknowledge the influence that exists beyond visual explanations. Computational Solutions for Knowledge, Art, and Entertainment: Information Exchange Beyond Text focuses on the methods of depicting knowledge-based concepts in order to assert power beyond a visual explanation of scientific and computational notions. This book combines formal descriptions with graphical presentations and encourages readers to interact by creating visual solutions for science-related concepts and presenting data. This reference is essential for researchers, computer scientists, and academics focusing on the integration of science, technology, computing, art, and mathematics for visual problem solving.
Foreword xii
Preface xv
Acknowledgment xxxi
Section 1 Making a Visual Statement
Chapter 1 Looking and Seeing: Communication through Art: Creating, Conveying, and Responding to Art
1(23)
Introduction
1(1)
Creating an Artwork
2(5)
Visual Communication with a Viewer
7(9)
Reception of the Artwork
16(5)
Conclusion: Intentions and Concerns
21(3)
Chapter 2 Thinking with Pictures: Art as an Instrument of Acquiring Knowledge
24(18)
Introduction
24(1)
Critical vs. Creative Thinking
25(2)
Project 1: Sketching a Shoe to Capture an Essence of an Object
27(2)
Project 2: Creating a Composition with a Crowd and an Explanatory Background
29(6)
Collage
35(4)
Conclusion: Intentions and Concerns
39(3)
Chapter 3 Art Resulting from Computing
42(24)
Introduction: Programming and Art
42(2)
Many Types of Art Created with Computing
44(11)
Biology Inspired Computing Applied for Artistic Tasks
55(5)
Social Networking Media
60(3)
Conclusion
63(3)
Chapter 4 Aesthetics in the Context of New Media Art and Knowledge Visualization
66(33)
Introduction
66(1)
The Changing Meaning of the Aesthetics Notion
67(1)
Neuroaesthetics and the Cognitive Neuroscience
67(4)
Aesthetic Dimensions of Art Inspired by Mathematics and Science
71(2)
Computational Aesthetics and Aesthetic Computing
73(2)
Some Concerns about Aesthetics of Digital Environment
75(1)
Changes in Concepts About the Aesthetics of Electronic Art
76(1)
An Inclusive Role of a Viewer: Interactive Arts
77(1)
Place for the Electronic Art in the Mainstream Art World
77(4)
Concerns About Aesthetics of Visualization
81(2)
Aesthetic Education
83(1)
Some Opinions on Art and Aesthetic
84(9)
Conclusion
93(6)
Chapter 5 Art and Design Criticism in Art Production and Instruction
99(23)
Introduction
99(2)
Aesthetic Dimensions of Information Art and Information Technology
101(4)
Art Criticism vs. Educational Objectives and Assessment
105(11)
Critical Framework with Respect to the Current Cultural Patterns
116(1)
Criticism of the Product Design
117(1)
Conclusion
117(5)
Section 2 Lessons from Science
Chapter 6 The Journey to the Center of the Earth
122(13)
Introduction
122(1)
Background Information
123(5)
Mental Experiment: Imaginary Trip in a Temperature and Pressure-Resistant Elevator to the Center of Earth
128(6)
Conclusion
134(1)
Chapter 7 Taking Inspiration from Astronomy for Visual and Verbal Projects
135(35)
Introduction: Projects about Cosmos
135(1)
Project 1: About Planets
136(8)
Project 2: About the Planetary Movement
144(5)
Project 3: About the Expanding Universe and the Gravitational Equilibrium
149(5)
Project 4: Nuclear Fusion. Now Inside of the Sun and in the Era of Nucleosynthesis
154(3)
Project 5: Light and Electromagnetic Spectrum: A Portrait of a Person in a Forest
157(2)
Project 6: Cosmic Background Radiation
159(2)
Project 7: About Mass and Energy
161(3)
Project 8: About Elementary Particles
164(5)
Project 9: About Astronomy Related Tools
169(1)
Conclusion
169(1)
Chapter 8 Imaging and Picturing Volcanism
170(15)
Plate Tectonics and Volcanoes
170(1)
Earthquakes
171(2)
The Mount St. Helens Volcano
173(1)
The Yellowstone Volcano
174(1)
The Mount Vesuvius Volcano
174(4)
Rediscovery of Pompeii And Herculaneum
178(4)
Conclusion
182(3)
Chapter 9 Picturing Minerals and Rocks
185(15)
Minerals
185(3)
Rocks
188(11)
Conclusion
199(1)
Chapter 10 Energy and Environment
200(18)
Introduction
200(1)
Project 1: Hydropower
201(2)
Project 2: The Ocean Thermal Energy Conversion (OTEC)
203(2)
Project 3: Building a Zero-Energy House; Bird's Eye View and Orthographic Projection
205(1)
Project 4: Windmill: A Rondo (But Not a Perpetuum Mobile)
205(1)
Project 5: Nuclear Power Plant: Presenting an Atom as a Company
206(5)
Project 6: Greenhouse Effect and Global Warming
211(1)
Project 7: Solar Based Actions: Solar Cooking, Solar Hat
212(4)
Conclusion
216(2)
Chapter 11 Nano World
218(30)
Introduction
218(1)
Early Nano Applications and Technologies
219(1)
Soft Matter
220(1)
The Nanoscale World: Metric Measures
220(2)
Tools for Examining Nanostructures
222(1)
Graphene
223(1)
Nanofabrication: Making Nanoscale Structures
224(1)
Size Dependent Properties of Nanoparticles
225(3)
Colloids
228(3)
Nanoshells
231(1)
A Project: Battlefield with Transformers
232(1)
Viruses
233(3)
Liquid Crystals
236(1)
Fullerenes: Carbon Nanotubes, Buckyballs
236(3)
Structures in a Human Cell (In Micro- and Nano-Scale)
239(1)
Visualization of Biological Data: DNA
240(2)
Conclusion
242(6)
Chapter 12 Acceleration
248(9)
Introduction
248(2)
Speed, Velocity, Acceleration
250(1)
Art Works Showing Motion and Emotion
251(1)
Working on Visual Response to the Theme
251(3)
Visualizing Motion by Constructing Graphs
254(2)
Conclusion
256(1)
Chapter 13 Carbon: A Gem, a Molecule, and a Heart of Nanotechnology
257(22)
Introduction: Background Data
257(2)
Carbon as Mineral: Coal
259(7)
Carbon as a Molecule
266(6)
Carbon as Soft Matter
272(3)
Conclusion
275(4)
Chapter 14 Mathematics Related Visual Events
279(34)
Introduction: Visual Appeal of Mathematics for Mathematicians and Artists
279(1)
Organic/Geometric
280(5)
Objects and Shadows
285(3)
Symmetry
288(6)
Square and Cube in Nature
294(6)
Concepts and Processes Related to Fractals
300(5)
Computational Solutions as Visual Presentations
305(3)
Conclusion
308(5)
Chapter 15 Poem Illustration for the Spoon River Anthology by Edgar Lee Masters
313(9)
Introduction
313(1)
Edgar Lee Masters and His Times
314(1)
Epigrams, Epitaphs, and Metaphors in Poetry and Paintings
314(1)
Analysis of Art Works
315(1)
Creating the Visual Counterpart that Complements the Poem
316(5)
Writing and Illustrating an Epigrammatic Poem
321(1)
Conclusion
321(1)
Chapter 16 Four Trapped in an Elevator
322(8)
Introduction
322(2)
Physical and Psychological Conditions of Elevator Riding
324(2)
Art Concepts Related to Portraying People
326(3)
Conclusion
329(1)
Chapter 17 The History of Love
330(9)
Introduction
330(2)
Many Ways of Picturing the Idea of Love as Force and Power
332(5)
Conclusion
337(2)
Chapter 18 Architecture and Media
339(22)
Introduction
339(1)
Visual Thinking in Architecture
340(4)
Tools and Technologies; Models of Architectural Structures
344(7)
Sustainable Landscape, Sustainable Architecture
351(5)
The Role of Public Opinion in Preserving the Past for the Future: Traditional and Present-Day Wonders
356(1)
Conclusion
357(4)
Chapter 19 Educational Implications
361(29)
Introduction
361(1)
Applications of Technological Thought
362(1)
Cognitive Load
363(4)
Instruction in Art Production Based on Science and Technology
367(1)
Imaging Concepts About Science: Three Approaches to Integration of Art and Science
368(2)
Research Study Results
370(2)
Cognitive Learning with Computing and Computer Graphics
372(2)
Multimedia Learning in the Social Networking and the Collaborative Virtual Environments
374(3)
Virtual Education
377(5)
Learning on Second Life Versus Real Life Classroom Environment
382(2)
Conclusion
384(6)
Section 3 Computing Solutions for Entertainment
Chapter 20 Ways to Entertain with the Use of Computing Technologies
390(23)
Introduction
390(1)
Some Examples of the Ways to Entertain with Computing
391(9)
Ego, Self-Consciousness, and Networking
400(3)
Entertainment and Some of the Biologically Active Substances
403(6)
Conclusion
409(4)
Chapter 21 Challenges in Game Design
413(16)
Introduction
413(1)
Troubles with Defining a `Game' Concept
414(2)
Common Types of Computer Games
416(3)
The Pros And Cons of Gaming
419(3)
A Scenario for a New Game, "Design Your Own Health and Beat Your Unwanted Habits"
422(2)
Conclusion
424(5)
Chapter 22 Visual And Verbal Storytelling
429(27)
Introduction
429(1)
Beyond Words: Visualizing Text
430(6)
Storytelling
436(7)
The Idea of a Container for a Story
443(8)
Conclusion
451(5)
Chapter 23 Metaphorical Portraits
456(7)
Introduction
456(1)
Surfing the Web
456(1)
Presenting the Data About People in Terms of the Types of Art
457(4)
Working on a Project: Inventing Metaphors that Show Individual Features
461(1)
Conclusion
462(1)
Chapter 24 Visual Music
463(4)
Introduction
463(1)
The Beginnings of Visual Music
464(1)
Abstract Painters and Visual Music
464(1)
Colors and Keyboards
465(1)
Experimental Films
465(1)
Psychedelic Light Shows and Concerts with Audiovisual Synthesizers
465(1)
Installation Art
466(1)
Current Approaches to Visual Music as Multisensory Experience
466(1)
Conclusion 467(2)
Conclusion 469(1)
Further Reading 470(1)
Compilation of References 471(32)
About the Author 503(1)
Index 504