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Creative technologies for multidisciplinary applications / Andy M. Connor and Stefan Marks, editors.

Contributor(s): Publisher: Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, PA 17033, USA) : IGI Global, [2016]Description: PDFs (467 pages) : illustrationsContent type:
  • text
Media type:
  • electronic
Carrier type:
  • online resource
ISBN:
  • 9781522500179
Subject(s): Genre/Form: Additional physical formats: No title; Print version:: No titleDDC classification:
  • 700.1/05 23
LOC classification:
  • NX180.T4 C73 2016e
Online resources: Available additional physical forms:
  • Also available in print.
Contents:
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].
Abstract: "This book acts as an inspiration to educators and researchers who wish to participate in the future of creative technologies and their relevance to multidisciplinary disciplines, including many applications within the realm of art, gaming, the humanities, and digitization"--Provided by publisher.
Item type: eBooks
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Includes bibliographical references and index.

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].

Restricted to subscribers or individual electronic text purchasers.

"This book acts as an inspiration to educators and researchers who wish to participate in the future of creative technologies and their relevance to multidisciplinary disciplines, including many applications within the realm of art, gaming, the humanities, and digitization"--Provided by publisher.

Also available in print.

Mode of access: World Wide Web.

Description based on title screen (IGI Global, viewed 04/02/2016).

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