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Computational Solutions for Knowledge, Art, and Entertainment

Book Description

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.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Foreword
  6. Preface
    1. A SUMMARY
    2. NEEDS AND ISSUES THAT AMOUNTED TO SHAPE THIS BOOK
    3. APPENDIX: SELECTED WEBSITES WITH ART WORKS SUPPORTING THE TEXT
  7. Acknowledgment
  8. Section 1: Making a Visual Statement
    1. Chapter 1: Looking and Seeing
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. CREATING AN ARTWORK
      4. 2. VISUAL COMMUNICATION WITH A VIEWER
      5. 3. RECEPTION OF THE ARTWORK
      6. CONCLUSION: INTENTIONS AND CONCERNS
    2. Chapter 2: Thinking with Pictures
      1. ABSTRACT
      2. INTRODUCTION
      3. CRITICAL VS. CREATIVE THINKING
      4. PROJECT 1: SKETCHING A SHOE TO CAPTURE AN ESSENCE OF AN OBJECT
      5. PROJECT 2: CREATING A COMPOSITION WITH A CROWD AND AN EXPLANATORY BACKGROUND
      6. COLLAGE
      7. CONCLUSION: INTENTIONS AND CONCERNS
    3. Chapter 3: Art Resulting from Computing
      1. ABSTRACT
      2. INTRODUCTION: PROGRAMMING AND ART
      3. MANY TYPES OF ART CREATED WITH COMPUTING
      4. BIOLOGY INSPIRED COMPUTING APPLIED FOR ARTISTIC TASKS
      5. SOCIAL NETWORKING MEDIA
      6. CONCLUSION
    4. Chapter 4: Aesthetics in the Context of New Media Art and Knowledge Visualization
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CHANGING MEANING OF THE AESTHETICS NOTION
      4. NEUROAESTHETICS AND THE COGNITIVE NEUROSCIENCE
      5. AESTHETIC DIMENSIONS OF ART INSPIRED BY MATHEMATICS AND SCIENCE
      6. COMPUTATIONAL AESTHETICS AND AESTHETIC COMPUTING
      7. SOME CONCERNS ABOUT AESTHETICS OF DIGITAL ENVIRONMENT
      8. CHANGES IN CONCEPTS ABOUT THE AESTHETICS OF ELECTRONIC ART
      9. AN INCLUSIVE ROLE OF A VIEWER: INTERACTIVE ARTS
      10. PLACE FOR THE ELECTRONIC ART IN THE MAINSTREAM ART WORLD
      11. CONCERNS ABOUT AESTHETICS OF VISUALIZATION
      12. AESTHETIC EDUCATION
      13. SOME OPINIONS ON ART AND AESTHETIC
      14. CONCLUSION
    5. Chapter 5: Art and Design Criticism in Art Production and Instruction
      1. ABSTRACT
      2. INTRODUCTION
      3. AESTHETIC DIMENSIONS OF INFORMATION ART AND INFORMATION TECHNOLOGY
      4. ART CRITICISM VS. EDUCATIONAL OBJECTIVES AND ASSESSMENT
      5. CRITICAL FRAMEWORK WITH RESPECT TO THE CURRENT CULTURAL PATTERNS
      6. CRITICISM OF THE PRODUCT DESIGN
      7. CONCLUSION
  9. Section 2: Lessons from Science
    1. Chapter 6: The Journey to the Center of the Earth
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND INFORMATION
      4. MENTAL EXPERIMENT: IMAGINARY TRIP IN A TEMPERATURE AND PRESSURE-RESISTANT ELEVATOR TO THE CENTER OF EARTH
      5. CONCLUSION
    2. Chapter 7: Taking Inspiration from Astronomy for Visual and Verbal Projects
      1. ABSTRACT
      2. INTRODUCTION: PROJECTS ABOUT COSMOS
      3. PROJECT 1: ABOUT PLANETS
      4. PROJECT 2: ABOUT THE PLANETARY MOVEMENT
      5. PROJECT 3: ABOUT THE EXPANDING UNIVERSE AND THE GRAVITATIONAL EQUILIBRIUM
      6. PROJECT 4: NUCLEAR FUSION. NOW INSIDE OF THE SUN AND IN THE ERA OF NUCLEOSYNTHESIS
      7. PROJECT 5: LIGHT AND ELECTROMAGNETIC SPECTRUM: A PORTRAIT OF A PERSON IN A FOREST
      8. PROJECT 6: COSMIC BACKGROUND RADIATION
      9. PROJECT 7: ABOUT MASS AND ENERGY
      10. PROJECT 8: ABOUT ELEMENTARY PARTICLES
      11. PROJECT 9: ABOUT ASTRONOMY RELATED TOOLS
      12. CONCLUSION
    3. Chapter 8: Imaging and Picturing Volcanism
      1. ABSTRACT
      2. PLATE TECTONICS AND VOLCANOES
      3. EARTHQUAKES
      4. THE MOUNT ST. HELENS VOLCANO
      5. THE YELLOWSTONE VOLCANO
      6. THE MOUNT VESUVIUS VOLCANO
      7. REDISCOVERY OF POMPEII AND HERCULANEUM
      8. CONCLUSION
    4. Chapter 9: Picturing Minerals and Rocks
      1. ABSTRACT
      2. MINERALS
      3. ROCKS
      4. CONCLUSION
    5. Chapter 10: Energy and Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. PROJECT 1. HYDROPOWER
      4. PROJECT 3. BUILDING A ZERO-ENERGY HOUSE; BIRD’S EYE VIEW AND ORTHOGRAPHIC PROJECTION
      5. PROJECT 4. WINDMILL: A RONDO (BUT NOT A PERPETUUM MOBILE)
      6. PROJECT 5. NUCLEAR POWER PLANT: PRESENTING AN ATOM AS A COMPANY
      7. PROJECT 6. GREENHOUSE EFFECT AND GLOBAL WARMING
      8. PROJECT 7. SOLAR BASED ACTIONS: SOLAR COOKING, SOLAR HAT
      9. CONCLUSION
    6. Chapter 11: Nano World
      1. ABSTRACT
      2. INTRODUCTION
      3. EARLY NANO APPLICATIONS AND TECHNOLOGIES
      4. SOFT MATTER
      5. TOOLS FOR EXAMINING NANOSTRUCTURES
      6. GRAPHENE
      7. SIZE DEPENDENT PROPERTIES OF NANOPARTICLES
      8. COLLOIDS
      9. NANOSHELLS
      10. A PROJECT: BATTLEFIELD WITH TRANSFORMERS
      11. VIRUSES
      12. LIQUID CRYSTALS
      13. FULLERENES: CARBON NANOTUBES, BUCKYBALLS
      14. STRUCTURES IN A HUMAN CELL (IN MICRO- AND NANO-SCALE)
      15. VISUALIZATION OF BIOLOGICAL DATA: DNA
      16. CONCLUSION
    7. Chapter 12: Acceleration
      1. ABSTRACT
      2. INTRODUCTION
      3. SPEED, VELOCITY, ACCELERATION
      4. ART WORKS SHOWING MOTION AND EMOTION
      5. WORKING ON VISUAL RESPONSE TO THE THEME
      6. VISUALIZING MOTION BY CONSTRUCTING GRAPHS
      7. CONCLUSION
    8. Chapter 13: Carbon
      1. ABSTRACT
      2. INTRODUCTION: BACKGROUND DATA
      3. CARBON AS MINERAL: COAL
      4. CARBON AS A MOLECULE
      5. CARBON AS SOFT MATTER
      6. CONCLUSION
    9. Chapter 14: Mathematics-Related Visual Events
      1. ABSTRACT
      2. INTRODUCTION: VISUAL APPEAL OF MATHEMATICS FOR MATHEMATICIANS AND ARTISTS
      3. ORGANIC/GEOMETRIC
      4. OBJECTS AND SHADOWS
      5. SYMMETRY
      6. SQUARE AND CUBE IN NATURE
      7. CONCEPTS AND PROCESSES RELATED TO FRACTALS
      8. COMPUTATIONAL SOLUTIONS AS VISUAL PRESENTATIONS
      9. CONCLUSION
    10. Chapter 15: Poem Illustration for the Spoon River Anthology by Edgar Lee Masters
      1. ABSTRACT
      2. INTRODUCTION
      3. EDGAR LEE MASTERS AND HIS TIMES
      4. EPIGRAMS, EPITAPHS, AND METAPHORS IN POETRY AND PAINTINGS
      5. ANALYSIS OF ART WORKS
      6. CREATING THE VISUAL COUNTERPART THAT COMPLEMENTS THE POEM
      7. WRITING AND ILLUSTRATING AN EPIGRAMMATIC POEM
      8. CONCLUSION
    11. Chapter 16: Four Trapped in an Elevator
      1. ABSTRACT
      2. INTRODUCTION
      3. PHYSICAL AND PSYCHOLOGICAL CONDITIONS OF ELEVATOR RIDING
      4. ART CONCEPTS RELATED TO PORTRAYING PEOPLE
      5. CONCLUSION
    12. Chapter 17: The History of Love
      1. ABSTRACT
      2. INTRODUCTION
      3. MANY WAYS OF PICTURING THE IDEA OF LOVE AS FORCE AND POWER
      4. CONCLUSION
    13. Chapter 18: Architecture and Media
      1. ABSTRACT
      2. INTRODUCTION
      3. VISUAL THINKING IN ARCHITECTURE
      4. TOOLS AND TECHNOLOGIES; MODELS OF ARCHITECTURAL STRUCTURES
      5. SUSTAINABLE LANDSCAPE, SUSTAINABLE ARCHITECTURE
      6. THE ROLE OF PUBLIC OPINION IN PRESERVING THE PAST FOR THE FUTURE: TRADITIONAL AND PRESENT-DAY WONDERS
      7. CONCLUSION
    14. Chapter 19: Educational Implications
      1. ABSTRACT
      2. INTRODUCTION
      3. APPLICATIONS OF TECHNOLOGICAL THOUGHT
      4. COGNITIVE LOAD
      5. INSTRUCTION IN ART PRODUCTION BASED ON SCIENCE AND TECHNOLOGY
      6. IMAGING CONCEPTS ABOUT SCIENCE: THREE APPROACHES TO INTEGRATION OF ART AND SCIENCE
      7. RESEARCH STUDY RESULTS
      8. COGNITIVE LEARNING WITH COMPUTING AND COMPUTER GRAPHICS
      9. MULTIMEDIA LEARNING IN THE SOCIAL NETWORKING AND THE COLLABORATIVE VIRTUAL ENVIRONMENTS
      10. VIRTUAL EDUCATION
      11. LEARNING ON SECOND LIFE VS. REAL LIFE CLASSROOM ENVIRONMENT
      12. CONCLUSION
  10. Section 3: Computing Solutions for Entertainment
    1. Chapter 20: Ways to Entertain with the Use of Computing Technologies
      1. ABSTRACT
      2. INTRODUCTION
      3. SOME EXAMPLES OF THE WAYS TO ENTERTAIN WITH COMPUTING
      4. EGO, SELF-CONSCIOUSNESS, AND NETWORKING
      5. ENTERTAINMENT AND SOME OF THE BIOLOGICALLY ACTIVE SUBSTANCES
      6. CONCLUSION
    2. Chapter 21: Challenges in Game Design
      1. ABSTRACT
      2. INTRODUCTION
      3. TROUBLES WITH DEFINING A “GAME” CONCEPT
      4. COMMON TYPES OF COMPUTER GAMES
      5. THE PROS AND CONS OF GAMING
      6. A SCENARIO FOR A NEW GAME, “DESIGN YOUR OWN HEALTH AND BEAT YOUR UNWANTED HABITS”
      7. CONCLUSION
    3. Chapter 22: Visual and Verbal Storytelling
      1. ABSTRACT
      2. INTRODUCTION
      3. BEYOND WORDS: VISUALIZING TEXT
      4. STORYTELLING
      5. THE IDEA OF A CONTAINER FOR A STORY
      6. CONCLUSION
    4. Chapter 23: Metaphorical Portraits
      1. ABSTRACT
      2. INTRODUCTION
      3. SURFING THE WEB
      4. PRESENTING THE DATA ABOUT PEOPLE IN TERMS OF THE TYPES OF ART
      5. WORKING ON A PROJECT: INVENTING METAPHORS THAT SHOW INDIVIDUAL FEATURES
      6. CONCLUSION
    5. Chapter 24: Visual Music
      1. ABSTRACT
      2. INTRODUCTION
      3. THE BEGINNINGS OF VISUAL MUSIC
      4. ABSTRACT PAINTERS AND VISUAL MUSIC
      5. COLORS AND KEYBOARDS
      6. EXPERIMENTAL FILMS
      7. PSYCHEDELIC LIGHT SHOWS AND CONCERTS WITH AUDIOVISUAL SYNTHESIZERS
      8. INSTALLATION ART
      9. CURRENT APPROACHES TO VISUAL MUSIC AS MULTISENSORY EXPERIENCE
      10. CONCLUSION
  11. Conclusion
  12. Related References
  13. Compilation of References
  14. About the Author