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Creative Technologies for Multidisciplinary Applications

Book Description

Given that institutions of higher education have a predisposition to compartmentalize and delineate areas of study, creative technology may seem oxymoronic. On the contrary, the very basis of western thought is found in the idea of transcendent knowledge. The marriage of opposing disciplines therefore acts as a more holistic approach to education. Creative Technologies for Multidisciplinary Applications acts as an inspiration to educators and researchers who wish to participate in the future of such multidisciplinary disciplines. Because creative technology encompasses many applications with the realm of art, gaming, the humanities, and digitization, this book features a diverse collection of relevant research for the modern world. It is a pivotal reference publication for educators, students, and researchers in fields related to sociology, technology, and the humanities.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  6. Preface
  7. Chapter 1: A Historical Review of Creative Technologies
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. A HISTORICAL REVIEW
    5. DISCUSSION
    6. CONCLUSION
    7. REFERENCES
  8. Chapter 2: Clash of Cultures
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CREATIVE TECHNOLOGIES AND BARRIERS TO TRANSDISCIPLINARY RESEARCH
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  9. Chapter 3: 3D Printing Meets Humanitarian Design Research
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CREATIVE TECHNOLOGIES IN HUMANITARIAN DESIGN RESEARCH
    5. ISSUES, CONTROVERSIES, PROBLEMS
    6. SOLUTIONS AND RECOMMENDATIONS
    7. FUTURE RESEARCH DIRECTIONS
    8. CONCLUSION
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
    11. ENDNOTE
  10. Chapter 4: Pure Land UNWIRED
    1. ABSTRACT
    2. INTRODUCTION
    3. PURE LAND: UNWIRED
    4. USER EXPERIENCE
    5. LIMITATIONS
    6. SOLUTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. ENDNOTES
    11. APPENDIX
  11. Chapter 5: The Rise of the Virtual Human
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND: THE ROLE OF THE VIRTUAL HUMAN
    4. THE DAWN OF THE VIRTUAL HUMAN
    5. BUILDING A VIRTUAL HUMAN
    6. BRINGING A VIRTUAL HUMAN TO LIFE
    7. WHERE NEXT?
    8. REFERENCES
  12. Chapter 6: Between Games and Simulation
    1. ABSTRACT
    2. INTRODUCTION
    3. SIMULATIONS, GAMES, AND GAMIFICATION
    4. GAME OF LIFE
    5. INGRESS, STRAVA, AND LIVING MAPS
    6. CONCLUSION
    7. REFERENCES
  13. Chapter 7: Machinima
    1. ABSTRACT
    2. INTRODUCTION
    3. LITERATURE REVIEW
    4. MACHINIMA FORMATS
    5. PHASES OF MACHINIMA’S EVOLUTION
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
    9. APPENDIX: LIST OF MACHINIMAS
  14. Chapter 8: The Scholar's Ludo-Narrative Game and Multimodal Graphic Novel
    1. ABSTRACT
    2. INTRODUCTION
    3. CONTEXT
    4. CASE STUDY
    5. POTENTIAL DIRECTIONS FOR FURTHER RESEARCH
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
    9. ENDNOTES
  15. Chapter 9: The Holon/Parton Theory of the Unit of Culture (or the Meme, and Narreme)
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND TO THE PROBLEM
    4. THE UNIT OF CULTURE: THE HOLON/PARTON
    5. ISSUES, CONTROVERSIES, AND PROBLEMS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
    11. ENDNOTES
  16. Chapter 10: Discovering Art using Technology
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. GESTURE-BASED INTERACTION
    5. METHODOLOGY
    6. EVALUATION
    7. CONCLUSION
    8. ACKNOWLEDGMENT
    9. REFERENCES
    10. ENDNOTES
  17. Chapter 11: Triggering the Flotsam of Behavior
    1. ABSTRACT
    2. INTRODUCTION
    3. EVOLUTION FIRST
    4. EXPERIMENTATION
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
    8. ENDNOTES
  18. Chapter 12: Artist-Driven Software Development Framework for Visual Effects Studios
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. STANDARD SOFTWARE
    5. WORKFLOWS AND PLUGINS
    6. DEEP COMPOSITING AS AN EXAMPLE
    7. BENEFITS OF THE PROPOSED APPROACH
    8. DIFFERENT APPROACHES
    9. DISCUSSION
    10. ARTIST-DRIVEN SOFTWARE DEVELOPMENT FRAMEWORK
    11. FUTURE RESEARCH DIRECTIONS
    12. CONCLUSION
    13. REFERENCES
  19. Chapter 13: Engineering Inspiration
    1. ABSTRACT
    2. BACKGROUND
    3. AN INSPIRATION ENGINE
    4. EXAMPLE IMAGE FLOWS
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. ADDITIONAL READING
    10. KEY TERMS AND DEFINITIONS
  20. Chapter 14: The Essence of Smart Homes
    1. ABSTRACT
    2. 1.0 INTRODUCTION
    3. 2.0 THE NOTION OF SMART HOMES
    4. 3.0 APPLICATION OF INTELLIGENT AND CREATIVE TECHNOLOGIES IN SMART HOMES
    5. 4.0 ENERGY MANAGEMENT IN SMART HOMES
    6. 5.0 BENEFITS OF SMART HOMES
    7. 6.0 CHALLENGES OF SMART HOMES
    8. 7.0 SMART HOMES IN DIFFERENT CONTEXTS
    9. 8.0 LINKING ARTIFICIAL INTELLIGENCE, CREATIVITY, AND SMART CITIES
    10. 9.0 FUTURE OF ARTIFICIAL INTELLIGENCE IN SMART ENVIRONMENTS
    11. 10.0 CONCLUSION
    12. REFERENCES
  21. Chapter 15: Exposing Core Competencies for Future Creative Technologists
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. DISCUSSION
    5. CONCLUSION
    6. REFERENCES
  22. Compilation of References
  23. About the Contributors