Creativity in Art, Design and Technology.
Main Author: | |
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Other Authors: | , |
Format: | eBook |
Language: | English |
Published: |
Cham :
Springer International Publishing AG,
2023.
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Edition: | 1st ed. |
Series: | Springer Series on Cultural Computing Series
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Subjects: | |
Online Access: | Click to View |
Table of Contents:
- Intro
- Preface
- Contents
- About the Authors
- 1 Introduction
- 1.1 Traditional Understandings of Creativity
- 1.2 Creativity and Technology
- 1.3 Creativity and Context
- 1.4 Creativity-A Definition
- 1.5 Creativity in Mixed Interdisciplinary Environments
- 1.6 Benchmarking the Outcomes of the Creative Process
- 1.7 Cultural and Societal Implications
- 1.8 Challenges and Opportunities
- 1.9 Previous Work
- 1.10 Conclusion
- References
- 2 Creativity and the Arts: Traditional and New Media
- 2.1 Introduction
- 2.2 Creativity and Its Products
- 2.3 Creativity, Technology, Craft and Skill
- 2.4 Thinking and Making
- 2.5 Case Study Susan Liggett Paintings
- 2.6 Creativity and Research
- 2.7 Conclusions
- References
- 3 Creativity and Artist Technologist
- 3.1 Introduction
- 3.2 Origins of Art and Technology
- 3.3 Digital Artworks
- 3.4 Art and Science Collaborative Research
- 3.5 Case Study-LocalStyle: Choral and Timeslips
- 3.6 Discussion
- 3.7 Conclusions
- References
- 4 Creativity and Virtual Worlds
- 4.1 Introduction
- 4.2 Technology and Places of Creativity
- 4.3 Creativity and Being Human
- 4.4 Virtual Reality Holography a Case Study-Ioana Pioaru
- 4.5 Conclusions
- References
- 5 The Creative Process and Social Responsibility
- 5.1 Introduction
- 5.2 Creativity Technology and Social Responsibility
- 5.3 Useful Art
- 5.4 Case Study-Innovative Creative Environments: Lle Celf Defnyddiol, Tŷ Pawb, Wrexham, Wales
- 5.5 Possibilities for the Future
- 5.6 Conclusion
- References
- 6 Digital Communication as a Creative Tool
- 6.1 Introduction
- 6.2 Computer-Assisted Creativity
- 6.3 Interaction and Collaboration
- 6.4 Virtual Environments and Creativity
- 6.5 New Media in Cyberworlds
- 6.6 Conclusions
- References
- 7 Artificial Intelligence and Creativity
- 7.1 Enhancing Creativity.
- 7.2 Case Study-Ars Electronica
- 7.3 Computational Creativity
- 7.4 Case Study-Deep Mind Technologies Developments
- 7.5 Conclusions
- References
- 8 Art Thinking and Design Thinking
- 8.1 Introduction
- 8.2 Design Thinking
- 8.3 Art Thinking
- 8.4 Case Study 'Till Rolls'-Art Thinking Collaborating with Design Thinking
- 8.5 Design Thinking in Till Rolls
- 8.6 Design Thinking and Art Thinking in the Technological Space
- 8.7 Conclusions
- References
- 9 Time and Temporality: Creative Reception and Repetition
- 9.1 Introduction
- 9.2 Case Study Spoons-Temporality, and Art Thinking
- 9.3 Art Thinking Meets Contextual Thinking in Time
- 9.4 Creativity-Reception and Repetition
- 9.5 The Digital Context and Repetition
- 9.6 Socialized Time
- 9.7 Conclusion
- References
- 10 How Can Art Assist Science and Technology?
- 10.1 Introduction
- 10.2 Developments in Art and Science
- 10.3 Interrelationship of Art and Science
- 10.4 The Contribution of Art to the Computer
- 10.5 Contribution of Art and Design to Research and Development Projects
- 10.6 Conclusions
- References
- 11 Research and Development in Creativity
- 11.1 Introduction
- 11.2 Research into Creativity
- 11.3 The Application of Creativity to Assist in Research and Development
- 11.4 Using Creative Approaches to Advance Interdisciplinary Research and Development
- 11.5 Creativity and Innovation
- 11.6 Research Funding Which Includes Creativity
- 11.7 Conclusions
- References
- 12 Epilog
- 12.1 Freedom to Create
- 12.2 Creativity Under Known Constraints
- 12.3 Creativity Under Unknown Constraints
- 12.4 Creativity and Virtual Environments
- 12.5 Conclusion
- References.