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Creative Computer Graphics by Annabel Jankel,Rocky Morton Pdf
Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.
Computers and Creativity by Jon McCormack,Mark d’Inverno Pdf
This interdisciplinary volume introduces new theories and ideas on creativity from the perspectives of science and art. Featuring contributions from leading researchers, theorists and artists working in artificial intelligence, generative art, creative computing, music composition, and cybernetics, the book examines the relationship between computation and creativity from both analytic and practical perspectives. Each contributor describes innovative new ways creativity can be understood through, and inspired by, computers. The book tackles critical philosophical questions and discusses the major issues raised by computational creativity, including: whether a computer can exhibit creativity independently of its creator; what kinds of creativity are possible in light of our knowledge from computational simulation, artificial intelligence, evolutionary theory and information theory; and whether we can begin to automate the evaluation of aesthetics and creativity in silico. These important, often controversial questions are contextualised by current thinking in computational creative arts practice. Leading artistic practitioners discuss their approaches to working creatively with computational systems in a diverse array of media, including music, sound art, visual art, and interactivity. The volume also includes a comprehensive review of computational aesthetic evaluation and judgement research, alongside discussion and insights from pioneering artists working with computation as a creative medium over the last fifty years. A distinguishing feature of this volume is that it explains and grounds new theoretical ideas on creativity through practical applications and creative practice. Computers and Creativity will appeal to theorists, researchers in artificial intelligence, generative and evolutionary computing, practicing artists and musicians, students and any reader generally interested in understanding how computers can impact upon creativity. It bridges concepts from computer science, psychology, neuroscience, visual art, music and philosophy in an accessible way, illustrating how computers are fundamentally changing what we can imagine and create, and how we might shape the creativity of the future. Computers and Creativity will appeal to theorists, researchers in artificial intelligence, generative and evolutionary computing, practicing artists and musicians, students and any reader generally interested in understanding how computers can impact upon creativity. It bridges concepts from computer science, psychology, neuroscience, visual art, music and philosophy in an accessible way, illustrating how computers are fundamentally changing what we can imagine and create, and how we might shape the creativity of the future.
Computers and Creativity by Ursula Fashingbauer Pdf
"Creative computing covers the interdisciplinary area at the cross-over of the creative arts and computing. Issues of creativity include knowledge discovery. Computers have also had a reflective impact in popularizing and disseminating mathematical insights that would be other-wise limited to a small community of scholars. For instance, although Poincare and Hadamard almost 100 years before had a truly modern considerate of chaos and sensitive dependence on initial conditions, it wasn't until the prevalent availability of computers permitted easy numerical simulations that these ideas led to a wholesale shift in our view of dynamical systems, deterministic chaos, and the loss of predictability. It goes without saying that computers are invaluable tools in carrying out research. Computers have always been important in helping to formulate hypotheses and check theoretical calculationseven when a computer was a person. There is a general harmony that computers can transform and inspire human creativity in considerably different ways than any other artificial or human made device. The range of possibilities is obvious in this volume, which contains many exciting efforts describing the computers use in developing art practices, music composition and performance. This Books brings a broad range of views on computers and creativity. It proposes a number of questions that we think are important for future research in relation to computers and creativity. It shows how computers can enhance human creativity; whether computer art can ever be properly valued; what computing can tell us about creativity; and how creativity and computing can be brought together in learning. The contributed chapters are written by leading researchers, theorists and artists working in artificial intelligence, generative art, creative computing, and cybernetics, the book examines the relationship between computation and creativity from both analytic and practical perspectives. The book will appeal to students, researchers in artificial intelligence practicing artists and musicians, and any reader generally interested in understanding how computers can impact upon creativity. "
Someday computers will be artists. They'll be able to write amusing and original stories, invent and play games of unsurpassed complexity and inventiveness, tell jokes and suffer writer's block. But these things will require computers that can both achieve artistic goals and be creative. Both capabilities are far from accomplished. This book presents a theory of creativity that addresses some of the many hard problems which must be solved to build a creative computer. It also presents an exploration of the kinds of goals and plans needed to write simple short stories. These theories have been implemented in a computer program called MINSTREL which tells stories about King Arthur and his knights. While far from being the silicon author of the future, MINSTREL does illuminate many of the interesting and difficult issues involved in constructing a creative computer. The results presented here should be of interest to at least three different groups of people. Artificial intelligence researchers should find this work an interesting application of symbolic AI to the problems of story-telling and creativity. Psychologists interested in creativity and imagination should benefit from the attempt to build a detailed, explicit model of the creative process. Finally, authors and others interested in how people write should find MINSTREL's model of the author-level writing process thought-provoking.
Creative Computer Tools for Artists by Jann Lawrence Pollard,Jerry James Little Pdf
Demonstrates scores of innovative ways to use imaging-editing software, along with scanners, digital cameras, and printers, to develop fabulous art, no matter what the medium.
An authority on creativity introduces us to AI-powered computers that are creating art, literature, and music that may well surpass the creations of humans. Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover the key problem.” He talks to people on the cutting edge of artificial intelligence, encountering computers that mimic the brain and machines that have defeated champions in chess, Jeopardy!, and Go. In the central part of the book, Miller explores the riches of computer-created art, introducing us to artists and computer scientists who have, among much else, unleashed an artificial neural network to create a nightmarish, multi-eyed dog-cat; taught AI to imagine; developed a robot that paints; created algorithms for poetry; and produced the world's first computer-composed musical, Beyond the Fence, staged by Android Lloyd Webber and friends. But, Miller writes, in order to be truly creative, machines will need to step into the world. He probes the nature of consciousness and speaks to researchers trying to develop emotions and consciousness in computers. Miller argues that computers can already be as creative as humans—and someday will surpass us. But this is not a dystopian account; Miller celebrates the creative possibilities of artificial intelligence in art, music, and literature.
Computers and Creativity by Derek Partridge,Jon Rowe Pdf
Computer scientists (U. of Exeter) review and critique the existing theories of the creative process, then present their own computational model, an emergent-memory theory that accounts for both input creativity such as analysis and interpretation, and output creativity of generating something innovative. Assumes no knowledge of either creativity theories or computation. Distributed in the US by Ablex. Annotation copyright by Book News, Inc., Portland, OR
Creative Commons: a User Guide by Simone Aliprandi Pdf
Here is an operational manual which guides creators step by step in the world of Creative Commons licenses, the most famous and popular licenses for free distribution of intellectual products. Without neglecting useful conceptual clarifications, the author goes into technical details of the tools offered by Creative Commons, thus making them also understandable for total neophytes. This is a fundamental book for all those who are interested in the opencontent and copyleft world.This book is licensed under a Creative Commons Attribution-ShareAlike license.
The Creative Programmer by Wouter Groeneveld,Zhiyong Tan Pdf
"In The Creative Programmer you'll discover: The seven dimensions of creativity in software engineering The scientific understanding of creativity and how it translates to programming Actionable advice and thinking exercises that will make you a better programmer Innovative communication skills for working more efficiently on a team Creative problem-solving techniques for tackling complex challenges In The Creative Programmer you'll learn the processes and habits of highly creative individuals and discover how you can build creativity into your programming practice. This fascinating new book introduces the seven domains of creative problem solving and teaches practical techniques that apply those principles to software development. Hand-drawn illustrations, reflective thought experiments, and brain-tickling example problems help you get your creative juices flowing--you'll even be able to track your progress against a scientifically validated Creative Programming Problem Solving Test. Before you know it, you'll be thinking up new and novel ways to tackle the big challenges of your projects."--
A multidisciplinary introduction to the field of computational creativity, analyzing the impact of advanced generative technologies on art and music. As algorithms get smarter, what role will computers play in the creation of music, art, and other cultural artifacts? Will they be able to create such things from the ground up, and will such creations be meaningful? In Beyond the Creative Species, Oliver Bown offers a multidisciplinary examination of computational creativity, analyzing the impact of advanced generative technologies on art and music. Drawing on a wide range of disciplines, including artificial intelligence and machine learning, design, social theory, the psychology of creativity, and creative practice research, Bown argues that to understand computational creativity, we must not only consider what computationally creative algorithms actually do, but also examine creative artistic activity itself.