Author: David H. Ahl
Publisher:
ISBN:
Category :
Languages : en
Pages : 316
Book Description
The Best of Creative Computing
Basic Computer Games
Author: David H. Ahl
Publisher:
ISBN:
Category : BASIC (Computer program language)
Languages : en
Pages : 185
Book Description
Publisher:
ISBN:
Category : BASIC (Computer program language)
Languages : en
Pages : 185
Book Description
Computers and Creativity
Author: Jon McCormack
Publisher: Springer Science & Business Media
ISBN: 3642317278
Category : Computers
Languages : en
Pages : 441
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642317278
Category : Computers
Languages : en
Pages : 441
Book Description
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.
The Creativity Code
Author: Marcus Du Sautoy
Publisher: Belknap Press
ISBN: 0674244710
Category : Computers
Languages : en
Pages : 321
Book Description
“A brilliant travel guide to the coming world of AI.” —Jeanette Winterson What does it mean to be creative? Can creativity be trained? Is it uniquely human, or could AI be considered creative? Mathematical genius and exuberant polymath Marcus du Sautoy plunges us into the world of artificial intelligence and algorithmic learning in this essential guide to the future of creativity. He considers the role of pattern and imitation in the creative process and sets out to investigate the programs and programmers—from Deep Mind and the Flow Machine to Botnik and WHIM—who are seeking to rival or surpass human innovation in gaming, music, art, and language. A thrilling tour of the landscape of invention, The Creativity Code explores the new face of creativity and the mysteries of the human code. “As machines outsmart us in ever more domains, we can at least comfort ourselves that one area will remain sacrosanct and uncomputable: human creativity. Or can we?...In his fascinating exploration of the nature of creativity, Marcus du Sautoy questions many of those assumptions.” —Financial Times “Fascinating...If all the experiences, hopes, dreams, visions, lusts, loves, and hatreds that shape the human imagination amount to nothing more than a ‘code,’ then sooner or later a machine will crack it. Indeed, du Sautoy assembles an eclectic array of evidence to show how that’s happening even now.” —The Times
Publisher: Belknap Press
ISBN: 0674244710
Category : Computers
Languages : en
Pages : 321
Book Description
“A brilliant travel guide to the coming world of AI.” —Jeanette Winterson What does it mean to be creative? Can creativity be trained? Is it uniquely human, or could AI be considered creative? Mathematical genius and exuberant polymath Marcus du Sautoy plunges us into the world of artificial intelligence and algorithmic learning in this essential guide to the future of creativity. He considers the role of pattern and imitation in the creative process and sets out to investigate the programs and programmers—from Deep Mind and the Flow Machine to Botnik and WHIM—who are seeking to rival or surpass human innovation in gaming, music, art, and language. A thrilling tour of the landscape of invention, The Creativity Code explores the new face of creativity and the mysteries of the human code. “As machines outsmart us in ever more domains, we can at least comfort ourselves that one area will remain sacrosanct and uncomputable: human creativity. Or can we?...In his fascinating exploration of the nature of creativity, Marcus du Sautoy questions many of those assumptions.” —Financial Times “Fascinating...If all the experiences, hopes, dreams, visions, lusts, loves, and hatreds that shape the human imagination amount to nothing more than a ‘code,’ then sooner or later a machine will crack it. Indeed, du Sautoy assembles an eclectic array of evidence to show how that’s happening even now.” —The Times
Making Music with Computers
Author: Bill Manaris
Publisher: CRC Press
ISBN: 1482222213
Category : Computers
Languages : en
Pages : 496
Book Description
Teach Your Students How to Use Computing to Explore Powerful and Creative IdeasIn the twenty-first century, computers have become indispensable in music making, distribution, performance, and consumption. Making Music with Computers: Creative Programming in Python introduces important concepts and skills necessary to generate music with computers.
Publisher: CRC Press
ISBN: 1482222213
Category : Computers
Languages : en
Pages : 496
Book Description
Teach Your Students How to Use Computing to Explore Powerful and Creative IdeasIn the twenty-first century, computers have become indispensable in music making, distribution, performance, and consumption. Making Music with Computers: Creative Programming in Python introduces important concepts and skills necessary to generate music with computers.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262304570
Category : Computers
Languages : en
Pages : 323
Book Description
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
Publisher: MIT Press
ISBN: 0262304570
Category : Computers
Languages : en
Pages : 323
Book Description
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
How to Design Programs, second edition
Author: Matthias Felleisen
Publisher: MIT Press
ISBN: 0262344122
Category : Computers
Languages : en
Pages : 793
Book Description
A completely revised edition, offering new design recipes for interactive programs and support for images as plain values, testing, event-driven programming, and even distributed programming. This introduction to programming places computer science at the core of a liberal arts education. Unlike other introductory books, it focuses on the program design process, presenting program design guidelines that show the reader how to analyze a problem statement, how to formulate concise goals, how to make up examples, how to develop an outline of the solution, how to finish the program, and how to test it. Because learning to design programs is about the study of principles and the acquisition of transferable skills, the text does not use an off-the-shelf industrial language but presents a tailor-made teaching language. For the same reason, it offers DrRacket, a programming environment for novices that supports playful, feedback-oriented learning. The environment grows with readers as they master the material in the book until it supports a full-fledged language for the whole spectrum of programming tasks. This second edition has been completely revised. While the book continues to teach a systematic approach to program design, the second edition introduces different design recipes for interactive programs with graphical interfaces and batch programs. It also enriches its design recipes for functions with numerous new hints. Finally, the teaching languages and their IDE now come with support for images as plain values, testing, event-driven programming, and even distributed programming.
Publisher: MIT Press
ISBN: 0262344122
Category : Computers
Languages : en
Pages : 793
Book Description
A completely revised edition, offering new design recipes for interactive programs and support for images as plain values, testing, event-driven programming, and even distributed programming. This introduction to programming places computer science at the core of a liberal arts education. Unlike other introductory books, it focuses on the program design process, presenting program design guidelines that show the reader how to analyze a problem statement, how to formulate concise goals, how to make up examples, how to develop an outline of the solution, how to finish the program, and how to test it. Because learning to design programs is about the study of principles and the acquisition of transferable skills, the text does not use an off-the-shelf industrial language but presents a tailor-made teaching language. For the same reason, it offers DrRacket, a programming environment for novices that supports playful, feedback-oriented learning. The environment grows with readers as they master the material in the book until it supports a full-fledged language for the whole spectrum of programming tasks. This second edition has been completely revised. While the book continues to teach a systematic approach to program design, the second edition introduces different design recipes for interactive programs with graphical interfaces and batch programs. It also enriches its design recipes for functions with numerous new hints. Finally, the teaching languages and their IDE now come with support for images as plain values, testing, event-driven programming, and even distributed programming.
A Gentle Introduction to Effective Computing in Quantitative Research
Author: Harry J. Paarsch
Publisher: MIT Press
ISBN: 0262333996
Category : Computers
Languages : en
Pages : 777
Book Description
A practical guide to using modern software effectively in quantitative research in the social and natural sciences. This book offers a practical guide to the computational methods at the heart of most modern quantitative research. It will be essential reading for research assistants needing hands-on experience; students entering PhD programs in business, economics, and other social or natural sciences; and those seeking quantitative jobs in industry. No background in computer science is assumed; a learner need only have a computer with access to the Internet. Using the example as its principal pedagogical device, the book offers tried-and-true prototypes that illustrate many important computational tasks required in quantitative research. The best way to use the book is to read it at the computer keyboard and learn by doing. The book begins by introducing basic skills: how to use the operating system, how to organize data, and how to complete simple programming tasks. For its demonstrations, the book uses a UNIX-based operating system and a set of free software tools: the scripting language Python for programming tasks; the database management system SQLite; and the freely available R for statistical computing and graphics. The book goes on to describe particular tasks: analyzing data, implementing commonly used numerical and simulation methods, and creating extensions to Python to reduce cycle time. Finally, the book describes the use of LaTeX, a document markup language and preparation system.
Publisher: MIT Press
ISBN: 0262333996
Category : Computers
Languages : en
Pages : 777
Book Description
A practical guide to using modern software effectively in quantitative research in the social and natural sciences. This book offers a practical guide to the computational methods at the heart of most modern quantitative research. It will be essential reading for research assistants needing hands-on experience; students entering PhD programs in business, economics, and other social or natural sciences; and those seeking quantitative jobs in industry. No background in computer science is assumed; a learner need only have a computer with access to the Internet. Using the example as its principal pedagogical device, the book offers tried-and-true prototypes that illustrate many important computational tasks required in quantitative research. The best way to use the book is to read it at the computer keyboard and learn by doing. The book begins by introducing basic skills: how to use the operating system, how to organize data, and how to complete simple programming tasks. For its demonstrations, the book uses a UNIX-based operating system and a set of free software tools: the scripting language Python for programming tasks; the database management system SQLite; and the freely available R for statistical computing and graphics. The book goes on to describe particular tasks: analyzing data, implementing commonly used numerical and simulation methods, and creating extensions to Python to reduce cycle time. Finally, the book describes the use of LaTeX, a document markup language and preparation system.
Augmented Human
Author: Helen Papagiannis
Publisher: "O'Reilly Media, Inc."
ISBN: 1491928395
Category : Computers
Languages : en
Pages : 150
Book Description
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf
Publisher: "O'Reilly Media, Inc."
ISBN: 1491928395
Category : Computers
Languages : en
Pages : 150
Book Description
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf
Hackers & Painters
Author: Paul Graham
Publisher: "O'Reilly Media, Inc."
ISBN: 0596006624
Category : Computers
Languages : en
Pages : 272
Book Description
The author examines issues such as the rightness of web-based applications, the programming language renaissance, spam filtering, the Open Source Movement, Internet startups and more. He also tells important stories about the kinds of people behind technical innovations, revealing their character and their craft.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596006624
Category : Computers
Languages : en
Pages : 272
Book Description
The author examines issues such as the rightness of web-based applications, the programming language renaissance, spam filtering, the Open Source Movement, Internet startups and more. He also tells important stories about the kinds of people behind technical innovations, revealing their character and their craft.