Dissertationen zum Thema „Computer art“
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Buchholtz, Carol A. „The integration of computer art in the art curriculum“. Online version, 1999. http://www.uwstout.edu/lib/thesis/1999/1999buchholtzc.pdf.
Der volle Inhalt der QuelleMao, Yuhan-Lin. „Computer art and creative tool making“. Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/78802.
Der volle Inhalt der QuelleMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Includes bibliographical references (leaves 124-126).
A digital paint package has been developed which places attention on the design of personal "brush " patterns. The user generates an image by iterating these pattern modules on the raster display. During the application of a pattern, it can grow, shrink, and change in opacity level under the user's control. This method of digitally creating images was developed in light of the problem of representing visual characteristics effectively while "painting" with a computer graphics system . Allowing the user to design personal brush patterns, which can be stored in a library of patterns, and to make marks by repeating them, expands the potential visual qualities of the image as demonstrated by sample images included in this thesis. Software functions are provided for creating and editing patterns through a menu of selections. These functions treat individual shapes and colors in a pattern as separate entities that can be manipulated. Shapes can be manipulated individually, or as a selected group. The manipulation functions include the following: move, copy, scale, and delete. Software functions are also provided for the editing of color components. One method allows a color's red, green, and blue components to be adjusted. And the other allows its hue, lightness, and saturation levels to be adjusted.
by Yuan-Lin Mao.
M.S.V.S.
Greh, Deborah Ellen. „Computers in art education /“. Access Digital Full Text version, 1987. http://pocketknowledge.tc.columbia.edu/home.php/bybib/10778184.
Der volle Inhalt der QuelleBell, Stephen Charles Davenport. „Participatory art and computers : identifying, analysing and composing the characteristics of works of participatory art that use computer technology“. Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7207.
Der volle Inhalt der QuelleCai, Tengjiao. „Recognizing Art Pieces in Subway using Computer Vision“. Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-156433.
Der volle Inhalt der QuelleMargerison, Paul. „An algorithmic and interactive approach to computer art“. Thesis, Open University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240001.
Der volle Inhalt der QuelleTaylor, Grant D. „The machine that made science art : the troubled history of computer art 1963-1989“. University of Western Australia. Visual Arts Discipline Group, 2005. http://theses.library.uwa.edu.au/adt-WU2005.0114.
Der volle Inhalt der QuelleKeating, Marla Jo Matlick. „Computers in college art and design programs /“. Online version of thesis, 1992. http://hdl.handle.net/1850/11630.
Der volle Inhalt der QuelleHall, Jennifer A. „The human interface in three dimensional computer art space“. Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/74325.
Der volle Inhalt der QuelleMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH
Bibliography: leaves 61-68.
by Jennifer A. Hall.
M.S.V.S.
Kent, Marina. „Evolving Art: Modifying Context Free Art with a Genetic Algorithm“. Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1033.
Der volle Inhalt der QuelleKlütsch, Christoph. „Computergrafik ästhetische Experimente zwischen zwei Kulturen ; die Anfänge der Computerkunst in den 1960er Jahren /“. Wien : Springer, 2007. http://site.ebrary.com/id/10214311.
Der volle Inhalt der QuelleMorse, E. Brandon. „Interaction, communication, and inluence in computer-generated environments“. The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1389348748.
Der volle Inhalt der QuelleBerman, Alan. „Generative adversarial networks for fine art generation“. Master's thesis, University of Cape Town, 2020. http://hdl.handle.net/11427/32458.
Der volle Inhalt der QuelleLucas, Richard Edward. „Evolving aesthetic criteria for computer generated art : a Delphi study“. Connect to resource, 1986. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1157038631.
Der volle Inhalt der QuelleBabic, Kristopher T. „InterDraw - An Online, Interactive, Collaborative Art Program“. Digital WPI, 2000. https://digitalcommons.wpi.edu/etd-theses/825.
Der volle Inhalt der QuelleDavis, Paul B. „Turing-completeness as medium : art, computers and intentionality“. Thesis, University of the Arts London, 2018. http://ualresearchonline.arts.ac.uk/13523/.
Der volle Inhalt der QuelleLambert, Nicholas. „A critical examination of computer art : its history and application“. Thesis, University of Oxford, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273456.
Der volle Inhalt der QuelleStewart, Marilyn Galvin. „The computer-generated image : an analysis for art education pedagogy /“. The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487595712158337.
Der volle Inhalt der QuelleShumard, Sally L. „A Collaborative PDS Project About Computer Networking in Art Education /“. The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487928649988749.
Der volle Inhalt der QuelleColman, Alison Rebecca. „Net.aesthetics, net.history, net.criticism introducing net.art into a computer art and graphics curriculum /“. Columbus, Ohio : Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1059151471.
Der volle Inhalt der QuelleTitle from first page of PDF file. Document formatted into pages; contains x, 322 p. Includes abstract and vita. Advisor: Vesta A.H. Daniel, Dept. of Art Education. Includes bibliographical references (p. 297-310).
Sommers, Mark S. „Let wildlife live : a computer illustrated calendar of endangered species /“. Online version of thesis, 1993. http://hdl.handle.net/1850/11970.
Der volle Inhalt der QuelleJonsson, Håkan. „Guarding art galleries with one guard“. Licentiate thesis, Luleå tekniska universitet, Datavetenskap, 1995. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-17769.
Der volle Inhalt der QuelleHemmerla, Paul S. „Factors related to the level of instructional use of computer based technology by Missouri secondary art teachers /“. free to MU campus, to others for purchase, 2000. http://wwwlib.umi.com/cr/mo/fullcit?p9999297.
Der volle Inhalt der QuelleMatthews, Kathryn F. „The Art of Adjustment“. VCU Scholars Compass, 2006. http://hdl.handle.net/10156/1863.
Der volle Inhalt der QuelleHahn, Michael Gerard. „Examining the creative process : electronic technology in art and design /“. Online version of thesis, 1993. http://hdl.handle.net/1850/11765.
Der volle Inhalt der QuelleWyatt, Frank Houston. „Total animation: A multimedia computer resource program for secondary art education“. CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1308.
Der volle Inhalt der QuelleLi, Yuk-ying Winta, und 李玉英. „Investigating the use of computer graphics in secondary school art lessons“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29814509.
Der volle Inhalt der QuelleColman, Alison. „Net.aesthetics, net.history, net.criticism: Introducing net.art into a computer art and graphics curriculum“. The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1059151471.
Der volle Inhalt der QuellePuig, Mestres Luis Eloy. „ALEAR: Arte procesual-arte aleatorio. La aleatoriedad en el "computer art"“. Doctoral thesis, Universitat de Barcelona, 2005. http://hdl.handle.net/10803/1262.
Der volle Inhalt der Quelle1ª aproximación.- "Alear v_cd" se trata de un proyecto "reactivo" presentado en CD-Rom. En él no hay interacción, la máquina es quien decide todo el desarrollo de la pieza. Es una interpretación sobre diversos conceptos de la comunicación representados a través de factores aleatorios que determinarán una visualización única para cada vez que se ejecute, sin que los contenidos narrativos varíen.
2ª aproximación.- "Alear v_shots" es una edición en forma de libro de una selección de screenshots de "Alear v_cd", unas imágenes realizadas previamente al desarrollo del ejecutable y unos textos literarios adaptados a las narraciones visuales.
3ª aproximación.- "Alear Arte procesual-aleatorio" La aleatoriedad en el Computer-art es un estudio teórico y reflexivo sobre la aleatoriedad aplicada al Computer-art, incluyendo el análisis de textos y obras de otros artistas y científicos que han utilizado el concepto del azar para articular sus propios trabajos y reflexionar sobre la complejidad de nuestra realidad.
Si en épocas anteriores lo caótico, lo irregular era un referente poco sugerente, ahora con el ordenador y con una sencilla operación matemática que pueda generar aleatoriedad, ha pasado a ser un elemento crucial para entender la actualidad del arte contemporáneo. Esta tesis pretende introducir y estudiar aplicaciones artísticas y variantes teóricas derivadas de la presencia asombrosamente grande y multiforme de lo computacional, del cálculo numérico y la aleatoriedad en nuestro entorno creativo contemporáneo, y observar cómo se han convertido en un medio poderosamente condicionador de nuestras actividades artísticas.
En un primer bloque. se reflexiona entorno al azar desde la perspectiva científica, tecnológica, musical y literaria. El segundo bloque se centra en el territorio propio del Computer-art para analizar su relación con los componentes aleatorios, ver cuando se origina esa relación y porqué. "procesual-aleatorio" surge de la necesidad de dar un nombre clasificatorio al conjunto de trabajos que por un lado utilizan el microprocesador como elemento básico para su desarrollo y ejecución, y por otro lado, al conjunto que incorpora componentes aleatorios y que lo dotarán de un carácter diferenciador. Para demostrar que esta categorización estética no surge solamente por una determinación técnica, se determinan las principales características de esta nueva tipología de trabajos.
What kind of relation exists between the computer and the chance? In which way the computer uses a random components? How the Computer-art uses the chance to develop creative projects? Until which point the chance has determined the development of the Computer-art? This thesis is segmented in three approaches.
1ª approach. - "Alear v_cd" is a "reactive" presented project in CD-Rom. There is no interaction; the machine is the one that decides all the development of the piece. It is an interpretation from diverse represented concepts of the communication through random factors that will determine a unique visualization whenever it is executed, without any variety of the narrative contents.
2ª approach. - "Alear v_shots" is an edition in the form of a book with a selection of screenshots " Alear v_cd", images made previously to the development of feasible and literary texts adapted to the visual narrations.
3ª approach. - "Alear procesual-random Art" the randomness in the Computer-art is a theoretical and reflective study of the randomness applied to the Computer-art, including the analysis of texts and works of other artists and scientists who have used the concept of the chance to articulate their own works and to reflect on the complexity of our reality.
If the chaotic thing, the irregular thing was a reference merely suggestive in the previous times, the computer and one simple mathematical operation that can generate randomness becomes a crucial element to understand the present time of the contemporary art.
This thesis tries to introduce and study the artistic applications and theoretical varieties derived from the amazingly vast presence and multiform of the computational, the numerical calculation and the randomness in our contemporary creative surroundings, and to observe how they have become a powerful medium that conditions our artistic activities.
Nelson, Christopher University of Ballarat. „Spiritual Art: evoking the numinous using a 3D computer game engine“. University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12793.
Der volle Inhalt der QuelleMaster of Arts
Chang, Yina. „Transferring prior art knowledge and skills to computer graphics image-making /“. The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487850665556069.
Der volle Inhalt der QuelleNelson, Christopher. „Spiritual Art : evoking the numinous using a 3D computer game engine“. Thesis, University of Ballarat, 2007. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/43390.
Der volle Inhalt der QuelleMaster of Arts
Nelson, Christopher. „Spiritual Art: evoking the numinous using a 3D computer game engine“. University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14628.
Der volle Inhalt der QuelleMaster of Arts
Robillard, Gaetan. „Des algorithmes à l’œuvre : naissance du Computer Art et environnements génératifs“. Electronic Thesis or Diss., Paris 8, 2022. http://www.theses.fr/2022PA080038.
Der volle Inhalt der QuelleIn search of a programmable art, the influential poet and theorist Max Bense published the 4th volume of his Aesthetica series in 1960. The pioneering work of Frieder Nake is a part of this turn. Algorithmic in essence, it participates in the foundation of computer art. Henceforth the algorithm imposes itself as a problematic object in history of art and critical theory. The examination of the traces of computer art therefore requires particular attention. -The thesis is based on a detailed study of the works of Bense and Nake, aiming to clarify the dynamics between creation and algorithm. We seek to contextualize computer art anew, as well as updating the discourse and ways of doing that result from it. For this, the thesis relies on a research-creation approach whose field is the production of generative environments, composed of algorithms, workshops installations and datasets (see Critical Climate Machine, 2021). -How, do Max Bense's theories resurface in the 21st century? The thesis will argue that Frieder Nake's algorithmic aesthetics bifurcates the image, thus redefining the mathematical and epistemological dimension of art. Moreover, the environments created for the thesis will deal with algorithms from the point of view of their temporal and spatial inscription
Hui, King-man. „A study of computer support for collaborative learning in secondary art education /“. Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25148503.
Der volle Inhalt der QuelleHer, Jiun-Jhy. „A generative framework for computer-based interactive art in mass transport systems“. Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/702.
Der volle Inhalt der QuelleHwang, Guan-Jong. „Animated drawing guide for basic art education“. CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2355.
Der volle Inhalt der Quellevan, Boekel Lambertus Gerardus. „Painting in the computer era: the transformation of archaic structures to contemporary formalism“. The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1382709534.
Der volle Inhalt der QuelleKrohn, Erik Allyn. „Surveilling roads and protecting art“. Diss., University of Iowa, 2009. https://ir.uiowa.edu/etd/390.
Der volle Inhalt der Quelle許敬文 und King-man Hui. „A study of computer support for collaborative learning in secondary art education“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256272.
Der volle Inhalt der QuelleMorbey, Mary Leigh. „From canvas to computer : Harold Cohen's artificial intelligence paradigm for art making /“. The Ohio State University, 1992. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487776801320075.
Der volle Inhalt der QuelleMercedes, J. Dawn. „Feminist aesthetic theory as an alternative aesthetic paradigm for computer-mediated art /“. The Ohio State University, 1999. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488190109867716.
Der volle Inhalt der QuelleDarley, Andrew David. „The computer and contemporary visual culture : realism, post-realism and postmodernist aesthetics“. Thesis, University of Sussex, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259729.
Der volle Inhalt der QuelleIsberg, Petter, und Thomas Åkerlund. „Researching Integration of ART Test Cases into JCAT“. Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-19227.
Der volle Inhalt der QuelleMorgan, Leah H. „Computer art methodologies for teachers how two art teachers learned to use technology and disseminate that knowledge to other teachers /“. [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3273563.
Der volle Inhalt der QuelleTitle from PDF t.p. (viewed Nov. 21, 2008). Source: Dissertation Abstracts International, Volume: 68-07, Section: A, page: 2767. Adviser: Enid Zimmerman.
Woodard, William Bryan. „The computer as a medium for art : aesthetics and the processes of mind“. Connect to resource, 1985. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1134055426.
Der volle Inhalt der QuelleUhler, Richard Stephen. „Smten and the art of satisfiability-based search“. Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92967.
Der volle Inhalt der QuelleThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 177-182).
Satisfiability (SAT) and Satisfiability Modulo Theories (SMT) have been leveraged in solving a wide variety of important and challenging combinatorial search problems, including automatic test generation, logic synthesis, model checking, program synthesis, and software verification. Though in principle SAT and SMT solvers simplify the task of developing practical solutions to these hard combinatorial search problems, in practice developing an application that effectively uses a SAT or SMT solver can be a daunting task. SAT and SMT solvers have limited support, if any, for queries described using the wide array of features developers rely on for describing their programs: procedure calls, loops, recursion, user-defined data types, recursively defined data types, and other mechanisms for abstraction, encapsulation, and modularity. As a consequence, developers cannot rely solely on the sophistication of SAT and SMT solvers to efficiently solve their queries; they must also optimize their own orchestration and construction of queries. This thesis presents Smten, a search primitive based on SAT and SMT that supports all the features of a modern, general purpose functional programming language. Smten exposes a simple yet powerful search interface for the Haskell programming language that accepts user-level constraints directly. We address the challenges of supporting general purpose, Turing-complete computation in search descriptions, and provide an approach for eciently evaluating Smten search using SAT and SMT solvers. We show that applications developed using Smten require significantly fewer lines of code and less developer effort for results comparable to standard SMT-based tools.
by Richard S. Uhler.
Ph. D.
Wood, Jane M. „2D special effects on the Genigraphics 100 D+ /“. Online version of thesis, 1989. http://hdl.handle.net/1850/11472.
Der volle Inhalt der QuelleKaplan, Craig S. „Computer graphics and geometric ornamental design /“. Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6887.
Der volle Inhalt der QuelleWarren, John Rodger. „A visual examination of artificial life and science fiction using 3D computer graphics and animation“. The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1382949898.
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