Academic literature on the topic 'Computer art Philosophy'

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Journal articles on the topic "Computer art Philosophy"

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Pickover, Clifford A. "Is Computer Art Really Art?" Idealistic Studies 23, no. 1 (1993): 75–85. http://dx.doi.org/10.5840/idstudies19932318.

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Oberquelle, Horst, and Oskar Beckmann. "Beckmann's Studio Computers Specified for Early Computer Art." IEEE Annals of the History of Computing 30, no. 3 (July 2008): 20–31. http://dx.doi.org/10.1109/mahc.2008.40.

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BINKLEY, TIMOTHY. "A Philosophy of Computer Art by lopes, dominic mciver." Journal of Aesthetics and Art Criticism 68, no. 4 (November 2010): 409–11. http://dx.doi.org/10.1111/j.1540-6245.2010.01436_1.x.

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Duncan, Elmer H., Friedrich Wilhelm Joseph Schelling, and Douglas W. Stott. "The Philosophy of Art." Leonardo 25, no. 2 (1992): 225. http://dx.doi.org/10.2307/1575731.

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Marks, Laura U. "Infinity and Accident: Strategies of Enfoldment in Islamic Art and Computer Art." Leonardo 39, no. 1 (February 2006): 37–43. http://dx.doi.org/10.1162/002409406775452140.

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Computer art and Islamic art, the two largest bodies of aniconic art, share a surprising number of formal properties, two of which are explored here. The common properties of computer art and classical Islamic art can be understood in light of moments in the history of Islamic philosophy. In these two cases, Islamic Neoplatonism and Mu'tazili atomism are shown to parallel, respectively, the logic of relations between one and infinity, and the basic pixel structure, that inform some historical monuments of Islamic art as well as some contemporary works of computer art. It is suggested that these parallels are in part a result of Islamic influences on Western modernism and thus that the genealogy of computer art includes classical Islamic art and the philosophies that informed it.
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Nake, Frieder. "The Pioneer of Generative Art: Georg Nees." Leonardo 51, no. 3 (June 2018): 277–79. http://dx.doi.org/10.1162/leon_a_01325.

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The pioneer of computer art Georg Nees passed away on 3 January 2016, at the age of 89. He was the first to exhibit computer-generated drawings, in Stuttgart in February 1965. Influenced by Max Bense’s information aesthetics (a rational aesthetics of the object based on Shannon’s information theory), Nees completed his PhD thesis in 1968 (in German). Its title, Generative Computergraphik, is an expression of the new movement of generative art and design. Trained as a mathematician, Nees participated in many early, but also recent, displays of computer art. After retiring from his research position at Siemens in Erlangen, he again concentrated on computer-generated art and researched issues of digital coloring but also wrote several novels expressing his philosophy of a nonreligious, human-made culture.
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Cherepanova, Svitlana. "Art within philosophy of education. Part 2." Filosofiya osvity. Philosophy of Education 26, no. 2 (June 25, 2021): 90–99. http://dx.doi.org/10.31874/2309-1606-2020-26-2-6.

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Modern reformation-educational processes are influenced by digital technologies, electronic communications networks, media-art practices, etc. Hence we get the actuality of creative potential of art for pedagogical activity as the concept of philosophy of education. Human consciousness inherents organic interdependence theoretically-cognitive (knowledge, ideas, comprehension of the boundary principles of human existence, culture, procedure of philosophical reflection) and social-psychological (feelings, will) elements. Author’s perennial experience incorporates interactive forms of artistic knowledge activation of pedagogical specialties students: preparations and guided tours by students (museums, architecture of Lviv, etc.), developing skills to conduct dialogues about art and education of the countries which languages are taught in pedagogical institution (Ukraine, the United Kingdom, Germany, France, Spain). In accordance personal and pedagogical experience of intersubjective communication, existential and cultural self-determination is enriched. In the system of philosophy of education, art is designed to harmonize human existence, to balance the sensory-emotional and rational-intellectual spheres of consciousness. The spread of electronic media requires a thorough study of their impact on humans, given the cognitive problems of communication technologies, information and computer systems, digitalization. A variety of artistic phenomena form a holistic system. Moreover, beliefs are knowledge that has passed through the world of feelings and human will. An open humanitarian space, new dialogical, communicative, cultural opportunities for interaction of nature-man-culture-society-universe, the universal nature of self-organization of human life, education of intersubjective cultural communication between carriers of different types of worldview, values, spiritual traditions is methodologically important.
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GLADDEN, MATTHEW E. "REVISITING INGARDEN’S THEORETICAL BIOLOGICAL ACCOUNTOF THE LITERARY WORK OF ART: IS THE COMPUTER GAME AN “ORGANISM”?" HORIZON / Fenomenologicheskie issledovanija/ STUDIEN ZUR PHÄNOMENOLOGIE / STUDIES IN PHENOMENOLOGY / ÉTUDES PHÉNOMÉNOLOGIQUES 9, no. 2 (2020): 640–61. http://dx.doi.org/10.21638/2226-5260-2020-9-2-640-661.

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From his earliest published writings to his last, Roman Ingarden displayed an interest in theoretical biology and its efforts to clarify what distinguishes living organisms from other types of entities. However, many of his explorations of such issues are easily overlooked, because they don’t appear in works that are primarily ontological, metaphysical, or anthropological in nature but are “hidden” within his works on literary aesthetics, where Ingarden sought to define the nature of living organisms in order to compare literary works to such entities. This article undertakes a historical textual analysis that traces the evolution of Ingarden’s thought regarding the nature of the literary work of art as an organism-like entity and uncovers its links with the simultaneous development of his systems theory and its central concept of the “relatively isolated system”: for Ingarden, a literary work and an organism are each a systematically transforming, “living,” functional-structural whole that comprises a system of hierarchically arranged and partially isolated (yet interdependent) elements whose harmonious interaction allows the literary work or organism to fulfill its chief function. Having completed that historical analysis, we test Ingarden’s assessment of works of art as organism-like entities in a novel context by investigating the organism-like qualities of the contemporary computer game; insofar as their AI-driven behavior displays a form of agency, such games might appear to be even more “alive” than traditional works of art. We show that Ingarden’s conceptual framework provides a useful tool for understanding the “organicity” of such games as works of art, despite the fact that they differ qualitatively from those art forms with which Ingarden was directly familiar.
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Maiocchi, Roberto. "Can you make a computer understand and produce art?" AI & Society 5, no. 3 (July 1991): 183–201. http://dx.doi.org/10.1007/bf01891915.

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Piryazeva, Elena N. "Developing functional literacy by means of contemporary art." Perspectives of Science and Education 49, no. 1 (March 1, 2021): 191–201. http://dx.doi.org/10.32744/pse.2021.1.13.

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Problem and objective. The level of functional literacy is checked by the Programme for International Student Assessment, where Russian students demonstrate their weak positions. As one of the ways to improve the results of international testing, it is proposed to study works of contemporary art and to construct, on their basis, tasks of a wide range of scientific fields aimed at forming functional literacy, involving students in creative tasks of a project type. The purpose of the article is to show ways to develop functional literacy through educational-cognitive and educational-practical tasks developed in the process of comprehending the work by French composers Pierre Henri Marie Schaeffer and Pierre Henry Symphonie pour un homme seul, which has wide pedagogical capabilities. Methods. Developing functional literacy by means of contemporary art is based on the system-activity, person-centred, and multi-artistic approaches. The analysis of theoretical sources in pedagogy and art history was used. Results. The pedagogical potential of contemporary art, in particular, works of concrete music, opens up significant prospects for students to create their own creative products that combine different types of arts. This requires the development of educational-practical skills with the involvement of a wide range of information to obtain a creative result. The educational orientation consists in the implementation of a conceptual idea in a literary-musical composition and its visualisation with the involvement of personal computers connected to the Internet, sound speakers, a USB microphone, and computer programmes. Conclusion. The knowledge, skills, and abilities obtained in the study of contemporary art are effective in forming functional literacy in general and additional education, lesson and extracurricular activities while integrating the content of art lessons and school subjects of basic school.
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Dissertations / Theses on the topic "Computer art Philosophy"

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Lee, Hyun Jean. "The screen as boundary object." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28226.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2009.
Committee Chair: Mazalek, Ali; Committee Member: Bolter, Jay David; Committee Member: Do, Ellen Yi-Luen; Committee Member: Nitsche, Michael; Committee Member: Winegarden, Claudia R.
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Miyoshi, Akihiko. "Art and authenticity /." Link to online version, 2005. https://ritdml.rit.edu/dspace/handle/1850/1106.

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Hård, af Segerstad Ylva. "Use and adaptation of written language to the conditions of computer-mediated communication : doctoral dissertation publicly defended in Stora Hörsalen, Humanisten, Göteborg University, on December 21, 2002, at 10.00, for the degree of doctor of philosophy /." Göteborg : Department of linguistics, Göteborg University, 2002. http://catalogue.bnf.fr/ark:/12148/cb391298864.

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Hayunga, Kelly Lynn. "Elementary Students' Perceptions of Their Authentic Engagement when Using iPads in the Classroom." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404574/.

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The purpose of this study was to examine the impact of a 1:1 iPad initiative on student engagement in the classroom, as perceived by students. The design of this case study consisted of a purposeful sample of six, 5th grade students from a suburban elementary school in North Central Texas who participated in surveys, individual interviews, and focus group discussions. Two research questions guided this study: (1) How do elementary school students perceive they are authentically engaged when using iPads in the classroom? (2) What types of instructional strategies do elementary school students perceive to be most relevant and meaningful? Data collected to answer the research questions was analyzed using thematic analysis, which entailed identifying recurring themes within the data, comparing, coding, combining, and then reporting them. The findings from the research suggested that 1:1 initiatives can foster engaging learning experiences that are meaningful to students and that the iPad provided students a more personalized learning experience which had a positive effect on their engagement. Additional findings disclosed that the type of assignments and schoolwork that students were able to do with the iPad also positively impacted their engagement and interest in the content and their learning. The conclusions reached in this study also supported findings from other studies on 1:1 programs and student engagement.
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Suiter, Wendy. "Text manipulation voice with audio or acoustic augmentation /." Access electronically, 2007. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20080228.103431/index.html.

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Mata, Jodi Lane. "Teacher Perceptions of Student Engagement as Related to Technology Implementation in the Classroom." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404613/.

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The challenges of at-risk students are not new. Newspaper articles from the 1860s presented information about communities seeking to help students to complete school and find employment to provide a livable wage. Today's solutions focus on legislation intended to affect societal change and provide equitable opportunities for at-risk students. Much research regarding how to improve academic outcomes for at-risk students addresses high school level, identifying those factors that encourage secondary learners to remain in school. However, less work has been done investigating whether earlier intervention can obviate later retention efforts by improving students' learning outcomes in the elementary grades. In this vein, engagement is a factor found to positively influence learning, particularly when students are actively engaged with instructional content. Technology can facilitate such interactions between students and content; however, research is needed to better understand the relationship between student engagement and technology, particularly with at-risk students in elementary settings. Seeking to address the gap, this qualitative study examined the occasion of a fifth-grade school that recently implemented 1:1 technology. Using a case study approach, researchers explored the effects of the 1:1 Chromebook implementation on teacher-perceived student engagement at the elementary level. This study sought to better understand how this school technology application influenced student engagement including constructs such as relevance, novelty, and gamification. Teachers in the study expressed that their students' engagement levels increased with Chromebook use. They identified relevance, autonomy, and novelty as reasons for students' engagement with the technology.
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Bulgarov, Florin Adrian. "Toward Supporting Fine-Grained, Structured, Meaningful and Engaging Feedback in Educational Applications." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404562/.

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Recent advancements in machine learning have started to put their mark on educational technology. Technology is evolving fast and, as people adopt it, schools and universities must also keep up (nearly 70% of primary and secondary schools in the UK are now using tablets for various purposes). As these numbers are likely going to follow the same increasing trend, it is imperative for schools to adapt and benefit from the advantages offered by technology: real-time processing of data, availability of different resources through connectivity, efficiency, and many others. To this end, this work contributes to the growth of educational technology by developing several algorithms and models that are meant to ease several tasks for the instructors, engage students in deep discussions and ultimately, increase their learning gains. First, a novel, fine-grained knowledge representation is introduced that splits phrases into their constituent propositions that are both meaningful and minimal. An automated extraction algorithm of the propositions is also introduced. Compared with other fine-grained representations, the extraction model does not require any human labor after it is trained, while the results show considerable improvement over two meaningful baselines. Second, a proposition alignment model is created that relies on even finer-grained units of text while also outperforming several alternative systems. Third, a detailed machine learning based analysis of students' unrestricted natural language responses to questions asked in classrooms is made by leveraging the proposition extraction algorithm to make computational predictions of textual assessment. Two computational approaches are introduced that use and compare manually engineered machine learning features with word embeddings input into a two-hidden layers neural network. Both methods achieve notable improvements over two alternative approaches, a recent short answer grading system and DiSAN – a recent, pre-trained, light-weight neural network that obtained state-of-the-art performance on multiple NLP tasks and corpora. Fourth, a clustering algorithm is introduced in order to bring structure to the feedback offered to instructors in classrooms. The algorithm organizes student responses based on three important aspects: propositional importance classifications, computational textual understanding of student understanding and algorithm similarity metrics between student responses. Moreover, a dynamic cluster selection algorithm is designed to decide which are the best groups of responses resulting from the cluster hierarchy. The algorithm achieves a performance that is 86.3% of the performance achieved by humans on the same task and dataset. Fifth, a deep neural network is built to predict, for each cluster, an engagement response that is meant to help generate insightful classroom discussion. This is the first ever computational model to predict how engaging student responses will be in classroom discussion. Its performance reaches 86.8% of the performance obtained by humans on the same task and dataset. Moreover, I also demonstrate the effectiveness of a dynamic algorithm that can self-improve with minimal help from the teachers, in order to reduce its relative error by up to 32%.
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Wallace, Linda. "Material media : artefacts from a digital age." Phd thesis, 2003. http://hdl.handle.net/1885/150935.

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Cook, Carl. "Towards computer-supported collaborative software engineering : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the University of Canterbury /." 2007. http://library.canterbury.ac.nz/etd/adt-NZCU20070316.201851.

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Irwin, Warwick. "Understanding and improving object-oriented software through static software analysis : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science in the University of Canterbury /." 2007. http://library.canterbury.ac.nz/etd/adt-NZCU20070628.161653.

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Books on the topic "Computer art Philosophy"

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A philosophy of computer art. New York, NY: Routledge, 2009.

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Wishart, Trevor. On sonic art. London: Routledge, 2002.

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Philosophie et art numérique: Un monde extraterrestre. Paris: L'Harmattan, 2014.

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Forno, Richard. The art of information warfare: Insight into the knowledge warrior philosophy. 2nd ed. [Parkland? Fla.]: Universal Publishers/UPUBLISH.COM, 1999.

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Migunov, A. S. Algoritmicheskai︠a︡ ėstetika. Sankt-Peterburg: Aleteĭi︠a︡, 2010.

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Berthélaine, Le. The work of art in the digital age: The painting and pixel : an essay. Copenhagen: Books on Demand, 2012.

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1950-, Emmerson Simon, ed. On sonic art. Amsterdam: Harwood Academic Publishers, 1996.

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Trevor, Wishart. On sonic art. York: Imagineering Press, 1985.

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Trevor, Wishart. On sonic art. York: Imagineering Press, 1985.

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1962-, Kasparian Raffi, ed. Java for artists: The art, philosophy, and science of object-oriented programming. Falls Church, Va: Pulp Free Press, 2006.

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Book chapters on the topic "Computer art Philosophy"

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Fetzer, James H. "Philosophy and Computer Science." In Computers and Cognition: Why Minds are not Machines, 247–67. Dordrecht: Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0973-7_10.

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Coppock, Patrick. "Are Computer Games Real?" In The Philosophy of Computer Games, 259–77. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-4249-9_17.

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Bostrom, Nick. "Are You in a Computer Simulation?" In Science Fiction and Philosophy, 22–25. Hoboken, NJ: John Wiley & Sons, Inc, 2016. http://dx.doi.org/10.1002/9781118922590.ch2.

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Bernot, Gilles. "Good functors ... are those preserving philosophy!" In Category Theory and Computer Science, 182–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/3-540-18508-9_26.

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Stapelfeldt, Ralf. "Is It Likely that We Are Living in a Computer Simulation?" In Studies in Applied Philosophy, Epistemology and Rational Ethics, 193–207. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09153-7_16.

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Bassler, O. Bradley. "Are You Living in a Computer Simulation? (The Level of Cognitive Science: Level 0)." In Diagnosing Contemporary Philosophy with the Matrix Movies, 15–37. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57889-1_2.

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Motara, Yusuf Moosa. "High-Level Modelling for Typed Functional Programming." In Lecture Notes in Computer Science, 69–94. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-83978-9_4.

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AbstractThere is currently no way to model the high-level structural design of a functional system. Given the strong links between functional programming and mathematics, it is hypothesised that the language of mathematics can provide insight into how a functional system might be modelled. The approach is successful and both philosophy and the language of mathematics are used to identify the necessary modelling concepts and briefly outline some modelling notation alongside a small case study.
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Ketfley, Sarah. "Art as Methodology." In Encyclopedia of Human Computer Interaction, 31–37. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch006.

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HCI has grown up with the desktop; as the specialized tools used for serious scientific endeavor gave way first of all to common workplace and then to domestic use, so the market for the interface has changed, and the experience of the user has become of more interest. It has been said that the interface, to the user, is the computer—it constitutes the experience—and as the interface has become richer with increasing processing power to run it, this experiential aspect has taken center stage (Crampton-Smith & Tabor, 1992). Interaction design has focused largely on the interface as screen with point-and-click control and with layered interactive environments. More recently, it has become concerned with other modes of interaction; notably, voice-activated controls and aural feedback, and as it emerges from research laboratories, haptic interaction. Research on physicalizing computing in new ways, on the melding of bits and atoms, has produced exciting concepts for distributed computing but simultaneously has raised important questions regarding our experience of them. Work in tangible and ubiquitous computing is leading to the possibility of fuller sensory engagement both with and through computers, and as the predominance of visual interaction gives way to a more plenary bodily experience, pragmatism alone no longer seems a sufficient operative philosophy in much the same way that visual perception does not account solely for bodily experience. Interaction design and HCI in their interdisciplinarity have embraced many different design approaches. The question of what design is has become as important as the products being produced, and computing has not been backward in learning from other design disciplines such as architecture, product design, graphics, and urban planning (Winograd, 1992). However, despite thinkers writing that interaction design is “more like art than science” (Crampton-Smith & Tabor, 1992, p. 37), it is still design with a specific, useful end. It is obvious, for example, how user-centered design in its many methods is aimed at producing better information systems. In knowing more about the context of use, the tasks the tool will be put to, and the traits of the users, it hopes to better predict patterns and trajectories of use. The holy grail in the design of tools is that the tool disappears in use. Transparency is all; Donald Norman (1999) writes that “technology is our friend when it is inconspicuous, working smoothly and invisibly in the background … to provide comfort and benefit” (p. 115). It is tempting to point to the recent trend for emotional design as a step in the right direction in rethinking technology’s roles. But emotional design does not reassess design itself; in both its aims and methods, emotional design remains closely tied to the pragmatic goals of design as a whole. Both are concerned with precognition—good tools should be instantly recognizable, be introduced through an existing conceptual framework, and exhibit effective affordances that point to its functionality; while emotional design seeks to speak to the subconscious to make us feel without knowing (Colin, 2001). These types of design activity thus continue to operate within the larger pragmatic system, which casts technology as a tool without questioning the larger system itself. More interesting is the emerging trajectory of HCI, which attempts to take account of both the precognitive and interpretive to “construct a broader, more encompassing concept of ‘usability’” (Carroll, 2004, pp. 38-40). This article presents art as a critical methodology well placed to question technology in society, further broadening and challenging the HCI of usability.
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Kuhn, Will, and Ethan Hein. "An Art Class for Music." In Electronic Music School, 12–18. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190076634.003.0002.

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This chapter describes in detail a constructivist philosophy for music curricula. Alternatives to traditional performance ensembles, including songwriting, sound design, remixing, sampling, and other computer-based music creation techniques, are discussed. The constructivist approach adopts learning strategies used by popular musicians, including aural learning by listening to and copying recordings, and personal learning with minimal adult guidance and intervention. Furthermore, project prompts are designed to guide students from tightly scaffolded and formulaic production exercises to more open-ended creative projects. The affordances of digital audio workstations support trial-and-error experimentation by linking visualization to immediate auditory feedback for each action. The chapter also covers the role of sound design in popular music production, the remix as a scaffold for creating original songs, and the intellectual property considerations inherent in sampling. The goal is for students to have created a portfolio of music that expresses their tastes and identities, and that they are proud of.
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Margulis, Elizabeth Hellmuth. "1. The art and science of music psychology." In The Psychology of Music: A Very Short Introduction, 1–19. Oxford University Press, 2018. http://dx.doi.org/10.1093/actrade/9780190640156.003.0001.

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Music can seem to be the human behavior that is least susceptible to explanation, but a long history exists of applying various frameworks to try to understand it. The cognitive science of music integrates ideas from philosophy, music theory, experimental psychology, neuroscience, anthropology, and computer modeling to answer questions about music’s role in people’s lives. The art of music psychology is to bring rigorous scientific methodologies to questions about the human musical capacity while applying sophisticated humanistic approaches to framing and interpreting the science.
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Conference papers on the topic "Computer art Philosophy"

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Tedre, Matti. "Know Your Discipline: Teaching the Philosophy of Computer Science." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3155.

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The diversity and interdisciplinarity of computer science and the multiplicity of its uses in other sciences make it hard to define computer science and to prescribe how computer science should be carried out. The diversity of computer science also causes friction between computer scientists from different branches. Computer science curricula, as they stand, have been criticized for being unable to offer computer scientists proper methodological training or a deep understanding of different research traditions. At the Department of Computer Science and Statistics at the University of Joensuu we decided to include in our curriculum a course that offers our students an awareness of epistemological and methodological issues in computer science, and we wanted to design the course to be meaningful for practicing computer scientists. In this article the needs and aims of our course on the philosophy of computer science are discussed, and the structure and arrangements—the whys, whats, and hows—of that course are explained. The course, which is given entirely on-line, was designed for advanced graduate or postgraduate computer science students from two Finnish universities: the University of Joensuu and the University of Kuopio. The course has four relatively broad themes, and all those themes are tied to the students’ everyday work or their own research topics. I have prepared course readings about each of those four themes. The course readings describe, in a compact and simple form, the cruces of the topics that are discussed in the course. The electronic version of the course readings includes hyperlinks to a large number of articles that are available on-line. The course readings are publicly available on the course home page, and they are licensed under the creative commons license.
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Shetty, Devdas, Pruthviraj Umesh, and K. V. Gangadharan. "Platform for Mechatronics Education Using: (1) Mechatronics Technology Demonstrator, and (2) Web Based Virtual Experimentation." In ASME 2017 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/imece2017-70223.

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Increasing demands on the productivity of complex systems, such as machine tools and their steadily growing technological importance will require the application of new methods in the product development process. This paper shows that the analysis of the simulation results from the simulation based mechatronic model of a complex system followed by a procedure that allows a better understanding of the dynamic behavior and interactions of the components. This paper will highlight the results of interaction between National Institute of Technology, (NITK) Surathkal, India and University of District of Columbia (UDC) in the area of Mechatronics and virtual testing. Mechatronics is a design philosophy, which is an integrating approach to engineering design. Through a mechanism of simulating interdisciplinary ideas and techniques, mechatronics provides ideal conditions to raise the synergy, thereby providing a catalytic effect for the new solutions to technically complex situations. Many real-world systems can be modeled by the mass-spring-damper system and hence considering one such system, namely Mechatronics Technology Demonstrator (MTD) is taken as the first example. MTD is a portable low cost, technology demonstrator that can be used for teaching mechatronics system design. The paper highlights design optimization of several mechatronic products using the procedures derived by the use of mass spring damper based mechatronic system. The second example is on web based virtual experimentation, where the experiment is conducted by remote triggering of Torsion Testing Machine. Remote triggered (RT) experimentation is a method of remotely controlling the laboratory equipment by an internet based system from a webpage. RT lab is an excellent way for the students to get access to expensive state of the art labs and equipment. The present work deals with the systematic approach of realizing a remote triggered experimentation on a horizontal torsional testing machine which can be triggered from a tablet PC or a laptop through an internet connection directed to the server computer system. RT lab algorithms are built in the server computer and the information and controls will be displayed on an html webpage where the experiment can be conducted. In this experiment the machine is remotely started through a command in the webpage which will be directed to the main server computer system from a wireless handheld internet enabled device such as laptops or tablet PCs and render the suitable graph of the experiment in the device. The experiment is completely in the control of the user. The person can either on/off the main equipment with the help of the device within the given slot of time and the data from the graph can be retrieved for further analysis. The first example uses a software platform of VisSim and the second example uses a software platform LabView. Although located in two different locations and countries, this paper examines the common mechatronics philosophy and the design approach used in modeling, simulation, optimization and virtual experimentation in building robust mechatronics product and procedures.
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Celis, Ce´sar, Vinicius P. de Avellar, Sandro B. Ferreira, and Sergio L. Braga. "Evaluation of Different Alternatives of Power Augmentation for an Existing Combined Cycle Power Plant in Brazil." In ASME Turbo Expo 2007: Power for Land, Sea, and Air. ASMEDC, 2007. http://dx.doi.org/10.1115/gt2007-27172.

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Not only in simple cycle power plants, but also in combined cycle power plants based on gas turbines, the power output is considerably reduced with the increase of the ambient temperature. Many technologies for power augmentation of gas turbines have been proposed along the last decades, and several systems have already been applied in real plants. Power augmentation techniques are concentrated on the philosophy of increasing the mass flow rate going through the gas turbine. The goal of this paper is to review the state-of-the-art of the different technologies of power augmentation available today for gas turbines, as well as to evaluate and to select the best alternative of power augmentation for an existing combined cycle power plant in Brazil. The calculations are carried out using an in-house computer program, called the Power Augmentation Technologies (PAT) model, developed for thermal performance modeling and financial analysis. In order to validate the computational model developed, the authors carried out comparisons between the results obtained with this model and data obtained from literature. For the specific combined cycle power plant analyzed in this work, and considering the internal rate of return and the pay-back period as the main investment economic indicators determining the implementation of a project developed for increasing the plant power output, the results show that the power augmentation systems based on evaporative coolers are the most suitable for this plant.
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Caruso, Mário, Xu Han, and Nils Sødahl. "Consistent Free Span VIV Fatigue Analysis of Flexibles." In ASME 2017 36th International Conference on Ocean, Offshore and Arctic Engineering. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/omae2017-61812.

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The fatigue life assessment of free spanning flexible products, such as subsea cables and umbilicals, due VIV requires special attention to the structural properties due to the stick/slip behaviour of helix elements in bending. Essential parameters for assessment of stick/slip effects in free span VIV response are the structural damping in the stick regime (i.e. umbilical behaves as a solid cross section due to friction between the helix elements) as well as the additional damping introduced by the hysteretic damping due to the stick/slip behaviour in bending. Furthermore, consistent fatigue stress recovery considering the stick/slip behaviour in bending is essential for fatigue life predictions. The consistent evaluation of stick/slip behaviour requires more sophisticated calculation procedures due to the non-linearity it introduces. Hence, industry practice has been to consider simplified, linear calculation procedures. However, future flexibles utilization may be much benefitted by a consistent stick/slip treatment in free spanning VIV fatigue assessments, as it may allow for longer allowable free span lengths or longer fatigue life. The overall objective of the paper is to establish a consistent free span VIV analysis methodology for flexibles in compliance with requirements given in ISO 13628-5 ‘Subsea Umbilicals’ and the overall philosophy of DNV-RP-F105 ‘Free Spanning Pipelines’. A consistent fatigue analysis scheme for VIV in free spans is outlined using commercially available state-of-the-art computer programs for free span VIV response analysis (FatFree) and cross section stress analysis (Helica). The performance of the calculation scheme is demonstrated by case studies in a complex long-term current loading environment. It is shown that consistent treatment of the mechanical properties of flexibles is essential for VIV fatigue life assessments of free spans.
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Almada, Marco, and Romis Attux. "Ethical design of social simulations." In III Workshop sobre Aspectos Sociais, Humanos e Econômicos de Software. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/washes.2018.3471.

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Computer simulations of social phenomena are used in academic and non-academic contexts as tools for decision-aiding. By combining social scientific knowledge, computational power, and large data sets, those systems may be involved in decisions that affect people who are not even aware of the existence of a simulation. This paper reviews topics from the philosophy of technology and computer ethics literatures in order to identify salient ethical issues related to computer simulations and the steps on the software design cycle on which they can be addressed, offering a checklist that can guide how the ethical concerns of stakeholders are listened to and incorporated into the proposed simulation system.
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Mao, Quan, Jing Qin, Xinfang Zhang, and Ji Zhou. "Case Prototype Based Design: Philosophy and Implementation." In ASME 1994 International Computers in Engineering Conference and Exhibition and the ASME 1994 8th Annual Database Symposium collocated with the ASME 1994 Design Technical Conferences. American Society of Mechanical Engineers, 1994. http://dx.doi.org/10.1115/cie1994-0421.

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Abstract In this paper, the philosophy of case prototype based design is proposed. The system architecture of CascDEST which is an embodiment of this philosophy are presented in the paper, also an algorithm of neural network based analogical case retrieval and a strategy of constraint networks based object scheme evaluation and modification are described in details. Finally, an application of CascDEST in three series industrial steam turbine design is presented.
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Yip-Hoi, Derek, Jianming Li, Liang Zhou, Wencai Wang, Madhumati Ramesh, Samba Subramanian, and Steve Swisher. "A Framework for Integrated Computer-Aided Design, Process Planning and Manufacturing Systems Engineering for Powertrain Machining." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57656.

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Machined powertrain components are a subset of machined parts that introduce unique and difficult problems to product design, process planning and manufacturing system design for the automotive industry. They are complex, high value-added components that must be produced at large volumes to stringent quality standards. Accordingly product development cycles are typically long. Integrated computer-aided approaches are thus desirable for reducing this time and helping manufacturing engineers design the best process and specify the optimal manufacturing system configuration. This paper presents a framework for integrating Computer-Aided Design (CAD), Computer-Aided Process Planning (CAPP) and Computer-Aided Manufacturing Systems Engineering (CAE-MS) for producing machined powertrain components. It describes the key components of this framework and in some cases details of the methods and technologies adopted for their realization. This solution is based upon a feature-centric philosophy. This stands in contrast to the product-variant approach that has been common practice in this industry.
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Förtsch, Silvia. "Yes you can, follow your goals! Individual Coaching for female Computer scientists on career development." In Fourth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8031.

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Abstract Earlier results show that female computer scientists show a lower self-efficacy compared to male colleagues. Similarly, gender-typical attributions, in the sense of gender stereotypes, are considered a disorder. As a result, a coaching program that supports computer scientists after a re-entry into professional life also, in a new orientation or with regard to management ambitions has been developed at the University of <blinded>. The measure strengthens computer scientists in their motivational resources and enables them to take advantage of professional opportunities. A scientifically founded analysis of their potential helps the coachees to become aware of their abilities and competences. The coaching program based on the potential analysis, takes important life goals of the coachees into account. Individual career plans are developed in coaching sessions, including a clear definition of the objective and implementation strategy. An open and modern corporate culture offers new opportunities of career paths for female computer scientists. If the company philosophy is based on appreciation of good performance, women in computer science are more motivated strengthen their career ambitions. Keywords: Women in computer science; self-efficacy beliefs; potential analysis; individual coaching;career development
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Peterson, Matthew, and Joshua D. Summers. "Recommended Methods Supporting Adoption of the Agile Philosophy for Hardware Development." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-70621.

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Abstract The objective of this research is to understand the historical evolution of software development, identify desirable characteristics of methods supporting agile for hardware, and recommend potential methods enabling agile development of hardware products. As technology and markets change, product development increasingly operates in a volatile, uncertain, complex, and ambiguous (VUCA) environment. While originally applied to software development, organizations are starting to see opportunity in adapting the agile philosophy for hardware development. A comparison of philosophies is made between waterfall, spiral, and agile development. The historical evolutions of software development, after agile, including Continuous Integration Continuous Deployment (CICD), Development and Operations (DevOps), and Development Security and Operations (DevSecOps) is presented. Benefits and challenges in the application of agile methods for hardware are presented. Benefits include improvements in flexibility in response to change and soft factors such as team communication, transparency and commitment. However, many challenges still remain. These are grouped into theme areas including lack of product flexibility, difficulty in separating deliverables, challenges with breaking down tasks within a sprint, changes needed in culture and mindset, difficulty scaling beyond pilot programs, team distribution, and development of an integrated approach across the product lifecycle. Potential methods to aid in the adoption of agile for hardware are discussed using the phases of the hardware development lifecycle as a framework. Recommended methods include the adaptation of Model Based Systems Engineering (MBSE) for problem definition, the use of generative methods for design, the application of Virtual Reality (VR) for prototyping, leveraging additive manufacturing for production, and favoring software defined systems to help in operations. By reducing both the duration and person-hours, these methods enable higher iteration rates for hardware products needed for an agile philosophy. The paper concludes with a discussion on future research efforts supporting the enabling agile development of hardware.
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Porobija, Zeljko, and Lovorka Gotal Dmitrovic. "THE "TWINS" IN GENESIS - ARE GOD AND THE DEVIL ONE?" In NORDSCI International Conference. SAIMA Consult Ltd, 2020. http://dx.doi.org/10.32008/nordsci2020/b1/v3/23.

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The phenomenon that can be perceived in biblical texts is a specific structure of the relations between characters that basically has the form of “twins”. The “twins” are somehow set at the same distance from the third character, which can be graphically pictured as the top vertex of the triangular structure. However, this third character also has its own “twin”, but their relation is different than the relation between the aforementioned twins: the third and its “twin” somehow go together, yet they are somehow opposite to each other. For this reason, the twin of the third we named “doppelganger”: it is the shadow figure of the third, yet mostly having the different value from it (“positive” instead of “negative”). Usually at the coming of the doppelganger the third disappears from the story. In this paper we shall analyse this phenomenon in the Genesis, but using metodology of Data Science. Data collection was made by reading several translations of the Book of Genesis and recording the appearance of characters (Adam / Eve, Yahweh / Snake). Correlation between parameters was determined using Pearson's and Spearman's correlation coefficient, more precisely, the correlation matrix. After statistical data processing, a conceptual model was developed. Using System Theory, a computer model of this complex, closed system describing a “pattern of behavior” was developed. For the validation of the model, considering that the distributions are asymmetrical non-Gaussian distributions, a non-parametric tests were applied. A search of scientific papers did not find any work that deals with the research of the Book of Genesis as complex, closed system according System Theory, using Data Science methodology and Simulation modelling as a research method. This paper presents a developing knowledge-based model which contributes to philosophy of religion.
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