Science, Art, Litt, Science based Art & Science Communication
Technology assisted art and technology related art
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"The Science of Art is like putting a microphone to the whispers of creativity that echo through the halls of every research laboratory fused with the late night musings of the artists in their studios" - Sachi DeCou
Technology has always been at the forefront of enabling art.
The new technologies can aid artists to explore new grounds to work on.
Started by Dr. Krishna Kumari Challa. Last reply by Dr. Krishna Kumari Challa Sep 11, 2015. 1 Reply 1 Like
Many don’t think it’s possible, much less practical, to fuse modern technology with an exotic blend of humor and creativity. That’s why Fueled invited artist Evan Yee to install his renowned “The App…Continue
Started by Dr. Krishna Kumari Challa Aug 3, 2013. 0 Replies 0 Likes
A gigapixel image is a digital image bitmap composed of one billion (109) pixels…Continue
Started by Dr. Krishna Kumari Challa May 28, 2013. 0 Replies 0 Likes
A Computer that enables users to paint through the power of thought has been developed by scientists, media reports revealed.To the viewer it is an accomplished semi-abstract image of flowers and…Continue
Started by Dr. Krishna Kumari Challa May 22, 2013. 0 Replies 1 Like
From Google Blogs Mario Testino to "The Scream" via Mark RothkoPosted: 21 May 2013 01:00 AM PDT Every day on the Art Project Google+ page we post a snippet of information about a painting, an artist…Continue
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http://english.peopledaily.com.cn/90782/8387237.html
Shanghai Science and Art Exhibition presents 7D films
The International Science and Art Exhibition in Shanghai is introducing some jaw-dropping 7D films. Visitors to the exhibition have had a chance to watch and take part in three interactive movies, that combine traditional film technology with computer games.
All three of the 10-minute-long movies are about war and adventures, and only six people can watch them at one time. They were filmed in 3D, and technology in the special screening room allows viewers to smell fragrances related to what is happening on screen. Viewers can also feel wind, rain, and their chairs shaking along with the action. They also have an infrared gun so they can shoot at the evil characters on screen and collect points like they would playing a computer game.
http://www.theguardian.com/artanddesign/2013/aug/24/3d-replicas-van...!
Van Gogh in 3D? A replica could be yours for £22,000
Museum develops hi-tech replicas of Dutch master – accurate right down to the frame
The Van Gogh museum in Amsterdam has developed high-quality 3D reproductions of some of its finest paintings, with what it describes as the most advanced copying technique ever seen. Axel Rüger, the museum's director, said: "It really is the next generation of reproductions because they go into the third dimension. If you're a layman, they are pretty indistinguishable [from the originals]. Of course, if you're a connoisseur and you look more closely, you can see the difference."
Each reproduction is priced £22,000 – somewhat more than the cost of a postcard or poster. But the museum is hoping to increase access to pictures which, if they were sold, would go for tens of millions of pounds to Russian oligarchs or American billionaires.
The 3D scanning technique has so far reproduced Almond Blossom (1890), Sunflowers (1889), The Harvest (1888), Wheatfield under Thunderclouds (1890) and Boulevard de Clichy (1887). Further ventures into Van Gogh's back catalogue are planned.
Other museums are taking a close interest in the commercial potential of 3D, given that the Van Gogh museum expects to raise substantial funds from sales. The revenue will go towards planned renovations, as well as the preservation of a collection of 200 paintings, drawings and letters. Rüger said: "It is really fascinating to start an ambitious and commercial product of this kind. For museums, the financial situation is such that we all need to think about new products, new income streams, new business ideas to secure our finances."
The replicas, called Relievos, are being created by the museum in partnership with Fujifilm, with which it has had an exclusive deal for three years. Such is the complexity of the technology, known as Reliefography, that it has taken more than seven years to develop and only three a day can be made. It combines a 3D scan of the painting with a high-resolution print. The "super-accurate" reproduction even extends to the frame and the back of the painting. Every Relievo is numbered and approved by a museum curator. There is a limited edition of 260 copies per painting.
Rüger said: "This particular process has been developed with paintings in mind. The work of Van Gogh lends itself particularly well, since the pictures are so rich in surface structure. We have been working with them on the colour quality and fine-tuning."
http://www.bangkokpost.com/lifestyle/art/366750/the-science-of-art
Digital design blends two disciplines to blur creative boundaries
The science of art Digital design blends two disciplines to blur creative boundaries
While traditional art explores the bounds of reality and feelings, the realm of digital art attempts to go further and serve a wider set of purposes. Technology plays a big part in rendition and perception,...
An unprecedented group of partners, including the NEA, NEH, and NSF (in their first-ever collaboration) together with both Microsoft Studios and Microsoft Research are collaborating . You can see more about it on the website:
http://mediasystems.soe.ucsc.edu
Now videos are being posted of the presentations as well as writing up a white paper based on the gathering and follow-on conversations. They are adding one video per week.
The first two talks are?
Introduction about the programme, talking about why we would want to bring together digital arts, digital humanities, and media-focused computer science:
http://eis-blog.ucsc.edu/2013/08/computation-as-culture/
Brenda Laurel's talk on bringing the practice and theory of drama together with the development of new media technologies:
http://eis-blog.ucsc.edu/2013/08/brenda-laurel-crossing-boundaries/
http://www.michalbrzezinski.org/bioart/michal-brzezinski/others/ins...!
Andrey Smirnov: Sound in Z: Experiments in Sound and Electronic Music in Early 20th-century Russia (2013)
2013 ARS ELECTRONICA FESTIVAL
The centerpiece of this year?s Ars Electronica conference program is the Total Recall Symposium. One of science?s most coveted secrets and humankind?s greatest technological challenges will be the focal point of the next Ars Electronica Festival 5?9 September 2013: memory and its storage. What is remembrance? How is information saved to memory and how is it lost?in nature, in technology, in the future? Total Recall features neuroscientists, computer engineers, artists and philosophers who will discuss their approaches, their latest findings and their interpretations, their plans and visions of a future in which we?ll be able to save everything to memory. This year?s festival will include Project Genesis, a new exhibition devoted to the current state of scientific research in the field of synthetic biology.
Musical chords naturally inhabit certain topological spaces, which show the possible paths that a composer can use to move between chords
Source: http://www.scientificamerican.com/article.cfm?id=making-music-with-...
http://www.dailyrecord.co.uk/entertainment/theatre/edinburgh-intern...
Edinburgh International Festival chief reveals technology theme ahead of event's official opening
http://www.paisleydailyexpress.co.uk/renfrewshire-news/scottish-new...
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