Buch, Englisch, 312 Seiten, Format (B × H): 210 mm x 280 mm
Buch, Englisch, 312 Seiten, Format (B × H): 210 mm x 280 mm
ISBN: 978-1-041-08815-8
Verlag: CRC Press
A Cultural History of Computer Graphics presents a fundamentally new approach to analyzing digital images aesthetically through the example of 3D computer graphics (CG). While numerous methods for creating digital imagery have long existed, the advent of AI-generated content is causing a rise in debates and conflict. It is becoming increasingly difficult to differentiate digital photographs, CG, and AI images, and yet, because these types of images carry different cultural or even political implications, it is becoming increasingly important to do so. In response to the need of new methods to culturally decode digital imagery, this book starts from the production process and describes computer graphics as an independent method of expression, containing a specific ideological concept of realism. Through this study, it becomes clear that a particular understanding of the world is inscribed in computer graphics software development and consequently the image creation process, and it becomes necessary to perceive production aesthetically, hence there is a focus on production aesthetics. In its own unique way, every digital imaging method embodies its own sense of the world. This book will be of great interest to researchers of computer graphics, 3D image generation, and the cultural history of computer-generated imagery.
Zielgruppe
Academic, Postgraduate, and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Animation
- Geisteswissenschaften Kunst Kunstformen, Kunsthandwerk Installations-, Aktions-, Computer- und Videokunst
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitales Video
- Geisteswissenschaften Kunst Kunstgeschichte Kunstgeschichte: 20./21. Jahrhundert Pop Art, Minimalismus
Weitere Infos & Material
Acknowledgements. Preface. Part 1: Introduction. 1 Methodology and Structure of the Study. 2 Introductory Overview. Part 2: The Computer as a Creative Partner – The Early Developments of Computer Graphics at the Massachusetts Institute of Technology. 3 Ivan E. Sutherland’s Sketchpad and the Birth of the ‘Universal’ Computer Drawing. 4 Parallel Developments – The Computer in the Fine Arts and Design of the 1960s. 5 Steven A. Coons – A New Confluence Between Man and Machine. Part 3: University of Utah – The Cradle of Contemporary 3D Computer Graphics. 6 A Common Goal – 3D Computer Graphics Between Credibility and Realism. 7 Opacity, Light, and Animation – A Strategy for Realizing the Common Goal. Part 4: Realism in US Visual Culture. 8 Pixar’s Realism – Edwin Catmull as a Bridge Between Production Aesthetics and Visual Aesthetics. 9 The Tangibility of Things – Feeling and Precision in Painting. Part 5: Retrieving 3D Computer Graphics’ Lost ‘Context of Meaning’. 10 Technological Progress and Image Practice in the United States. 11 On the Cultural-Historical Background of Synthetic Imaging. Conclusion. A Brief Outlook – What About AI? Figures. Film Index. Bibliography. Glossary. Index. Organizational Chart of the Historiography.