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Creative Simulations: George Mallen and the Early Computer Arts Society 2024 ed. [Kõva köide]

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  • Formaat: Hardback, 201 pages, kõrgus x laius: 235x155 mm, 75 Illustrations, color; 34 Illustrations, black and white; XIII, 201 p. 109 illus., 75 illus. in color., 1 Hardback
  • Sari: Springer Series on Cultural Computing
  • Ilmumisaeg: 09-Jun-2024
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3031506197
  • ISBN-13: 9783031506192
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  • Formaat: Hardback, 201 pages, kõrgus x laius: 235x155 mm, 75 Illustrations, color; 34 Illustrations, black and white; XIII, 201 p. 109 illus., 75 illus. in color., 1 Hardback
  • Sari: Springer Series on Cultural Computing
  • Ilmumisaeg: 09-Jun-2024
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3031506197
  • ISBN-13: 9783031506192

This book is centred on the practitioner-led Computer Arts Society founded in 1969 and formed to address creative computation in all the arts – performance, poetry, text, sound, sculpture and graphics. The objectives and achievements of the Computer Arts Society are presented as realised through their members and exhibitions to the mid-1970s. The Society’s co-founder is Dr George Mallen, a pioneer of cybernetic systems and cultural applications of computing. 

Creative Simulations contains new research including Mallen’s early work with cybernetician Gordon Pask, whose concepts of interdisciplinarity were influential on the ground-breaking Ecogame (1970). Led by Mallen, Ecogame was a collaborative Computer Arts Society project, an early embodiment of computer technology into art and the first multi-media interactive gaming system in the UK. Pask’s influence in Mallen’s subsequent role at the Royal College of Art where he instigated the first computer lab facilities for artists, is examined. A recently discovered lecture given by Mallen is transcribed, along with reproduction of historic texts by Stephen Willats and John Lansdown (two of his colleagues), which add context to this history of interdisciplinary artistic innovation in the digital realm.

Illustrations include art works, ephemera, exhibition posters and installations, preparatory drawings, computing equipment and associated flow charts and diagrams, many appearing here in print for the first time.

Arvustused

Some books are simply amply informative about what it says on their cover; others are ostensibly about people, things, times, places or events but actually use these to make far wider points or to promulgate theory and opinion. Rarely, you get both, whose parts are so rich and richly intertwined that new meanings and insights are generated for and by the reader. This book is one. (Brian Reffin Smith, Leonardo, leonardo.info, September, 2024)

Foreword.- Preface.- Introduction.- A Major Step Forward: the Computer
Arts Society and Event One.- From Cybernetics to Ecogame: Computing in a
Cultural Context an Interview with George Mallen.- The Name of the Game
is?  A Personal View of the Computer Arts Societys Project.- The Object is
the Process: Computer Art Exhibitions of the 1970's in London and Edinburgh.-
An Interview on Art, Cybernetics and Social Intervention.- Design as an
Interesting Phenomenon:George Mallen and the Royal College of Art.- General
Principles of the Ecogame Model.- On George Mallen, Poetry and the Future.