Virtual Pose Duo

Virtual Pose Duo PDF

Author: Mario Henri Chakkour

Publisher: Hand Books Press

Published: 2006-11-22

Total Pages: 0

ISBN-13: 9780971401075

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Drawing and painting figures at rest or in motion is challenging for artists. These books include PC/MAC compatible CD-ROMs featuring over 3000 views of over 200 high-resolution poses that can be rotated 360 degrees.

Virtual Pose 3

Virtual Pose 3 PDF

Author: Mario Chakkour

Publisher: North Light Books

Published: 2004-03-29

Total Pages: 90

ISBN-13:

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The next best thing to working with a live model, Virtual Pose(r) 3 provides professional and student artists with an accurate and convenient method of viewing the human form--without needing access to a live model and studio sessions.Digital artist Mario Henri Chakkour has created a CD-ROM and companion book that features models in 70 high resolution poses, images which can be zoomed in on and rotated 360 degrees. Painters, sculptors, and other artists will welcome the opportunity to study at length each detail and subtlety of the human form, giving them a deeper understanding of shape, form, and gesture.

Virtual Pose Children & Teens

Virtual Pose Children & Teens PDF

Author: Mario Henri Chakkour

Publisher: Hand Books Press

Published: 2006-04-10

Total Pages: 0

ISBN-13: 9780971401051

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For drawers, painters and sculptors, this latest installment in the popular series is the next best thing to working with a real, clothed junior model. *A must for illustrators of children's books, as well as professional and student artists without studio access*Includes a CD-ROM (PC/Mac compatible) with 70 high-resolution poses in QTVR format with 36 views per pose--more than 2,500 total views *CD-ROM poses can be rotated 360 degrees around the axis and include zoom and print optionsFor artists who want a better understanding of shape, form and gesture, Virtual Pose Children & Teens is the ultimate visual reference tool.

Virtual Art

Virtual Art PDF

Author: Oliver Grau

Publisher: MIT Press

Published: 2004-09-17

Total Pages: 438

ISBN-13: 9780262572231

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An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

Virtual Geography

Virtual Geography PDF

Author: McKenzie Wark

Publisher: Indiana University Press

Published: 1994-11-22

Total Pages: 280

ISBN-13: 9780253113481

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"The author's capacity to grasp and interpret these [world media] events is astounding, and her ability to provide insights into a world where unbounded information is circling the earth with the speed of light is startling." -- Choice "... a wide-ranging, quirky and dextrous mix of description, theory and analysis, that documents the perils of the global telecommunications network... " -- Times Literary Supplement "... this is a stimulating, even moving, book, dense with ideas and with many quotable lines." -- The New Statesman "Wark is one of the most original and interesting cultural critics writing today." -- Lawrence Grossberg McKenzie Wark writes about the experience of everyday life under the impact of increasingly global media vectors. We no longer have roots, we have aerials. We no longer have origins, we have terminals.

Laughing at My Nightmare

Laughing at My Nightmare PDF

Author: Shane Burcaw

Publisher: Macmillan

Published: 2014-10-14

Total Pages: 257

ISBN-13: 162672007X

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"With acerbic wit & a hilarious voice, Shane Burcaw's YA memoir describes the challenges he faces as a 20-year-old with muscular atrophy. From awkward handshakes to trying to finding a girlfriend and everything in between"--

On Art and Science

On Art and Science PDF

Author: Shyam Wuppuluri

Publisher: Springer Nature

Published: 2019-11-02

Total Pages: 353

ISBN-13: 3030275779

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Einstein once remarked "After a certain high level of technical skill is achieved, science and art tend to coalesce in aesthetics, plasticity, and form. The greatest scientists are always artists as well". In this volume, some of the world’s leading thinkers come together to expound on the interrelations between sciences and arts. While one can segregate art and place it outside the scientific realm, it is, nevertheless, inextricably linked to our essential cognitive/emotional/perceptual modalities and abilities, and therefore lies alongside and in close contact with the method of science and philosophy. What inspiration can scientists draw from art and how can scientific spirit foster our understanding and creation of aesthetic works? How are art and science grounded in our cognition? What role does perception play in science and art? Are criteria for beauty in art and science the same? How does evolution shape our understanding of art? How do science, art and scientifico-artistic frameworks shape society as a whole and help us address its pressing issues? The epistemological and ontological aspects haunt artists, philosophers and scientists alike. The essays in this volume address these manifold questions while also elucidating the pragmatic role they play in our daily life.

Virtual Futures

Virtual Futures PDF

Author: Joan Broadhurst Dixon

Publisher: Routledge

Published: 2005-07-20

Total Pages: 142

ISBN-13: 1134784597

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Virtual Futures explores the ideas that the future lies in its ability to articulate the consequences of an increasingly synthetic and virtual world. New technologies like cyberspace, the internet, and Chaos theory are often discussed in the context of technology and its potential to liberate or in terms of technophobia. This collection examines both these ideas while also charting a new and controversial route through contemporary discourses on technology; a path that discusses the material evolution and the erotic relation between humans and machines. Virtual Futures brings together diverse fields such as cyberfeminism, materialist philosophy, postmodern fiction, computing culture and performance art, with essays by Sadie Plant, Stelarc and Manuel de Landa (to name a few). The collection heralds the death of humanism and the ride of posthuman pragmatism. The contested zone of debate throughout these essays is the notion of the posthuman, or the possibility of the cyborg as the free human. Viewed by some writers as a threat to human life and humanism itself, others in the collection describe the posthuman as a critical perspective that anticipates the next step in evolution: the integration or synthesis of humans and machines, organic life and technology. This view of technology and information is heavily influenced by Anglo American literature, especially cyberpunk, Pynchon and Ballard, as well as the materialist philosophies of Freud, Deleuze, and Haraway, Virtual Futures provides analyses by both established theorists and the most innovative new voices working in conjunction between the arts and contemporary technology.

Uglies

Uglies PDF

Author: Scott Westerfeld

Publisher: Simon and Schuster

Published: 2011-05-03

Total Pages: 432

ISBN-13: 1442419814

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A fresh repackaging of the bestselling Uglies boks...the series that started the whole dystopian trend!

Virtual Reality in Behavioral Neuroscience: New Insights and Methods

Virtual Reality in Behavioral Neuroscience: New Insights and Methods PDF

Author: Christopher Maymon

Publisher: Springer Nature

Published: 2023-09-28

Total Pages: 386

ISBN-13: 3031429958

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Virtual Reality (VR) is a rapidly maturing technology that offers new and unique solutions to otherwise intractable problems in the study of cognition, behavior and neuroscience. VR removes many of the constraints imposed by laboratory paradigms, allowing us to track cognitive, behavioral and brain responses to naturalistic (or even impossible) situations without sacrificing experimental control. But VR is not a tool that can be swiftly and effortlessly integrated into existing research pipelines; currently, the benefits of VR are accompanied by a host of methodological challenges and important practical considerations. To help navigate this new methodology, this volume provides a balanced review of both the exciting new findings emerging from VR labs and the challenges and limitations that are part and parcel of VR research. This volume is an important first step toward establishing a standardised methodology for conducting research in VR. To this end, the volume provides a wealth of practical advice for researchers who are new to the technology. This volume is authored by an interdisciplinary team of VR researchers including computer scientists, engineers, psychologists and neuroscientists. It highlights current research in the field to demonstrate how VR advances our understanding of the mind, while also providing groundbreaking solutions in applied domains.