Creativity in Art, Design and Technology

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Creativity is a difficult concept, how can it best be defined, understood, applied, and practiced?  This book provides important answers to these questions.

Technology can enable artists to be more creative.  Scientific and artistic thinking give us two complementary tools to understand the complexity of the world, with science reducing subjective experience to essential principles and art intensifying and expanding our experiences.  These examples also show how artists can push the boundaries of technology into exciting new realms that have not been explored before. 

The impact that art and art practice can have on culture, society, and social responsibility is explored in detail through examples and case studies.  In addition, the book presents how artists are creating and reflecting cultural and societal resonance in their work. Can other disciplines help artists to be more creative?  All are part of an interrelated wider society and enables artists to develop artwork fit for highly interfaced and conceptually broad contemporary contexts.  This is illustrated with examples which show exciting and challenging results.

Creativity in Art, Design and Technology is relevant for artists, designers, scientists and technologists.  All can benefit in a major way from a greater understanding of creativity, and the ways in which mutual interaction and collaboration enables all areas to develop. The potential for the future is immense and this book signposts the way forward.

 


Author(s): Susan Liggett, Rae Earnshaw, Jill Townsley
Series: Springer Series on Cultural Computing
Publisher: Springer
Year: 2023

Language: English
Pages: 130
City: Cham

Preface
Contents
About the Authors
1 Introduction
1.1 Traditional Understandings of Creativity
1.2 Creativity and Technology
1.3 Creativity and Context
1.4 Creativity—A Definition
1.5 Creativity in Mixed Interdisciplinary Environments
1.6 Benchmarking the Outcomes of the Creative Process
1.7 Cultural and Societal Implications
1.8 Challenges and Opportunities
1.9 Previous Work
1.10 Conclusion
References
2 Creativity and the Arts: Traditional and New Media
2.1 Introduction
2.2 Creativity and Its Products
2.3 Creativity, Technology, Craft and Skill
2.4 Thinking and Making
2.5 Case Study Susan Liggett Paintings
2.6 Creativity and Research
2.7 Conclusions
References
3 Creativity and Artist Technologist
3.1 Introduction
3.2 Origins of Art and Technology
3.3 Digital Artworks
3.4 Art and Science Collaborative Research
3.5 Case Study—LocalStyle: Choral and Timeslips
3.6 Discussion
3.7 Conclusions
References
4 Creativity and Virtual Worlds
4.1 Introduction
4.2 Technology and Places of Creativity
4.3 Creativity and Being Human
4.4 Virtual Reality Holography a Case Study—Ioana Pioaru
4.5 Conclusions
References
5 The Creative Process and Social Responsibility
5.1 Introduction
5.2 Creativity Technology and Social Responsibility
5.3 Useful Art
5.4 Case Study—Innovative Creative Environments: Lle Celf Defnyddiol, Tŷ Pawb, Wrexham, Wales
5.5 Possibilities for the Future
5.6 Conclusion
References
6 Digital Communication as a Creative Tool
6.1 Introduction
6.2 Computer-Assisted Creativity
6.3 Interaction and Collaboration
6.4 Virtual Environments and Creativity
6.5 New Media in Cyberworlds
6.6 Conclusions
References
7 Artificial Intelligence and Creativity
7.1 Enhancing Creativity
7.2 Case Study—Ars Electronica
7.3 Computational Creativity
7.4 Case Study—Deep Mind Technologies Developments
7.5 Conclusions
References
8 Art Thinking and Design Thinking
8.1 Introduction
8.2 Design Thinking
8.3 Art Thinking
8.4 Case Study ‘Till Rolls’—Art Thinking Collaborating with Design Thinking
8.5 Design Thinking in Till Rolls
8.6 Design Thinking and Art Thinking in the Technological Space
8.7 Conclusions
References
9 Time and Temporality: Creative Reception and Repetition
9.1 Introduction
9.2 Case Study Spoons—Temporality, and Art Thinking
9.3 Art Thinking Meets Contextual Thinking in Time
9.4 Creativity—Reception and Repetition
9.5 The Digital Context and Repetition
9.6 Socialized Time
9.7 Conclusion
References
10 How Can Art Assist Science and Technology?
10.1 Introduction
10.2 Developments in Art and Science
10.3 Interrelationship of Art and Science
10.4 The Contribution of Art to the Computer
10.5 Contribution of Art and Design to Research and Development Projects
10.6 Conclusions
References
11 Research and Development in Creativity
11.1 Introduction
11.2 Research into Creativity
11.3 The Application of Creativity to Assist in Research and Development
11.4 Using Creative Approaches to Advance Interdisciplinary Research and Development
11.5 Creativity and Innovation
11.6 Research Funding Which Includes Creativity
11.7 Conclusions
References
12 Epilog
12.1 Freedom to Create
12.2 Creativity Under Known Constraints
12.3 Creativity Under Unknown Constraints
12.4 Creativity and Virtual Environments
12.5 Conclusion
References