Drawing Futures brings together international designers and artists for speculations in contemporary drawing for art and architecture.Despite numerous developments in technological manufacture and computational design that provide new grounds for designers, the act of drawing still plays a central role as a vehicle for speculation. There is a rich and long history of drawing tied to innovations in technology as well as to revolutions in our philosophical understanding of the world. In reflection of a society now underpinned by computational networks and interfaces allowing hitherto unprecedented views of the world, the changing status of the drawing and its representation as a political act demands a platform for reflection and innovation. Drawing Futures will present a compendium of projects, writings and interviews that critically reassess the act of drawing and where its future may lie.Drawing Futures focuses on the discussion of how the field of drawing may expand synchronously alongside technological and computational developments. The book coincides with an international conference of the same name, taking place at The Bartlett School of Architecture, UCL, in November 2016. Bringing together practitioners from many creative fields, the book discusses how drawing is changing in relation to new technologies for the production and dissemination of ideas.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code. Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.
Author: Thomas E. French
Publisher: Hervey Press
Release Date: 2008-10
Genre: Technology & Engineering
PREFACE. THE Author of this very practical treatise on Scotch Loch - Fishing desires clearly that it may be of use to all who had it. He does not pretend to have written anything new, but to have attempted to put what he has to say in as readable a form as possible. Everything in the way of the history and habits of fish has been studiously avoided, and technicalities have been used as sparingly as possible. The writing of this book has afforded him pleasure in his leisure moments, and that pleasure would be much increased if he knew that the perusal of it would create any bond of sympathy between himself and the angling community in general. This section is interleaved with blank shects for the readers notes. The Author need hardly say that any suggestions addressed to the case of the publishers, will meet with consideration in a future edition. We do not pretend to write or enlarge upon a new subject. Much has been said and written-and well said and written too on the art of fishing but loch-fishing has been rather looked upon as a second-rate performance, and to dispel this idea is one of the objects for which this present treatise has been written. Far be it from us to say anything against fishing, lawfully practised in any form but many pent up in our large towns will bear us out when me say that, on the whole, a days loch-fishing is the most convenient. One great matter is, that the loch-fisher is depend- ent on nothing but enough wind to curl the water, -and on a large loch it is very seldom that a dead calm prevails all day, -and can make his arrangements for a day, weeks beforehand whereas the stream- fisher is dependent for a good take on the state of the water and however pleasant and easy it may be for one living near the banks of a good trout stream or river, it is quite another matter to arrange for a days river-fishing, if one is looking forward to a holiday at a date some weeks ahead. Providence may favour the expectant angler with a good day, and the water in order but experience has taught most of us that the good days are in the minority, and that, as is the case with our rapid running streams, -such as many of our northern streams are, -the water is either too large or too small, unless, as previously remarked, you live near at hand, and can catch it at its best. A common belief in regard to loch-fishing is, that the tyro and the experienced angler have nearly the same chance in fishing, -the one from the stern and the other from the bow of the same boat. Of all the absurd beliefs as to loch-fishing, this is one of the most absurd. Try it. Give the tyro either end of the boat he likes give him a cast of ally flies he may fancy, or even a cast similar to those which a crack may be using and if he catches one for every three the other has, he may consider himself very lucky. Of course there are lochs where the fish are not abundant, and a beginner may come across as many as an older fisher but we speak of lochs where there are fish to be caught, and where each has a fair chance. Again, it is said that the boatman has as much to do with catching trout in a loch as the angler. Well, we dont deny that. In an untried loch it is necessary to have the guidance of a good boatman but the same argument holds good as to stream-fishing...
Author: Petrina, Stephen
Publisher: IGI Global
Release Date: 2006-09-30
"This book provides a comprehensive, critical approach to meeting the new challenges of technology in the classroom. It gathers together research on technology methods, principles, and content, acting as a reference source for proven and innovative methods. It presents an introduction to teaching educational technology, design, and engineering and contains strategies for innovation in technology education"--Provided by publisher.
The Bulletin of the Atomic Scientists is the premier public resource on scientific and technological developments that impact global security. Founded by Manhattan Project Scientists, the Bulletin's iconic "Doomsday Clock" stimulates solutions for a safer world.
When did drawing become an integral part of architecture? Among several architects and artists who brought about this change during the Renaissance, Francesco di Giorgio Martini’s ideas on drawing recorded in his Trattati di architettura, ingegneria e arte militare (1475-1490) are significant. Francesco suggests that drawing is linked to the architect’s imagination and central in conveying images and ideas to others. Starting with the broader edges of Francesco’s written work and steadily penetrating into the fantastic world of his drawings, the book examines his singular formulation of the act of drawing and its significance in the context of the Renaissance. The book concludes with speculations on how Francesco’s work is relevant to us at the onset of another major shift in architecture caused by the proliferation of digital media.
Author: Maureen Mitton
Publisher: John Wiley & Sons
Release Date: 2018-04-27
A newly updated and comprehensive guide to all aspects of visual design From doing a quick sketch to producing a fully rendered model, the ability to create visual representations of designs is a critical skill for every designer. Interior Design Visual Presentation, Fifth Edition offers thorough coverage of interior design communication used throughout the design process, complete with a broad range of real-world examples. This fully updated handbook presents a full range of styles and techniques used for interior design visual communication, from hand drawing to 3D computer modeling. Its accessible, how-to approach guides you through a variety of methods for executing creative and successful design graphics, models, and presentations. Recognizing the ongoing proliferation of digital tools for visual representation, this edition provides the latest information on software used in presentation such as Photoshop, and SketchUp, and covers the integration of Revit, and AutoCAD generated content into design presentations. • Covers all aspects of visual design and presentation for interior designers • Includes color illustrations that feature a wide range of project types including residential, healthcare and public projects, designed to highlight step-by-step instructions • Provides a discussion of incorporation of 3D digital models into presentations including use in virtual reality, and expanded information on scale models including a discussion of 3D printing • Includes a companion website for instructors, featuring PowerPoint lecture slides and an instructor's manual From traditional to cutting-edge techniques, Interior Design Visual Presentation, Fifth Edition gives students and professionals alike the tools to give life to their design vision.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Author: Mark J.P. Wolf
Release Date: 2013-10-08
Genre: Social Science
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
AUTOCAD 2011 TUTOR FOR ENGINEERING GRAPHICS is a classic reference work featuring self-paced tutorials that lead students from simple one-view engineering drawings to geometric constructions, multiview projections, section and auxiliary views, 3D solid modeling, and photorealistic rendering. Tutorials utilize a step-by-step approach, following traditional engineering drawing techniques and methods while teaching students how to take full advantage of AutoCAD 2011 to achieve professional results. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.
Author: Terence Riley
Publisher: The Museum of Modern Art
Release Date: 2002
Genre: Architectural drawing
What would it be like to live in R. Buckminster Fuller's hexagonal Dymaxion House? To visit Arata Isozaki's project for Hiroshima? To grow up in John Hejduk's Wall House? There are only fictional answers to questions such as these, but what imagination wouldn't ponder them upon seeing the drawings assembled in The Changing of the Avant Garde? Featuring 165 expertly reproduced visionary architectural drawings from The Museum of Modern Art's Howard Gilman Archive, this collection brings together a selection of idealized, fantastic, and utopian architectural drawings mainly from the 1960s and 70s. This publication, the first to consider the drawings since the archive was established in 1998, is accompanied by essays exploring the significance of the works, and an interview with Pierre Apraxine, the former curator of the collection.
Author: I. Scott MacKenzie
Release Date: 2012-12-31
Human-Computer Interaction: An Empirical Research Perspective is the definitive guide to empirical research in HCI. The book begins with foundational topics including historical context, the human factor, interaction elements, and the fundamentals of science and research. From there, you'll progress to learning about the methods for conducting an experiment to evaluate a new computer interface or interaction technique. There are detailed discussions and how-to analyses on models of interaction, focusing on descriptive models and predictive models. Writing and publishing a research paper is explored with helpful tips for success. Throughout the book, you'll find hands-on exercises, checklists, and real-world examples. This is your must-have, comprehensive guide to empirical and experimental research in HCI—an essential addition to your HCI library. Master empirical and experimental research with this comprehensive, A-to-Z guide in a concise, hands-on reference Discover the practical and theoretical ins-and-outs of user studies Find exercises, takeaway points, and case studies throughout
Author: Alan M. MacEachren
Publisher: Guilford Press
Release Date: 2004-06-21
Genre: Technology & Engineering
Now available in paperback for the first time, this classic work presents a cognitive-semiotic framework for understanding how maps work as powerful, abstract, and synthetic spatial representations. Explored are the ways in which the many representational choices inherent in mapping interact with information processing and knowledge construction, and how the resulting insights can be used to make informed symbolization and design decisions. A new preface to the paperback edition situates the book within the context of contemporary technologies. As the nature of maps continues to evolve, Alan MacEachren emphasizes the ongoing need to think systematically about the ways people interact with and use spatial information.