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e-book
This book was written by two artist educators who teach digital art and design studio foundation classes. While teaching classes that take place in software laboratories, we noticed that many of our students expected to learn to use software, but gave little consideration to aesthetics or art and design history. A typical first day question is, "Are we going to learn Photoshop in this class?" At first we were tempted to oblige our students' thirst for so-called practical knowledge, but we recognize that in the absence of the visual, theoretical, and historical frameworks, practical knowledge is practically useless. To teach our classes, we used the very best of the software training manuals, and supplemented them with all the visual and historical material that was missing. After settling for years on books that don't really encapsulate a class, we finally decided to write the book that we think all introductory media design students should be using. For us, a student is anyone actively engaged in learning. A student can be working towards a degree in art, communication, graphic design, illustration, and so on in a traditional classroom setting, or a self-taught found-it-on-the-bookstore-shelf learner. In the twenty chapters that follow, we have shared small bites of history, followed by visual references, and then digital exercises that explore creative software in a manner that brings design principles into the software demo. Originally, this book was printed as a manual to the Adobe Creative Suite, the software found in classrooms and labs around the country. Just a month after the book was published, we teamed up with Floss Manuals to convert our manuscript into one that teaches the same design principles using open source software.
- Subjects:
- Interactive and Digital Media
- Keywords:
- Open source software Computer art
- Resource Type:
- e-book
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e-book
This textbook -- written by a group of select experts with a focus on different aspects of the design process, from creation to production -- addresses the many steps of creating and then producing physical, printed, or other imaged products that people interact with on a daily basis. It covers the concept that, while most modern graphic design is created on computers using design software, the ideas and concepts don’t stay on the computer. The ideas need to be completed in the computer software, then progress to an imaging (traditionally referred to as printing) process. Keywords are highlighted throughout and summarized in a Glossary at the end of the book, and each chapter includes exercises and suggested readings.
- Subjects:
- Interactive and Digital Media
- Keywords:
- Graphic arts
- Resource Type:
- e-book
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e-book
'Institutional critique’ is best known through the critical practice that developed in the late 1960s and early 1970s by artists who presented radical challenges to the museum and gallery system. Since then it has been pushed in new directions by new generations of artists registering and responding to the global transformations of contemporary life. The essays collected in this volume explore this legacy and develop the models of institutional critique in ways that go well beyond the field of art. Interrogating the shifting relations between ‘institutions’ and ‘critique’, the contributors to this volume analyze the past and present of institutional critique and propose lines of future development. Engaging with the work of philosophers and political theorists such as Michel Foucault, Judith Butler, Gilles Deleuze, Antonio Negri, Paolo Virno and others, these essays reflect on the mutual enrichments between critical art practices and social movements and elaborate the conditions for politicized critical practice in the twenty-first century.
- Subjects:
- Visual Arts
- Keywords:
- Institutional Critique (Art movement)
- Resource Type:
- e-book
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e-book
Introduction to Art: Design, Context, and Meaning offers a comprehensive introduction to the world of Art. Authored by four USG faculty members with advance degrees in the arts, this textbooks offers up-to-date original scholarship. It includes over 400 high-quality images illustrating the history of art, its technical applications, and its many uses.
- Subjects:
- Visual Arts
- Keywords:
- Arts
- Resource Type:
- e-book
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MOOC
Virtual reality is changing the way we interact with the world. But how does it work, what hardware is involved, and how is software written for it? In this course, part of the Virtual Reality Professional Certificate program, we will explore the foundations of user-friendly virtual reality app development for consumers, as well as enterprise solutions. Both hardware and software aspects will be discussed. You will learn to evaluate devices necessary for virtual reality applications, what their differences are, how you write interactive applications for virtual reality, and we will discuss the most frequent problems you are going to need to solve to write virtual reality software. In this course, you will explore the basics of virtual reality software through copying and modifying JavaScript to explore tradeoffs in VR application design. Extensive programming experience is not required. By the end of this course, you will understand what is important for successful virtual reality software and learn how to write simple virtual reality programs themselves with WebVR. This course is taught by an instructor with almost two decades of experience in virtual reality who leads the Immersive Visualization Laboratory at UC San Diego.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- MOOC
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Video
With so many new users picking up virtual reality headsets for the 2019 holiday season, it's time for a 2020 beginners guide to virtual reality. Let's dive into PC Specs, recommended headsets, setup, comfort, locomotion, motion sickness, free games and a lot more.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- Video
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Video
A tutorial on setting up clothing to low poly character.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Blender (Computer file) Three-dimensional display systems Computer animation Computer graphics
- Resource Type:
- Video
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Video
A video demonstrate the modelling in MAYA, illustrate with the example of a disney character, Anna. Modeling - The modeling was done using mainly edge modeling - The eye is a low polygon sphere and then a flat polygon plane to start off, then extrude the edges and edit them into place
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Maya (Computer file) Computer animation
- Resource Type:
- Video
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Video
A Virtual Reality introduction for Unity using HTC Vive for beginers. We will implement hand presence, teleportation and object grabbing in only 7 minutes without any line of code.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Unity (Electronic resource) Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- Video
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Courseware
This seminar introduces, through studio projects, the basic principles regarding the use of color in the visual arts. Students explore a range of topics, including the historical uses of color in the arts, the interactions between colors, and the psychology of color.
- Subjects:
- Coloration and finishing and Visual Arts
- Keywords:
- Color in art Colors
- Resource Type:
- Courseware