Research Article
Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces
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@INPROCEEDINGS{10.1007/978-3-319-55834-9_36, author={Myounghoon Jeon}, title={Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces}, proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2--3, 2016, Proceedings}, proceedings_a={ARTSIT \& DLI}, year={2017}, month={3}, keywords={Aesthetic computing Embodiment Representation Robot actors project Sonification STEAM education}, doi={10.1007/978-3-319-55834-9_36} }
- Myounghoon Jeon
Year: 2017
Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces
ARTSIT & DLI
Springer
DOI: 10.1007/978-3-319-55834-9_36
Abstract
With the advances of technologies, the application of computing to aesthetics has rapidly increased. However, little effort has been put to apply aesthetics to computing. Aesthetic Computing is an attempt to fill that research gap. The present paper revisits and elaborates its concept, and highlights “embodiment” as a new format of representation of Aesthetic Computing. The present paper also describes how embodiment can provide more opportunities for accessibility and personalization of computing across different projects – art, STEAM education, and in-vehicle interfaces. Finally, more aesthetic components in Aesthetic Computing are discussed for future research.
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