A Cultural History of Computer Graphics presents a fundamentally new approach to analyzing digital images aesthetically through the example of 3D computer graphics (CG). While numerous methods for creating digital imagery have long existed, the advent of AI-generated content is causing a rise in debates and conflict. It is becoming increasingly difficult to aesthetically differentiate digital photographs, CG and AI images, and yet, because these types of images carry different cultural or even political implications, it is becoming increasingly important to do so. In response to the need of new methods to culturally decode digital imagery, this book starts from the production process and describes computer graphics as an independent method of expression, containing a specific ideological concept of realism. Through this study, it becomes clear that a particular understanding of the world is inscribed in computer graphics software and, consequently, the image creation process. As the image surface does not reveal much about these cultural artifacts, it becomes necessary to focuson the historical development of this imaging practice and analyze it production-aesthetically. In its own unique way, this is true for every digital imaging method. Each embodies its own sense of the world that is only accessible through their production aesthetics. This book will be of great interest to researchers of computer graphics, 3D image generation and the cultural history of computer-generated imagery.
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Carolin Scheler is a researcher in the fields of digital visual culture, media archaeology, and animation studies, currently planning a postdoctoral research project. Her educational background is in the practical field of 3D animation and cultural theory, which she studied at the University of Applied Sciences and Arts Hanover, Germany, and the Ohio State University, USA. From 2015 to 2018 she worked as a research assistant at the University of Applied Sciences and Arts Hanover in the Department of Media, Information, and Design. During the same period, she was also a research assistant at the Institute of Fine Arts and Art History at the University of Hildesheim, where she later earned her doctorate in the Department of Cultural Studies and Aesthetic Communication in 2022. As part of the Research Training Group ‘Aesthetic Practice’ her scholarly work was funded by the German Research Foundation in the years from 2019 to 2022. Since 2022, Carolin Scheler has been a lecturer in cultural theory at the University of the Arts Bremen in the Department of Art and Design. She has also been working as a lecturer at the University of Applied Sciences and Arts Hanover in the Department of Media, Information, and Design since 2018. At these universities, she teaches in the field of digital media studies, animation theory, art theory, humor theory, and academic writing as well as supervising BAs and MAs.
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Paperback. Zustand: new. Paperback. A Cultural History of Computer Graphics presents a fundamentally new approach to analyzing digital images aesthetically through the example of 3D computer graphics (CG). While numerous methods for creating digital imagery have long existed, the advent of AI-generated content is causing a rise in debates and conflict. It is becoming increasingly difficult to aesthetically differentiate digital photographs, CG and AI images, and yet, because these types of images carry different cultural or even political implications, it is becoming increasingly important to do so. In response to the need of new methods to culturally decode digital imagery, this book starts from the production process and describes computer graphics as an independent method of expression, containing a specific ideological concept of realism. Through this study, it becomes clear that a particular understanding of the world is inscribed in computer graphics software and, consequently, the image creation process. As the image surface does not reveal much about these cultural artifacts, it becomes necessary to focuson the historical development of this imaging practice and analyze it production-aesthetically. In its own unique way, this is true for every digital imaging method. Each embodies its own sense of the world that is only accessible through their production aesthetics. This book will be of great interest to researchers of computer graphics, 3D image generation and the cultural history of computer-generated imagery. The book presents a fundamentally new approach to analyzing digital images aesthetically through the example of 3D computer graphics.The primary audience for my book are scholars who are working in the field of digital media studies, new media studies, history of software, and media archaeology. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Bestandsnummer des Verkäufers 9781041088158
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Paperback. Zustand: New. A Cultural History of Computer Graphics presents a fundamentally new approach to analyzing digital images aesthetically through the example of 3D computer graphics (CG). While numerous methods for creating digital imagery have long existed, the advent of AI-generated content is causing a rise in debates and conflict. It is becoming increasingly difficult to aesthetically differentiate digital photographs, CG and AI images, and yet, because these types of images carry different cultural or even political implications, it is becoming increasingly important to do so. In response to the need of new methods to culturally decode digital imagery, this book starts from the production process and describes computer graphics as an independent method of expression, containing a specific ideological concept of realism. Through this study, it becomes clear that a particular understanding of the world is inscribed in computer graphics software and, consequently, the image creation process. As the image surface does not reveal much about these cultural artifacts, it becomes necessary to focuson the historical development of this imaging practice and analyze it production-aesthetically. In its own unique way, this is true for every digital imaging method. Each embodies its own sense of the world that is only accessible through their production aesthetics. This book will be of great interest to researchers of computer graphics, 3D image generation and the cultural history of computer-generated imagery. Bestandsnummer des Verkäufers LU-9781041088158
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