From a Pin-Up Girl to Star Trek's Holodeck: Artificial Intelligence and Cyborgs.- Experimental Creative Practices.- Repeating Circles, Changing Stars: Learning from the Medieval Art of Visual Computation.- Brain, Technology and Creativity, Brainart: A BCI-Based Entertainment Tool to Enact Creativity and Create Drawing From Cerebral Rhythms.- Video Ergo Sum: An Artist's Thoughts on Inventing with Computer Technology in the Creation of Artworks.- Wasting Time? Art, Science and New Experience, Examining the Artwork, Know More (House of Commons).- The Information Train.- The Quartic Process Model for Developing Serious Games: 'Green My Place' Case Study.- 3-D Manufacturing: The Beginning of Common Creativity Revolution.- Recursive Digital Fabrication of Trans-Phenomenal Artifacts.- Human-Robotic Interaction in Prepare Environments: Introducing an Element of Surprise by Reassigning Identities in Familiar Objects.- The Message of Media Machines.
Explores polymathic education through unconventional and creative applications of computer science in the arts and sciences
Examines the use of visual computation, 3d printing, social robotics and computer modeling for computational art creation and design
Includes contributions from leading researchers and practitioners in computer science, architecture and digital media