Aesthetic computing for representation of the computing process and expansion of perceptual dimensions: Cases for Art, Education, and Interfaces
Document Type
Conference Proceeding
Publication Date
2017
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.
Publication Title
Interactivity, Game Creation, Design, Learning, and Innovation
Recommended Citation
Jeon, M.
(2017).
Aesthetic computing for representation of the computing process and expansion of perceptual dimensions: Cases for Art, Education, and Interfaces.
Interactivity, Game Creation, Design, Learning, and Innovation,
196, 305-313.
http://doi.org/10.1007/978-3-319-55834-9_36
Retrieved from: https://digitalcommons.mtu.edu/cls-fp/31
Publisher's Statement
© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2017. Publisher's version of record: https://doi.org/10.1007/978-3-319-55834-9_36