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Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces

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Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2016, DLI 2016)

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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Notes

  1. 1.

    The Dagsthul Seminar is one of the prestigious academic workshops in computing. The seminars discuss an established field within computer science or sometimes establish new directions by bringing together separate fields or scientific disciplines.

  2. 2.

    Note that Aesthetic Computing is different from Perceptual Computing [8], which specifically refers to a methodology which is used to develop an interactive device that can help people make subjective judgments by propagating random and linguistic uncertainties, using fuzzy logic.

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Correspondence to Myounghoon Jeon .

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Jeon, M. (2017). Aesthetic Computing for Representation of the Computing Process and Expansion of Perceptual Dimensions: Cases for Art, Education, and Interfaces. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-319-55834-9_36

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  • DOI: https://doi.org/10.1007/978-3-319-55834-9_36

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