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Real-Time Meta-Programming for Inter...
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Wakefield, Graham.
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Real-Time Meta-Programming for Interactive Computational Arts.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Real-Time Meta-Programming for Interactive Computational Arts./
作者:
Wakefield, Graham.
面頁冊數:
203 p.
附註:
Source: Dissertation Abstracts International, Volume: 74-04(E), Section: A.
Contained By:
Dissertation Abstracts International74-04A(E).
標題:
Multimedia Communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3545138
ISBN:
9781267768377
Real-Time Meta-Programming for Interactive Computational Arts.
Wakefield, Graham.
Real-Time Meta-Programming for Interactive Computational Arts.
- 203 p.
Source: Dissertation Abstracts International, Volume: 74-04(E), Section: A.
Thesis (Ph.D.)--University of California, Santa Barbara, 2012.
In the interactive computer arts, any advance that significantly amplifies or extends the limits and capacities of software can enable genuinely novel aesthetic experiences. Within compute-intensive media arts, flexibility is often sacrificed for needs of efficiency, through the total separation of machine code optimization and run-time execution. Compromises based on modular run-time combinations of prior-optimized 'black box' components confine results to a pre-defined palette with less computational efficiency overall: limiting the open-endedness of development environments and the generative scope of artworks. This dissertation demonstrates how the trade-off between flexibility and efficiency can be relaxed using reflective meta-programming and dynamic compilation: extending a program with new efficient routines while it runs. It promises benefits of more open-ended real-time systems, more complex algorithms, richer media, and ultimately unprecedented aesthetic experiences.
ISBN: 9781267768377Subjects--Topical Terms:
1057801
Multimedia Communications.
Real-Time Meta-Programming for Interactive Computational Arts.
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In the interactive computer arts, any advance that significantly amplifies or extends the limits and capacities of software can enable genuinely novel aesthetic experiences. Within compute-intensive media arts, flexibility is often sacrificed for needs of efficiency, through the total separation of machine code optimization and run-time execution. Compromises based on modular run-time combinations of prior-optimized 'black box' components confine results to a pre-defined palette with less computational efficiency overall: limiting the open-endedness of development environments and the generative scope of artworks. This dissertation demonstrates how the trade-off between flexibility and efficiency can be relaxed using reflective meta-programming and dynamic compilation: extending a program with new efficient routines while it runs. It promises benefits of more open-ended real-time systems, more complex algorithms, richer media, and ultimately unprecedented aesthetic experiences.
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The dissertation charts the significant differences that this approach implies for interactive computational arts, builds a conceptual framework of techniques and requirements to respond to its challenges, and documents supporting implementations in two specific scenarios. The first concentrates on open-ended creativity support within always-on authoring environments for studio work and live coding performance, while the second concerns the open-endedness of generative art through interactive, immersive artificial-life worlds.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3545138
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