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Welcome to Green Frigate

Titles published under the Green Frigate Books imprint aim to explore the horizons of the natural and built environments, and the relations of humans within them. The goal of the imprint is to reach its readership by producing works that fall in the cracks between those offered by traditional academic and popular presses. Specific categories include ‘Design, Interiors and Architecture’ and ‘The natural and built environments’. In common with Libri Books, the imprint should be of interest particularly for members of ‘communities of practice’ in the natural and built environments.

Digital Blur


Digital Blur

Paul Rodgers and Michael Smyth
Release Date: 01/11/2010
Pages: 264
Published: 2010
ISBN: 9781907471018
Code
9781907471018
Price £24.95
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Digital Blur

 

“If you're a student in media art or interaction design or if you're just curious about the story behind some of the most blogged-about installations and interaction designs of the past few years, I'd highly recommend you get your hands on this book.” Regine Debatty 

Read her review of DIGITAL BLUR at http://www.we-make-money-not-art.com/archives/2010/09/digital-blur.php  
 
Edited by Paul RODGERS and Michael SMYTH

This book brings together some of the world’s leading practitioners and thinkers from the fields of art, architecture and design who all share a common desire to exploit the latest computing technologies in their creative practice. The book reveals, for the first time, the working processes of these major practitioners’ work that breaks down traditional creative disciplinary boundaries. Digital Blur provides a rich picture, both visually and textually, of the following nine leaders in the field – Jason Bruges Studio, Greyworld, HeHe, Crispin Jones, the Owl Project, the Pooch, Bengt Sjolen, Troika and Moritz Waldemeyer.

                                              
This book aims to inspire and inform any reader with an interest in design, architecture, art and/or technology and provides essential reading for any practitioner, researcher, educator and/or other stakeholders involved in the creative arts and industries. The book provides a detailed insight into the techniques of these ten significant creative individuals and how they exploit the latest computing technologies in their work and the impact this will have for creative practice in the future.

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