Syllabus |
1) Interdisciplinary introduction to concepts, techniques and methodologies of art, mathematics and computer graphics;
2) Three-dimensional space and its representation in history, Perspective in Art and Mathematics;
3) The fourth dimension and non-Euclidean geometry in Modern Art;
4) Color space;
5) Ambiguities, visual illusions and stereoscopy;
6) Symmetry, fractals and recursion in nature: the aesthetics of Sierpinsky Gasket and other fractals;
7) Golden ratio, Fibonacci number;
8) Mosaics and periodic tessellation;
9) Asymmetrical patterns and image manipulation;
10) Algorithms and programming of 2D and 3D shapes/spaces;
11) Time-based art and animation.
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Main Bibliography |
1) I. Greenberg (2016), Processing: Creative Coding and Computational Art, Apress.
2) S. Kalajdzievski (2022), Math and Art: An Introduction to Visual Mathematics, CRC Press.
3) K. Kaiser (2019), Make Art with Python: Programming for Creative People, Zothcorp, LLC.
4) S. Valdyanathan (2018), Creative Coding in Python: 30+ Programming Projects in Art, Games, and More, Quarry Books.
5) M. Emmer (Ed.). (1993), The Visual Mind: Art and Mathematics, MIT Press.
6) L. Henderson (2018), The Fourth Dimension and Non-Euclidean Geometry in Modern Art, The MIT Press.
7) V. Malloy (Ed.), (2018), Dimensionism: Modern Art in the Age of Einstein, MIT Press.
8) P. Thomas (2018), Quantum Art and Uncertainty, Intellect Books.
9) G. Parkinson (2008), Surrealism, Art and Modern Science: Relativity, Quantum Mechanics, Epistemology, Yale University Press.
10) L. Shlain (2007), Art and Physics: Parallel Visions in Space, Time and Light (6th ed.). HarperCollins.
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