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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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