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Algorithmic Art

Code 16790
Year 2
Semester S2
ECTS Credits 6
Workload PL(30H)/T(30H)
Scientific area Design
Entry requirements N/A
Learning outcomes The main general objective of this curricular unit is the following: 1) Develop students' abilities to explore and understand the interactions between art, mathematics and computing. Regarding the specific objectives of this curricular unit, upon completion of this course the students will be able to: 1) Understand and interpret the abstract mathematical structures behind nature and artworks; 2) Create mathematical models and translate ideas into programming codes to develop artworks/creative projects based/reflecting on mathematical algorithms and computing; 3) Learn to approach topics from different perspectives; 4) Use experimental methodologies in the development of interdisciplinary projects; 5) Respond creatively and autonomously to relational and organizational requirements, work in teams and meet deadlines; 6) Communicate effectively with different interlocutors in an academic context.
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.
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.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2024-04-19

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