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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
This is a book about video art, and about sound art. The thesis is
that sound first entered the gallery via the video art of the 1960s
and in so doing, created an unexpected noise. The early part of the
book looks at this formative period and the key figures within it -
then jumps to the mid-1990s, when video art has become such a major
part of contemporary art production, it no longer seems an
autonomous form. Paul Hegarty considers the work of a range of
artists (including Steve McQueen, Christian Marclay, Ryan
Trecartin, and Jane and Louise Wilson), proposing different
theories according to the particular strategy of the artist under
discussion. Connecting them all are the twinned ideas of intermedia
and synaesthesia. Hegarty offers close readings of video works, as
influenced by their sound, while also considering the institutional
and material contexts. Applying contemporary sound theory to the
world of video art, Paul Hegarty offers an entirely fresh
perspective on the interactions between sound, sound art, and the
visual.
Digital Currents explores the growing impact of digital
technologies on aesthetic experience and examines the major changes
taking place in the role of the artist as social communicator. Just
as the rise of photographic techniques in the mid 1800s shattered
traditional views about representation, so too have contemporary
electronic tools catalysed new perspectives on art, affecting the
way artists see, think, and work, and the ways in which their
productions are distributed and communicated. Digital Currents
explores the growing impact of digital technologies on aesthetic
experience and examines the major changes taking place in the role
of the artist as social communicator. Margot Lovejoy recounts the
early histories of electronic media for art making - video,
computer, the internet - in the new edition of this richly
illustrated book. She provides a context for the works of major
artists in each media, describes their projects, and discusses the
issues and theoretical implications of each to create a foundation
for understanding this developing field. Digital Currents fills a
major gap in our understanding of the relationship between art and
technology, and the exciting new cultu
This book brings together history and theory in art and media to
examine the effects of artificial intelligence and machine learning
in culture, and reflects on the implications of delegating parts of
the creative process to AI. In order to understand the complexity
of authorship and originality in relation to creativity in
contemporary times, Navas combines historical and theoretical
premises from different areas of research in the arts, humanities,
and social sciences to provide a rich historical and theoretical
context that critically reflects on and questions the implications
of artificial intelligence and machine learning as an integral part
of creative production. As part of this, the book considers how
much of postproduction and remix aesthetics in art and media
preceded the current rise of metacreativity in relation to
artificial intelligence and machine learning, and explores
contemporary questions on aesthetics. The book also provides a
thorough evaluation of the creative application of systematic
approaches to art and media production, and how this in effect
percolates across disciplines including art, design, communication,
as well as other fields in the humanities and social sciences. An
essential read for students and scholars interested in
understanding the increasing role of AI and machine learning in
contemporary art and media, and their wider role in creative
production across culture and society.
Despite the prevalence of video games set in or inspired by
classical antiquity, the medium has to date remained markedly
understudied in the disciplines of classics and ancient history,
with the role of women in these video games especially neglected.
Women in Classical Video Games seeks to address this imbalance as
the first book-length work of scholarship to examine the depiction
of women in video games set in classical antiquity. The volume
surveys the history of women in these games and the range of
figures presented from the 1980s to the modern day, alongside
discussion of issues such as historical accuracy, authenticity,
gender, sexuality, monstrosity, hegemony, race and ethnicity, and
the use of tropes. A wide range of games of different types and
modes are discussed, with particular attention paid to the
Assassin's Creed franchise's 21st-century ventures into classical
antiquity (first in Origins (2017), set in Hellenistic Egypt, and
then in Odyssey (2018), set in classical Greece), which have caught
the imagination not only of gamers, but also of academics,
especially in relation to their accompanying educational Discovery
Modes. The detailed case studies presented here form a compelling
case for the indispensability of the medium to both reception
studies and gender studies, and offer nuanced answers to such
questions as how and why women are portrayed in the ways that they
are.
"Character Design Quarterly (CDQ) is a lively, creative magazine
bringing inspiration, expert insights, and leading techniques from
professional illustrators, artists, and character art enthusiasts
worldwide. Each issue provides detailed tutorials on creating
diverse characters, enabling you to explore the processes and
decision making that go into creating amazing characters. Learn new
ways to develop your own ideas, and discover from the artists what
it is like to work for prolific animation studios such as Disney,
Warner Bros., and DreamWorks. Among this issue's highlights are
budding professional illustrator Amelia Bothe cover art featuring
an exclusive animal character, and we go behind the scenes at
London animation studio Blinkink. "
Rejecting broad-brush definitions of post-revolutionary art, What
People Do with Images provides a nuanced account of artistic
practice in Iran and its diaspora during the first part of the
twenty-first century. Careful attention is paid to the effects of
shifts in internal Iranian politics; the influence of US elections,
travel bans and sanctions; and global media sensationalism and
Islamophobia. Drawing widely on critical theory from both cultural
studies and anthropology, Mazyar Lotfalian details an ecosystem for
artistic production, covering a range of media, from performance to
installations and video art to films. Museum curators, it is
suggested, have mistakenly struggled to fit these works into their
traditional-modern-contemporary schema, and political commentators
have mistakenly struggled to position them as resistance,
opposition or counterculture to Islam or the Islamic Republic.
Instead, the author argues that creative artworks neutralize such
dichotomies, working around them, and playing a sophisticated game
of testing and slowly shifting the boundaries of what is
acceptable. They do so in part by neutralizing the boundaries of
what is inside and outside the nation-state, travelling across the
transnational circuits in which the domestic and diasporic arenas
reshape each other. While this book offers the valuable opportunity
to gain an understanding of the Iranian art scene, it also has a
wider significance in asking more generally how identity politics
is mediated by creative acts and images within transnational
socio-political spheres.
Throughout this book we discover what our idea of memory would be
without the moving image. This thought provoking analysis examines
how the medium has informed modern and contemporary models of
memory. The book examines the ways in which cinematic optic
procedures inform an understanding of memory processes. Critical to
the reciprocity of mind and screen is forgetting and the
problematic that it inscribes into memory and its relation to
contested histories. Through a consideration of artworks
(film/video and sound installation) by artists whose practice has
consistently engaged with issues surrounding memory, amnesia and
trauma, the book brings to bear neuro-psychological insight and its
implication with the moving image (as both image and sound) to a
consideration of the global landscape of memory and the politics of
memory that inform them. The artists featured include Kerry Tribe,
Shona Illingworth, Bill Fontana, Lutz Becker, Yervant Gianikian and
Angela Ricci Lucchi, Harun Faorcki, and Eyal Sivan.
Devil May Cry 5 showcases stylish mayhem against fiendish foes at
the hands of Devil Hunters with demon blood in their veins. Series
mainstay Dante, his nephew Nero, and mysterious newcomer V join
forces to hack and slash their way through enemies on a mission to
stop the destruction of the human world at the hands of the Demon
King Urizen. Devil May Cry 5: Official Artworks collect the fantasy
artwork behind this landmark installment in the fan-favorite
franchise. Inside you'll find character artwork, weapon designs,
creatures, locations, storyboards, and plenty of creative
commentary.
The Crash Bandicoot(TM) series has remained a beloved staple of
platform gaming ever since the first game's release in 1996. The
Art of Crash Bandicoot(TM)4: It's About Time(TM)is a rich
repository overflowing with interviews, quotes, observations and
anecdotes, accompanied by a treasure trove of concept art detailing
the characters and environments of the game. Gamers of every type
will cherish this all-encompassing look into the zany, wild and
unpredictable world of Crash Bandicoot(TM) .
Sounding the Gallery explores the first decade of creative video
work, focusing on the ways in which video technology was used to
dissolve the boundaries between art and music. Becoming
commercially available in the mid 1960s, video quickly became
integral to the intense experimentalism of New York City's music
and art scenes. The medium was able to record image and sound at
the same time, which allowed composers to visualize their music and
artists to sound their images in a quick and easy manner. But video
not only provided artists and composers with the opportunity to
produce unprecedented forms of audiovisuality; it also allowed them
to create interactive spaces that questioned conventional habits of
music and art consumption. Early video's audiovisual synergy could
be projected, manipulated and processed live. The closed-circuit
video feed drew audience members into the heart of the audiovisual
experience, from where they could influence the flow, structure and
sound of the video performance. Such activated spectatorship
resulted in improvisatory and performative events in which the
space between artists, composers, performers and visitors collapsed
into a single, yet expansive, intermedial experience. Many believed
that such audiovisual video work signalled a brand-new art form
that only began in 1965. Using early video work as an example, this
book suggests that this is inaccurate. During the twentieth
century, composers were experimenting with spatializing their
sounds, while artists were attempting to include time as a creative
element in their visual work. Pioneering video work allowed these
two disciplines to come together, acting as a conduit that
facilitated the fusion and manipulation of pre-existing elements.
Shifting the focus from object to spatial process, Sounding the
Gallery uses theories of intermedia, film, architecture, drama and
performance practice to create an interdisciplinary history of
music and art that culminates in the rise of video art-music in the
late 1960s.
The book provides an open and integrated view of creativity in the
21st century, merging theories and case studies from design,
psychology, sociology, computer science and human-computer
interaction, while benefitting from a continuous dialogue within a
network of experts in these fields. An exploratory journey guides
the reader through the major social, human, and technological
changes that influence human creative abilities, highlighting the
fundamental factors that need to be stimulated for creative
empowerment in the digital era. The book reflects on why and how
design practice and design research should explore digital
creativity, and promote the empowerment of creativity, presenting
two flexible tools specifically developed to observe the influences
on multiple level of human creativity in the digital transition,
and understand their positive and negative effect on the creative
design process. An overview of the main influences and
opportunities collected by adopting the two tools are presented
with guidelines to design actions to empower the process for
innovation.
The New Cinematic Weird argues that weird fiction is rising also in
audiovisual culture. Presenting several detailed analyses of weird
cinematic works, the book shows how the new cinematic weird is best
understood as atmospheric worldings - affective intensities that
suffuse the experience of the cinematic weird. The weird exists as
an experiential field, an inflation of the world. These worldings
disclose a variety of experiences. The book engagingly shows how
creepy, unsettling, ominous, uneasy, and eerie atmospheres provide
a way into the weird experience. This book is important to anyone
interested in the audiovisual weird, cinematic atmospheres, how
audiovisual media produce worlds, and how weird fiction challenges
our conception of the way the world is.
Emerging technologies enable a wide variety of creative expression,
from music and video to innovations in visual art. These
aesthetics, when properly explored, can enable enhanced
communication between all kinds of people and cultures. The
Handbook of Research on Digital Media and Creative Technologies
considers the latest research in education, communication, and
creative social expression using digital technologies. By exploring
advances in art and culture across national and sociological
borders, this handbook serves to provide artists, theorists,
information communication specialists, and researchers with the
tools they need to effectively disseminate their ideas across the
digital plane.
Just as the AutoCAD software continues to be improved and
perfected, so does the Beginning AutoCAD (R) Exercise Workbook.
This work is truly the ideal package from which to learn AutoCAD,
whether you're a complete beginner, or simply learning about the
latest features. The new AutoCAD 2022 software includes features
such as Installer, which reduces the number of steps needed for the
initial install, Share Current Drawing, allowing other users to
view or edit a drawing in the online AutoCAD Web application, and
Trace, encouraging collaboration on drawing changes using the
AutoCAD Web and Mobile apps. Readers can download the provided
templates used for drawings in the book from the Industrial Press
website. Expert author duo Shrock and Heather share their knowledge
with students and instructors, including plenty of inside tips and
dozens of exercises to help users get comfortable and see real
progress. NEW AND/OR IMPROVED FEATURES IN BEGINNING AUTOCAD 2022:
Redesigned Start Tab-There are three main sections that provide
access to recent work, enabling users to carry on where they left
off, and offering them access to online saved drawing files.
(Included in Lesson 1) Count-The new Count feature allows users to
count the instances of objects and Blocks that are placed in their
drawing. (Included in Lesson 29) Floating Drawing Tabs-Users can
now drag a drawing file Tab from the main AutoCAD application
window to make it a separate drawing file window. This is extremely
useful for those with two or more monitors. (Included in Lesson 2)
The second title in a new series elevates your skills in
composition and narrative with guidance from established
world-class artists. As an established authority on art and design
with a growing stable of high-calibre artist-authors, 3dtotal
Publishing is uniquely placed to produce Artists' Master Series.
Launched in 2021 with Artists' Master Series: Color & Light,
the second volume in this exciting new series takes another deep
dive into key areas of art theory, this time spotlighting
composition and narrative. No matter what medium you work in, this
combination can be the driving force that elevates art from "good"
to "world-class". This book takes these fundamentals and pushes
them to an advanced level of understanding and application. To
achieve this ambitious brief, a select few, hugely popular industry
experts reveal how they plan and execute these techniques. Their
in-depth illustrated advice, detailed step-by-step tutorials,
enlightening case studies, and awe-inspiring inspiration provide a
distinctive and invaluable blend of professional-grade techniques
that can't be found anywhere else. For artists and designers aiming
to raise their game to expert level, the Artists' Masters Series is
the key to success.
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