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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
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.
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) .
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.
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Explorer
(Hardcover)
Christian Grajewski
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R1,000
Discovery Miles 10 000
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Ships in 12 - 17 working days
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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.
Religion and Technology into the Future: From Adam to Tomorrow's
Eve examines the broad significance of the current trends and
accomplishments in technology (AI/robots) against the long history
of the human imagination of making sentient beings. It seeks to
enrich our understanding of the present as it is trending into the
future against the richly relevant and surprisingly long past.
Creatively considered in some depth are a wide range of specific
examples drawn especially from contemporary film and television, as
well as from cosmology, ancient mythology, biblical literature,
classical literature, folklore, evolution, popular culture,
technology, and futurist studies. This book is distinctive, in
part, in drawing on a wide range of resources demonstrating the
indispensable interrelationship among these disparate materials.
Science, technology, economics, and philosophy are seamlessly
interwoven with history, gender, culture, religion, literature, pop
culture, art, and film. Written for general as well as academic
readers, it offers fascinating and provocative insights into who we
are and where we are going.
What is a television series? A widespread answer takes it to be a
totality of episodes and seasons. Luca Bandirali and Enrico Terrone
argue against this characterization. In Concept TV: An Aesthetics
of Television Series, they contend that television series are
concepts that manifest themselves through episodes and seasons,
just as works of conceptual art can manifest themselves through
installations or performances. In this sense, a television series
is a conceptual narrative, a principle of construction of similar
narratives. While the film viewer directly appreciates a narrative
made of images and sounds, the TV viewer relies on images and
sounds to grasp the conceptual narrative that they express. Here
lies the key difference between television and film. Reflecting on
this difference paves the way for an aesthetics of television
series that makes room for their alleged prolixity, their tendency
to repetition, and their lack of narrative closure. Bandirali and
Terrone shed light on the specific ways in which television series
are evaluated, arguing that some apparent flaws of them are,
indeed, aesthetic merits when considered from a conceptual
perspective. Hence, to maximize the aesthetic value of television
series, one should not assess them in the same framework in which
films are assessed but rather in this new conceptual framework.
Metaphors in audiovisual media receive increasing attention from
film and communication studies as well as from linguistics and
multimodal metaphor research. The specific media character of film,
and thus of cinematic metaphor, remains, however, largely ignored.
Audiovisual images are all too frequently understood as iconic
representations and material carriers of information. Cinematic
Metaphor proposes an alternative: starting from film images as
affective experience of movement-images, it replaces the cognitive
idea of viewers as information-processing machines, and heals the
break with rhetoric established by conceptual metaphor theory.
Subscribing to a phenomenological concept of embodiment, a shared
vantage point for metaphorical meaning-making in film-viewing and
face-to-face interaction is developed. The book offers a critique
of cognitive film and metaphor theories and a theory of cinematic
metaphor as performative action of meaning-making, grounded in the
dynamics of viewers' embodied experiences with a film. Fine-grained
case studies ranging from Hollywood to German feature film and TV
news, from tango lesson to electoral campaign commercial,
illustrate the framework's application to media and multimodality
analysis.
With the aim to help teachers design and deliver instruction around
world films featuring child protagonists, Cultivating Creativity
through World Films guides readers to understand the importance of
fostering creativity in the lives of youth. It is expected that by
teaching students about world films through the eyes of characters
that resemble them, they will gain insight into cultures that might
be otherwise unknown to them and learn to analyze what they see.
Teachers can use these films to examine and reflect on differences
and commonalities rooted in culture, social class, gender,
language, religion, etc., through guided questions for class
discussion. The framework of this book is conceived to help
teachers develop students' ability to evaluate, analyze, synthesize
and interpret. The proposed activities seek to incite reflection
and creativity in students, and can be used as a model for teachers
in designing future lessons on other films.
en Lauschmann's work is informed by his interest in the earliest
forms of magical entertainment and the latest technical
innovations. In his largest solo exhibition to date, he explores
the use of tools, techniques and systems to solve problems, with
the aim of bypassing the tension between optimistic and sceptical
attitudes towards technology. Startle Reaction uses Lauschmann's
interest in automatons and cinema to play with the notion that we
are capable of believing in things we know are false.
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