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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
This book provides a framework by which a global audience might
think theologically about contemporary films produced in mainland
China by Chinese directors. Up to this point the academic
discipline of Christian theology and film has focussed
predominantly on Western cinema, and as a result, has missed out
the potential insights offered by Chinese spirituality on film.
Mainland Chinese films, produced within the nation's social
structure, offer an excellent lingua franca of China. Illuminating
the spiritual imagination of Chinese filmmakers and their yearning
for transcendence, the book uses Richard A. Blake's concept of
afterimage to analyse the potential theological implications of
their films. It then brings Jurgen Moltmann's
"immanent-transcendence" and Robert K. Johnston's "God's wider
Presence" into conversation with Confucianist and Daoist ideas of
there being, spirituality-speaking, "More in Life than Meets the
Eye" than simply material existence. This all combines to move
beyond film and allow for a Western audience to gain a new
perspective on Chinese culture and traditions. One that uses
familiar Western terms, while avoiding the imposition of a Western
mindset. This is a new perspective on cinema, religion and Chinese
culture that will be of keen interest to scholars of Religion and
Film, Religious Studies, Theology, Sociology of Religion and
Chinese Studies.
In the wake of the 1952 Revolution, Egypt s future Nobel laureate
in literature devoted himself exclusively to writing for film. The
Aesthetic of Revolution in the Film and Literature of Naguib
Mahfouz is the first full-length study in English to examine this
critical period in the author s career and to contextualize it
within the scope of post-revolutionary Egyptian politics and
culture. Before returning to literature in 1959 with his
post-revolutionary masterpiece Children of the Alley, Mahfouz wrote
or co-wrote some twenty odd scripts, many of them among the most
successful in Egyptian history. He did so at a time when film was
the country s second largest export commodity after cotton and the
domestic film industry in Egypt the fourth largest in the world.
Artistically, his screenplays channeled the ideology of the
revolution, often raising themes of oppression and liberation, and
almost always within a storyline of criminal transgression. But as
he discussed in later articles and interviews, the capacity for
film to enumerate the flow of life through montage, jump cuts,
lighting, and close ups helped him to develop a darker, faster, and
more complex vision of society. This technological revolution was
followed by a literary one in the 1960s, a time when Mahfouz would
generate through a series of short, trenchant, and often comedic
novellas, a deeply measured meditation on the experience of
collective upheaval and the interpersonal impact of political
transformation."
This collection of essays by biblical scholars is the first
book-length treatment of the 2014 film Noah, directed by Darren
Aronofsky. The film has proved to be of great interest to scholars
working on the interface between the Bible and popular culture, not
only because it was heralded as the first of a new generation of
biblical blockbusters, but also because of its bold, provocative,
and yet unusually nuanced approach to the interpretation and use of
the Noah tradition, in both its biblical and extra-biblical forms.
The book's chapters, written by both well-established and
up-and-coming scholars, engage with and analyze a broad range of
issues raised by the film, including: its employment and
interpretation of the ancient Noah traditions; its engagement with
contemporary environmental themes and representation of non-human
animals; its place within the history of cinematic depictions of
the flood, status as an 'epic', and associated relationship to
spectacle; the theological implications of its representation of a
hidden and silent Creator and responses to perceived revelation;
the controversies surrounding its reception among religious
audiences, especially in the Muslim world; and the nature and
implications of its convoluted racial and gender politics. Noah as
Antihero will be of considerable interest to scholars conducting
research in the areas of religion and film, contemporary
hermeneutics, reception history, religion and popular culture,
feminist criticism, and ecological ethics.
Videogame history is not just a history of one successful
technology replacing the next. It is also a history of platforms
and communities that never quite made it; that struggled to make
their voices heard; that aggravated against the conventions of the
day; and that never enjoyed the commercial success or recognition
of their major counterparts. In Minor Platforms in Videogame
History, Benjamin Nicoll argues that 'minor' videogame histories
are anything but insignificant. Through an analysis of
transitional, decolonial, imaginary, residual, and minor videogame
platforms, Nicoll highlights moments of difference and
discontinuity in videogame history. From the domestication of
vector graphics in the early years of videogame consoles to the
'cloning' of Japanese computer games in South Korea in the 1980s,
this book explores case studies that challenge taken-for-granted
approaches to videogames, platforms, and their histories.
This volume collects twenty original essays on the philosophy of
film. It uniquely brings together scholars working across a range
of philosophical traditions and academic disciplines to broaden and
advance debates on film and philosophy. The book includes
contributions from a number of prominent philosophers of film
including Noel Carroll, Chris Falzon, Deborah Knight, Paisley
Livingston, Robert Sinnerbrink, Malcolm Turvey, and Thomas
Wartenberg. While the topics explored by the contributors are
diverse, there are a number of thematic threads that connect them.
Overall, the book seeks to bridge analytic and continental
approaches to philosophy of film in fruitful ways. Moving to the
individual essays, the first two sections offer novel takes on the
philosophical value and the nature of film. The next section
focuses on the film-as-philosophy debate. Section IV covers
cinematic experience, while Section V includes interpretations of
individual films that touch on questions of artificial
intelligence, race and film, and cinema's biopolitical potential.
Finally, the last section proposes new avenues for future research
on the moving image beyond film. This book will appeal to a broad
range of scholars working in film studies, theory, and philosophy.
Today the media arts not only address the great themes of our
times, they inhabit the very media of which they speak. The
contemporary is global, but only because of the media that enable
globalisation. Those media are almost nowhere apparent in the
mainstream practice of art that we see in biennials from Venice to
Sao Paolo. The media arts reflect back to us our present condition,
and in the archive present us with the ghosts of what we were, and
what we failed to become. This book brings the reader into the
centre of these strange encounters, introducing us to the rich
legacies and futures of the most important arts of the last hundred
years. It also looks ahead to the future and asks what happens to
the condition of being human within the new constellation into
which we are entering?
Make motion capture part of your graphics and effects arsenal. This
introduction to motion capture principles and techniques delivers a
working understanding of today's state-of-the-art systems and
workflows without the arcane pseudocodes and equations. Learn about
the alternative systems, how they have evolved, and how they are
typically used, as well as tried-and-true workflows that you can
put to work for optimal effect. Demo files and tutorials provided
on the downloadable resources deliver first-hand experience with
some of the core processes.
Andrew Rapo and Alex Michael explain all the important programming
concepts from a designer's point of view, making them completely
accessible to non-programmers. Completely revised and rewritten
this second edition will help you develop professional ActionScript
2 applications, and communicate knowledgably about current, Object
Oriented ActionScript 2 techniques.Divided into four sections to
take you from novice to professional results: Flash Fundamentals:
Introduces the Flash authoring environment and basic core Flash
concepts. ActionScript 2 Fundamentals: Explains basic programming
concepts and terminology, and shows how ActionScript 2 classes are
constructed and used. Built-in Classes: Describes the built-in
ActionScript classes that are available for use in applications,
including the MovieClip class, Key class, Sound class, etc. Using
ActionScript to Build a Game: Describes the development process for
creating a complex Flash application and presents
commercial-quality game coding examples.
Model, texture and animate with Cinema 4D 11 using the techniques
and tips provided in Cinema 4D 11 Workshop. Starting with all of
the basic concepts, functions, and tools - follow along to the
workshop tutorials that deliver a hands-on knowledge of the new R11
toolset as well as the returning advanced features. The companion
website provides all of the required tutorial media from the
projects in the book so that you create your own working models and
animations.
"Movies are our way of telling God what we think about this world
and our place in it. . . . Movies can be many things: escapist
experiences, historical artifacts, business ventures, and artistic
expressions, to name a few. I'd like to suggest that they can also
be prayers." Movies do more than tell a good story. They are
expressions of raw emotion, naked vulnerability, and unbridled
rage. They often function in the same way as prayers, communicating
our deepest longings and joys to a God who hears each and every
one. In this captivating book, Filmspotting co-host Josh Larsen
brings a critic's unique perspective to how movies function as
expressions to God of lament, praise, joy, confession, and more.
His clear expertise and passion for the art of film, along with his
thoughtful reflections on the nature of prayer, will bring you a
better understanding of both. God's omnipresence means that you can
find him whether you're sitting on your sofa at home or in the
seats at the theater. You can talk to him wherever movies are
shown. And when words fail, the perfect film might be just what you
need to jump-start your conversations with the Almighty.
In Instructional Cinema and African Audiences in Colonial Kenya,
1926-1963, the author argues against the colonial logic instigating
that films made for African audiences in Kenya influenced them to
embrace certain elements of western civilization but Africans had
nothing to offer in return. The author frames this logic as
unidirectional approach purporting that Africans were passive
recipients of colonial programs. Contrary to this understanding,
the author insists that African viewers were active participants in
the discourse of cinema in Kenya. Employing unorthodox means to
protest mediocre films devoid of basic elements of film production,
African spectators forced the colonial government to reconsider the
way it produced films. The author frames the reconsideration as
bidirectional approach. Instructional cinema first emerged as a
tool to "educate" and "modernize" Africans, but it transformed into
a contestable space of cultural and political power, a space that
both sides appropriated to negotiate power and actualize their
abstract ideas.
From gaming consoles to smartphones, video games are everywhere
today, including those set in historical times and particularly in
the ancient world. This volume explores the varied depictions of
the ancient world in video games and demonstrates the potential
challenges of games for scholars as well as the applications of
game engines for educational and academic purposes. With successful
series such as "Assassin's Creed" or "Civilization" selling
millions of copies, video games rival even television and cinema in
their role in shaping younger audiences' perceptions of the past.
Yet classical scholarship, though embracing other popular media as
areas of research, has so far largely ignored video games as a
vehicle of classical reception. This collection of essays fills
this gap with a dedicated study of receptions, remediations and
representations of Classical Antiquity across all electronic gaming
platforms and genres. It presents cutting-edge research in classics
and classical receptions, game studies and archaeogaming, adopting
different perspectives and combining papers from scholars, gamers,
game developers and historical consultants. In doing so, it
delivers the first state-of-the-art account of both the wide array
of 'ancient' video games, as well as the challenges and rewards of
this new and exciting field.
Video art emerged as an art form that from the 1960s and onwards
challenged the concept of art - hence, art historical practices.
From the perspective of artists, critics, and scholars engaged with
this new medium, art was seen as too limiting a notion. Important
issues were to re-think art as a means for critical investigations
and a demand for visual reconsiderations. Likewise, art history was
argued to be in crisis and in need of adapting its theories and
methods in order to produce interpretations and thereby establish
historical sense for moving images as fine art. Yet, as this book
argues, video art history has evolved into a discourse clinging to
traditional concepts, ideologies, and narrative structures -
manifested in an increasing body of texts. Video Art Historicized
provides a novel, insightful and also challenging re-interpretation
of this field by examining the discourse and its own premises. It
takes a firm conceptual approach to the material, examining the
conceptual, theoretical, and methodological implications that are
simultaneously contested by both artists and authors, yet
intertwined in both the legitimizing and the historicizing
processes of video as art. By engaging art history's most debated
concepts (canon, art, and history) this study provides an in-depth
investigation of the mechanisms of the historiography of video art.
Scrutinizing various narratives on video art, the book emphasizes
the profound and widespread hesitations towards, but also the
efforts to negotiate, traditional concepts and practices. By
focusing on the politics of this discourse, theoretical issues of
gender, nationality, and particular themes in video art, Malin
Hedlin Hayden contests the presumptions that inform video art and
its history.
Electronic art offers endless opportunities for reflection and
interpretation. Works can be interactive or entirely autonomous and
the viewer's perception and reaction to them may be challenged by
constantly transforming images. Whether the transformations are a
product of the appearances or actions of a viewer in an
installation space, or a product of a self-contained computer
program, is a source of constant fascination. Some viewers may feel
strange or unnerved by a work, while others may feel welcoming,
humorous, and playful emotions. The art may also provoke a critical
response to social, aesthetic, and political aspects of early
twenty-first-century life. This book approaches electronic art
through the teachings of Jacques Lacan, whose return to Freud has
exerted a powerful and wide-ranging influence on psychoanalysis and
critical theory in the twentieth century. David Bard-Schwarz draws
on his experience with Lacanian psychoanalysis, music, and
interactive and traditional arts in order to address aspects of the
works the viewer may find difficult to understand. Dividing his
approach over four thematic chapters-Bodies, Voices, Eyes, and
Signifiers-Bard-Schwarz explores the links between works of new
media and psychoanalysis (how we process what we see, hear, touch,
imagine, and remember). This is a fascinating book for new media
artists and critics, museum curators, psychologists, students in
the fine arts, and those who are interested in digital technology
and contemporary culture.
Electronic art offers endless opportunities for reflection and
interpretation. Some works are either interactive or entirely
autonomous, and the viewer's perception and reaction to them may be
challenged by constantly transforming images. Whether the
transformations are a product of the appearances or actions of a
viewer in an installation space, or a product of a self-contained
computer program, is a source of constant fascination. Some viewers
may feel strange or unnerved by a work, while others may feel
welcoming, humorous, and playful emotions. The art may also provoke
a critical response to social, aesthetic, and political aspects of
early twenty-first century life. This book approaches electronic
art through the teachings of Jacques Lacan, whose return to Freud
has exerted a powerful and wide-ranging influence on psychoanalysis
and critical theory in the twentieth century. An Introduction to
Electronic Art through the Teaching of Jacques Lacan brings
together New Media works of art and Lacanian psychoanalysis. David
Schwarz draws on his experience with Lacanian psychoanalysis,
music, interactive and traditional arts in order to address aspects
of the works the viewer may find difficult to understand. Dividing
his approach over four thematic chapters - Bodies, Voices, Eyes and
Signifiers - Schwarz explores the links between works of New Media
and psychoanalysis (how we process what we see, hear, touch,
imagine, and remember). This is a fascinating book for New Media
artists and critics, museum curators, psychologists, students in
the fine arts and those who are interested in digital technology
and contemporary culture.
Is art created with computers really art? This book answers 'yes.'
Computers can generate visual art with unique aesthetic effects
based on innovations in computer technology and a Postmodern
naturalization of technology wherein technology becomes something
we live in as well as use. The present study establishes these
claims by looking at digital art's historical emergence from the
1960s to the start of the present century. Paul Crowther, using a
philosophical approach to art history, considers the first steps
towards digital graphics, their development in terms of
three-dimensional abstraction and figuration, and then the
complexities of their interactive formats.
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