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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
The relationship between economy, finance and society has become
opaque. Quantum leaps in complexity and scale have turned this
deeply interdependent web of relations into an area of
incomprehensible abstraction. And while the economization of life
has come under widespread critique, inquiry into the political
potential of representational praxis is more crucial than ever.
This volume explores ethical, aesthetic and ideological dimensions
of economic representation, redressing essential questions: What
are the roles of mass and new media? How do the arts contribute to
critical discourse on the global techno-economic complex?
Collectively, the contributions bring theoretical debate and
artistic intervention into a rich exchange that includes but also
exceeds the conventions of academic scholarship.
Before Projection: Video Sculpture 1974 - 1995 shines a spotlight
on a body of work in the history of video art that has been largely
overlooked since its inception. Exploring the connections between
our current moment and t he point at which video art was
transformed dramatically with the entry of large - scale, cinematic
installation into the gallery space . It presents a tightly focused
survey of monitor - based sculpture made since the mid - 1970s. The
exhibition catalogue focuses on the period after very early
experimentation in video and before video art's full institutional
arrival - coinciding with the wide availability of video projection
equipment - in the gallery and museum alongside painting and
sculpture. Proposing to e xamine what aesthetic claims these works
might make in their own right, the exhibition aims to resituate
monitor sculpture more fully into the narrative between early video
and projection as well as assert its relevance for the development
of sculpture ove r the course of the 1980s in general.
Jean Otth (1940-2013) was a pioneer of video art in Switzerland.
Even while studying art history and philosophy at the University of
Lausanne and art at the Ecole cantonale d'art de Lausanne in the
early 1960s he began to experiment with the then very new medium,
making full use of its visual potential. Right from the beginning,
Otth's artistic trajectory, which still was influenced by the
practice of painting, became closely tied to the emergence of new
technologies. His works were soon exhibited in Switzerland as well
as at major international shows, such as the 1973 Biennale Sao
Paulo, the 1976 Venice Biennale, and the Documenta 6 in Kassel in
1977. Throughout his career he mixed immaterial video projection
with material reality, exploring their interaction. While
constantly questioning the media he used, Otth produced borderline
works that test the observer and provoke desire through
covering-up, reframing, and shifting. This new monograph, the first
book ever available in English on this remarkable artist, features
photographic and filmed works as well as his drawings from all
periods of his career. Text in English and French.
Children and horror are often thought to be an incompatible meeting
of audience and genre, beset by concerns that children will be
corrupted or harmed through exposure to horror media. Nowhere is
this tension more clear than in horror films for adults, where the
demonic child villain is one of the genre's most enduring tropes.
However, horror for children is a unique category of contemporary
Hollywood cinema in which children are addressed as an audience
with specific needs, fears and desires, and where child characters
are represented as sympathetic protagonists whose encounters with
the horrific lead to cathartic, subversive and productive outcomes.
Horror Films for Children examines the history, aesthetics and
generic characteristics of children's horror films, and identifies
the 'horrific child' as one of the defining features of the genre,
where it is as much a staple as it is in adult horror but with
vastly different representational, interpretative and affective
possibilities. Through analysis of case studies including
blockbuster hits (Gremlins), cult favourites (The Monster Squad)
and indie darlings (Coraline), Catherine Lester asks, what happens
to the horror genre, and the horrific children it represents, when
children are the target audience?
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.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
Therapeutic Aesthetics focuses on moving image artworks as
expressive of social psychopathological symptoms that arise in a
climate of neoliberal cognitive capitalism, such as anxiety,
depression, post- traumatic stress disorder and burnout. The book
is not about engaging with art as a therapy to express personal
traumas and symptoms but proposes that a selective range of
contemporary moving image artworks performatively mimic the
psychopathologies of cognitive capitalism in a conflictual manner.
Engaging with a range of philosophers and theorists, including
Bernard Stiegler, Franco 'Bifo' Berardi, Judith Butler, Felix
Guattari, and Eva Illouz, Maria Walsh proposes that there is no
cure, only provisional moments of reparation. To address this idea,
she uses the concept of the pharmakon, the Greek term for drug
which means both remedy and poison. Through this approach, she
maintains the conflict between the curative and the harmful in
relation to moving image artworks by artists such as Omer Fast, Liz
Magic Laser, Leigh Ledare, Oriana Fox, Gillian Wearing and Rehana
Zaman. As transitional spaces, these artworks can enable a
toleration of anxiety and conflict that may offer another kind of
aesthetic self-cultivation than the subjection to biopolitical
governance in cognitive capitalism.
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