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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In Poetic Operations artist and theorist micha cardenas considers
contemporary digital media, artwork, and poetry in order to
articulate trans of color strategies for safety and survival.
Drawing on decolonial theory, women of color feminism, media
theory, and queer of color critique, cardenas develops a method she
calls algorithmic analysis. Understanding algorithms as sets of
instructions designed to perform specific tasks (like a recipe),
she breaks them into their component parts, called operations. By
focusing on these operations, cardenas identifies how trans and
gender-non-conforming artists, especially artists of color, rewrite
algorithms to counter violence and develop strategies for
liberation. In her analyses of Giuseppe Campuzano's holographic
art, Esdras Parra's and Kai Cheng Thom's poetry, Mattie Brice's
digital games, Janelle Monae's music videos, and her own artistic
practice, cardenas shows how algorithmic analysis provides new
modes of understanding the complex processes of identity and
oppression and the intersection of gender, sexuality, and race.
Adaptation was central to Andre Bazin's lifelong query: What is
cinema? Placing films alongside literature allowed him to identify
the aesthetic and sociological distinctiveness of each medium. More
importantly, it helped him wage his campaign for a modern
conception of cinema, one that owed a great deal to developments in
the novel. The critical genius of one of the greatest film and
cultural critics of the twentieth century is on full display in
this collection, in which readers are introduced to Bazin's
foundational concepts of the relationship between film and literary
adaptation. Expertly curated and with an introduction by celebrated
film scholar Dudley Andrew, the book begins with a selection of
essays that show Bazin's film theory in action, followed by reviews
of films adapted from renowned novels of the day (Conrad,
Hemingway, Steinbeck, Colette, Sagan, Duras, and others) as well as
classic novels of the nineteenth century (Bronte, Melville,
Tolstoy, Balzac, Hugo, Zola, Stendhal, and more). As a bonus, two
hundred and fifty years of French fiction are put into play as
Bazin assesses adaptation after adaptation to determine what is at
stake for culture, for literature, and especially for cinema. This
volume will be an indispensable resource for anyone interested in
literary adaptation, authorship, classical film theory, French film
history, and Andre Bazin's criticism.
We live in an era of abundant photography. Is it then
counterintuitive to study photographs that disappear or are
difficult to discern? Kate Palmer Albers argues that it is
precisely this current cultural moment that allows us to recognize
what has always been a basic and foundational, yet unseen,
condition of photography: its ephemerality. Through a series of
case studies spanning the history of photography, The Night Albums
takes up the provocations of artists who collectively redefine how
we experience visibility. From the protracted hesitancies of
photography's origins, to conceptual and performative art that has
emerged since the 1960s, to the waves of technological
experimentation flourishing today, Albers foregrounds artists who
offer fleeting, hidden, conditional, and future modes of
visibility. By unveiling how ephemerality shapes the photographic
experience, she ultimately proposes an expanded framework for the
medium.
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.
Legendary Danish filmmaker Carl Theodor Dreyer (3 February 1889-20
March 1968) was born in Copenhagen to a single mother, Josefine
Bernhardine Nilsson, a Swede. His Danish father, Jens Christian
Torp, a married farmer, employed Nilsson as a housekeeper. After
spending his first two years in orphanages, Dreyer was adopted by
Carl Theodor Dreyer, a typographer, and his wife, Inger Marie
Dreyer. He was given his adoptive father's name. At age 16, he
renounced his adoptive parents and worked his way into the film
industry as a journalist, title card writer, screenwriter, and
director. Throughout his career he concealed his birth name and the
details of his upbringing and his adult private life, which
included a period in which he explored his homosexual orientation
and endured a nervous breakdown. Despite his relatively small
output of fourteen feature films and seven documentary short films,
1919-64, he is considered one of the greatest filmmakers in history
because of the diversity of his subjects, themes, techniques, and
styles, and the originality of the bold visual grammar he mastered.
In Cinematography of Carl Theodor Dreyer: Performative Camerawork,
Transgressing the Frame, I argue: 1) that Dreyer, an anonymous
orphan, an unsourced subject, manufactured his individuality
through filmmaking, self-identifying by shrouding himself in the
skin of film, and 2) that, as a screenwriter-director who blocked
entire feature films in his imagination in advance-sets, lighting,
photography, shot breakdowns, editing-and imposed his vision on
camera operators, lighting directors, actors, and crews in
production, he saw filmmaking essentially as camerawork and he
directed in the style of a performative cinematographer.
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