Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In his signature book, award-winning television producer-director-writer & documentary filmmaker, Craig D. Forrest, provides a wealth of valuable production insights - a field manual of sorts - that include strategies, wisdom, tips and tactics meant to inspire your next digital film or video shoot to be truly professional, organized and effective. Craig's sage advice - both successes and failures - is drawn from a professional career of extensive world travel, diverse media projects and dangerous overseas assignments for leading networks, channels, agencies and groups scattered across the globe. Chapters include Story, Directing, Communication, Planning, Decision-Making, Clients/Talent, Interviewing, Camera, Sound, Lighting, Budget, Editing, Travel, Culture, Teamwork and Taboos. Each chapter also features insider knowledge provided by famous directors, savvy creative talent and notable filmmakers. Whether you're a novice or pro, their practical wisdom alone adds invaluable insight to a filmmaking book designed to be a production benchmark.
When inventor and movie studio pioneer Thomas Edison wanted to capture western magic on film in 1904, where did he send his crew? To Oklahoma's 101 Ranch near Ponca City. And when Francis Ford Coppola readied young actors Tom Cruise and Matt Dillon to portray teen class strife in the 1983 movie "The Outsiders," he took cast and crew to Tulsa, the setting of S. E. Hinton's acclaimed novel. From Edison to Coppola and beyond, Oklahoma has served as both backdrop and home base for cinematic productions. The only book to chronicle the history of made-in-Oklahoma films, John Wooley's "Shot in Oklahoma" explores the variety, spunk, and ingenuity of moviemaking in the Sooner State over more than a century. Wooley's trek through cinematic history, buttressed by meticulous research and interviews, hits the big films readers have heard of--but maybe didn't realize were shot in the state--along with lesser-known offerings. We also get the films' intriguing backstories. For instance, President Theodore Roosevelt's fascination with a man purportedly able to catch a wolf in his hands led to "The Wolf Hunt," shot in the Wichita Mountains and screened in the White House in 1909. Over time, homegrown movies such as "Where the Red Fern Grows" (1974, 2003) have given way to feature films including "The Outsiders" and "Rain Man" (1988). Throughout this tale, Wooley draws attention to unsung aspects of state and cinematic history, including early all-black movies lensed in Oklahoma's African American towns and films starring American Indian leads. With a nod to more recent Hollywood productions such as "Twister" (1996) and "Elizabethtown" (2005), Wooley ultimately explores how a low-budget slasher movie created in Oklahoma in the 1980s transformed the movie business worldwide. Punctuated with photographs and including a filmography of more than one hundred productions filmed in the state, "Shot in Oklahoma" offers movie lovers and historians alike an engaging ride through untold cinematic history.
Catalog of an exhibit of Wally Gilbert's recent abstract graphic work held at the Los Angeles Center for Digital Art. These images feature strong colors and striking black and white designs.
disentanglement despite an infrastructure of concealed rituals
Trailblazing women working in digital arts media and education established the Midwest as an international center for the artistic and digital revolution in the 1980s and beyond. Foundational events at the University of Illinois and the School of the Art Institute of Chicago created an authentic, community-driven atmosphere of creative expression, innovation, and interdisciplinary collaboration that crossed gender lines and introduced artistically informed approaches to advanced research. Interweaving historical research with interviews and full-color illustrations, New Media Futures captures the spirit and contributions of twenty-two women working within emergent media as diverse as digital games, virtual reality, medicine, supercomputing visualization, and browser-based art. The editors and contributors give voice as creators integral to the development of these new media and place their works at the forefront of social change and artistic inquiry. What emerges is the dramatic story of how these Midwestern explorations in the digital arts produced a web of fascinating relationships. These fruitful collaborations helped usher in the digital age that propelled social media. Contributors: Carolina Cruz-Niera, Colleen Bushell, Nan Goggin, Mary Rasmussen, Dana Plepys, Maxine Brown, Martyl Langsdorf, Joan Truckenbrod, Barbara Sykes, Abina Manning, Annette Barbier, Margaret Dolinsky, Tiffany Holmes, Claudia Hart, Brenda Laurel, Copper Giloth, Jane Veeder, Sally Rosenthal, Lucy Petrovic, Donna J. Cox, Ellen Sandor, and Janine Fron.
An Exhibition at the CJ Gallery, San Diego.
Tracing the connections-both visual and philosophical-between new media art and classical Islamic art. In both classical Islamic art and contemporary new media art, one point can unfold to reveal an entire universe. A fourteenth-century dome decorated with geometric complexity and a new media work that shapes a dome from programmed beams of light: both can inspire feelings of immersion and transcendence. In Enfoldment and Infinity, Laura Marks traces the strong similarities, visual and philosophical, between these two kinds of art. Her argument is more than metaphorical; she shows that the "Islamic" quality of modern and new media art is a latent, deeply enfolded, historical inheritance from Islamic art and thought. Marks proposes an aesthetics of unfolding and enfolding in which image, information, and the infinite interact: image is an interface to information, and information (such as computer code or the words of the Qur'an) is an interface to the infinite. After demonstrating historically how Islamic aesthetics traveled into Western art, Marks draws explicit parallels between works of classical Islamic art and new media art, describing texts that burst into image, lines that multiply to form fractal spaces, "nonorganic life" in carpets and algorithms, and other shared concepts and images. Islamic philosophy, she suggests, can offer fruitful ways of understanding contemporary art.
This "blook" preserves the musings on media and memory that Elayne Zalis posted on her blog, VirtualDayz, from June 27, 2005, to July 15, 2006 (see http: //www.virtualdayz. blogspot.com/). Both private and public archives inspire her reflections, which explore media in transition, a range that encompasses film, video, print, digital arts, and the Web. She is interested in what artists and writers are doing and in what critics and scholars are saying.
Media screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. "Screens" addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Snow, Kate Mondloch traces the construction of screen spectatorship in art from the seminal film and video installations of the 1960s and 1970s to the new media artworks of today's digital culture. Mondloch identifies a momentous shift in contemporary art that challenges key premises of spectatorship brought about by technological objects that literally and metaphorically filter the subject's field of vision. As a result she proposes that contemporary viewers are, quite literally, screen subjects and offers the unique critical leverage of art as an alternative way to understand media culture and contemporary visuality.
Lucia Grossberger Morales weaves together her bicultural roots using the personal computer. She was born in Bolivia in 1952, emigrated to the United States when she was three and returned for a visit at sixteen. Since that visit, Bolivia has been her inspiration. Lucia is a pioneer in computer art. In 1979, she bought her first computer, the Apple II. For the next seven years, she collaborated on several software packages, including The Designers Toolkit, published by Apple Inc. In 1987, she began telling her stories of Bolivia, emigrating, and issues of identity in her multimedia installations and CD-ROMs. Her interactive installations and CD-ROMs have been shown in galleries and museums around the world.
First published in 2009, this lively art book will be re-released in 2015 alongside a new edition of the biography - as the art and life of Len Lye continue to fascinate readers in New Zealand and around the world. ""Kinetic art is the first new category of art since prehistory"", ex-pat New Zealand artist Len Lye boldly claimed in an essay in 1964. In Art that Moves: The Work of Len Lye, Roger Horrocks - author of a best-selling biography of Lye - explores what Lye meant by this, and how his own work in sculpture and film bore it out. ""My book is about an important artist and a big idea, Len Lye's idea that movement could become the basis for new forms of art. . . He believed that only a few of the possibilities of movement had so far been tapped. This book aims to explore what the world of art - and the world in general - may have looked like through the eyes of an artist whose passionate interest was 'the mystery of motion."" - Roger Horrocks. The well-illustrated book also includes a DVD containing a short documentary by Shirley and Roger Horrocks alongside brilliant footage from Lye's films and of his sculptures in motion. In this book Len Lye's art moves again - alert and alive.
Due to the fast growth in multimedia applications including transport of video over limited bandwidth capacity and error-prone networks (such as the Internet and wireless networks), a high degree of flexibility from video compression systems has become necessary. Scalable video coding is a popular technology for providing an efficient representation of video and a robust method of transmitting video over a heterogeneous environment. However, although several scalable coding algorithms have been proposed in the literature and the international standards over the past decade, these schemes can accommodate relatively limited decoding flexibility at a significant loss in compression efficiency. Therefore, this book aims to address two issues related to scalable video coding. These are: i) how to reduce the bit rate overhead associated with the existing scalable schemes, especially video coding standards, and ii) to develop a highly scalable coding system. To achieve these goals, a new-layered video coding scheme based on MC-DCT pyramid is proposed. The proposed scheme should be especially useful to professionals in the field of Video Coding and Communications.
Art integration and display of visual, audio and kinaesthetic data.
Recoded considers digital media from day to day experiences to wider political frameworks in their legal, military and economic aspects. The exhibition and series of events explored digital data, the relationship of embodied experience and digital media, and the scope and significance of surveillance technologies. Recoded features works by Alexander Egger, Anna Jermolaewa, Caleb Larsen, Manu Luksch, David Valentine/MediaShed, Trevor Paglen, plan b, RYbN, skuta and Jens Strandberg, and films by Rebecca Baron, Harun Farocki, Peter Galison and Robb Moss, and Manu Luksch. Presented by Peacock Visual Arts in collaboration with the Centre for Modern Thought at the University of Aberdeen in conjunction with their conference .
In recent years the use of film and video by British artists has
come to widespread public attention. Jeremy Deller, Douglas Gordon,
Steve McQueen and Gillian Wearing all won the Turner Prize (in
2004, 1996, 1999 and 1997, respectively) for work made on video.
This fin-de-siecle explosion of activity represents the culmination
of a long history of work by less well-known artists and
experimental filmmakers.
In recent years the use of film and video by British artists has
come to widespread public attention. Jeremy Deller, Douglas Gordon,
Steve McQueen and Gillian Wearing all won the Turner Prize (in
2004, 1996, 1999 and 1997, respectively) for work made on video.
This fin-de-siecle explosion of activity represents the culmination
of a long history of work by less well-known artists and
experimental filmmakers.
The experience of digital art and how it is relevant to information technology. In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacuum cleaner; it feels like a medium that is now taking its place beside other media like printing, film, radio, and television. The computer as medium creates new forms and genres for artists and designers; Bolter and Gromala want to show what digital art has to offer to Web designers, education technologists, graphic artists, interface designers, HCI experts, and, for that matter, anyone interested in the cultural implications of the digital revolution. In the early 1990s, the World Wide Web began to shift from purely verbal representation to an experience for the user in which form and content were thoroughly integrated. Designers brought their skills and sensibilities to the Web, as well as a belief that a message was communicated through interplay of words and images. Bolter and Gromala argue that invisibility or transparency is only half the story; the goal of digital design is to establish a rhythm between transparency-made possible by mastery of techniques-and reflection-as the medium itself helps us understand our experience of it. The book examines recent works of digital art from the Art Gallery at SIGGRAPH 2000. These works, and their inclusion in an important computer conference, show that digital art is relevant to technologists. In fact, digital art can be considered the purest form of experimental design; the examples in this book show that design need not deliver information and then erase itself from our consciousness but can engage us in an interactive experience of form and content.
Digital technology has revolutionized the way we produce and experience art today. Not only have traditional forms of art such as printing, painting, photography and sculpture been transformed by digital techniques and media, but entirely new forms such as net art, software art, digital installation and virtual reality have emerged as recognized artistic practices, collected by major museums, institutions and private collectors the world over. Here Christiane Paul surveys the developments in digital art from its appearance in the early 1990s right up to the present day, and looks ahead to what the future may hold. Drawing a distinction between work that uses digital technology as a tool to produce traditional forms and work that uses it as a medium to create new types of art, she discusses all the key artists and works. The book explores themes addressed and raised by the art, such as viewer interaction, artificial life and intelligence, political and social activism, networks and telepresence, as well as issues such as the collection, presentation and preservation of digital art, the virtual museum, and ownership and copyright.
Digital technologies have profoundly impacted the arts and expanded the field of sculpture since the 1950s. Art history, however, continues to pay little attention to sculptural works that are conceived and ‘materialized’ using digital technologies. How can we rethink the artistic medium in relation to our technological present and its historical precursors? A number of theoretical approaches discuss the implications of the so-called ‘Aesthetics of the Digital’, referring, above all, to screen-based phenomena. For the first time, this publication brings together international and trans-historical research perspectives to explore how digital technologies re-configure the understanding of sculpture and the sculptural leading into the (post-)digital age. Up-to-date research on digital technologies’ expansion of the concept of sculpture Linking historical sculptural debates with discourse on the new media and (post-)digital culture
Making Images Move reveals a new history of cinema by uncovering its connections to other media and art forms. In this richly illustrated volume, Gregory Zinman explores how moving-image artists who worked in experimental film pushed the medium toward abstraction through a number of unconventional filmmaking practices, including painting and scratching directly on the film strip; deteriorating film with water, dirt, and bleach; and applying materials such as paper and glue. This book provides a comprehensive history of this tradition of "handmade cinema" from the early twentieth century to the present, opening up new conversations about the production, meaning, and significance of the moving image. From painted film to kinetic art, and from psychedelic light shows to video synthesis, Gregory Zinman recovers the range of forms, tools, and intentions that make up cinema's shadow history, deepening awareness of the intersection of art and media in the twentieth century, and anticipating what is to come.
A generously illustrated volume that documents the career of Jason Rohrer, one of the most heralded art game designers working today. A maker of visually elegant and conceptually intricate games, Jason Rohrer is among the most widely heralded art game designers in the short but vibrant history of the field. His games range from the elegantly simple to others of almost Byzantine complexity. Passage (2007)-acquired by the Museum of Modern Art in New York-uses game rules and procedurals to create a contemporary memento mori that captures an entire lifetime in five minutes. In Chain World (2011), each subsequent player of the game's single copy modifies the rules of the universe. A Game for Someone (2013) is a board game sealed in a box and buried in the Mojave Desert, with a list of one million potential sites distributed to Rohrer's fan base. (Rohrer estimated that it would take two millennia of constant searching to find the game.) With Chain World and A Game for Someone, Rohrer became the first designer to win the prestigious Game Challenge Design award twice. This book, and the exhibition it accompanies, offers a comprehensive account of the artist's oeuvre. The book documents all seventeen of Rohrer's finished games, as well as sketches, ephemera, and related material, with color images throughout. It includes entries on individual games (with code in footnotes), artist interviews, artist writings, commentary by high scorers, and interpretive texts. Two introductory essays view Rohrer's work in the contexts of game studies and art history. Exhibition The Davis Museum at Wellesley College February-June 2016
Why do early films present the Netherlands as a country full of canals and windmills, where people wear traditional costumes and wooden shoes, while industries and modern urban life are all but absent? Images of Dutchness investigates the roots of this visual repertoire from diverse sources, ranging from magazines to tourist brochures, from anthropological treatises to advertising trade cards, stereoscopic photographs, picture postcards, magic lantern slide sets and films of early cinema. This richly illustrated book provides an in-depth study of the fascinating corpus of popular visual media and their written comments that are studied for the first time. Through the combined analysis of words and images, the author identifies not only what has been considered Ytypically DutchOE in the long nineteenth century, but also provides new insights into the logic and emergence of national cliches in the Western world. |
You may like...
Computer Generated - A 3D Art Anthology
Kyle Goodrich
Hardcover
Judy Garland, Lost on the Yellow Brick…
Michael Lee Simpson, Michael Selsman
Hardcover
|