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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Seeing the Apocalypse: Essays on Bird Box is the first volume to
explore Josh Malerman's best-selling novel and its recent film
adaptation, which broke streaming records and became a cultural
touchstone, emerging as a staple in the genre of contemporary
horror. The essays in this collection offer an interdisciplinary
approach to Bird Box, one that draws on the fields of gender
studies, cultural studies, and disability studies. The contributors
examine how Bird Box provokes questions about a range of issues
including the human body and its existence in the world, the
ethical obligations that shape community, and the anxieties arising
from technological development. Taken together, the essays of this
volume show how a critical examination of Bird Box offers readers a
guide for thinking through human experience in our own troubled,
apocalyptic times.
The ubiquity of digital images has profoundly changed the
responsibilities and capabilities of anyone and everyone who uses
them. Thanks to a range of innovations, from the convergence of
moving and still image in the latest DSLR cameras to the growing
potential of interactive and online photographic work, the lens and
screen have emerged as central tools for many artists. Vision Anew
brings together a diverse selection of texts by practitioners,
critics, and scholars to explore the evolving nature of the
lens-based arts. Presenting essays on photography and the moving
image alongside engaging interviews with artists and filmmakers,
Vision Anew offers an inspired assessment of the medium's ongoing
importance in the digital era. Contributors include: Ai Weiwei,
Gerry Badger, David Campany, Lev Manovich, Christian Marclay,
Laszlo Moholy-Nagy, Walter Murch, Trevor Paglen, Pipilotti Rist,
Shelly Silver, Rebecca Solnit, and Alec Soth, among others. This
vital collection is essential reading for artists, educators,
scholars, critics and curators, and anyone who is passionate about
the lens-based arts.
Hans P. Bacher is acknowledged as one of the greats of production
design for animation, He has been given access to Disney's archives
to uncover eye-popping examples of both his own work and that of
his colleagues. Featured are illustrations from 'Bambi', 'Mulan',
'Beauty and the Beast', 'Brother Bear' and many more.
Few directors of the 1930s and 40s were as distinctive and popular
as Preston Sturges, whose whipsmart comedies have entertained
audiences for decades. This book offers a new critical appreciation
of Sturges' whole oeuvre, incorporating a detailed study of the
last ten years of his life from new primary sources. Preston
Sturges details the many unfinished projects of Sturges' last
decade, including films, plays, TV series and his autobiography.
Drawing on diaries, sketchbooks, correspondence, unpublished
screenplays and more, Nick Smedley and Tom Sturges present the
writer-director's final years in more detail than we've ever seen,
showing a master still at work - even if very little of that work
ultimately made it to the screen or stage.
Based on the omnipresent term 'Industry 4.0', the publication
#material4.0 reflects the interplay between the virtual world and
the physical-real space. As part of the exhibition at Galerie Stadt
Sindelfingen, 13 international artists, mostly 'digital natives',
examine how computer dependent automation and digitalisation are
reflected in an art context. How does art output change from
production to the aesthetic? How is this kind of media used in
posing artistic questions? The positions of digital art pioneers
fill us in. The publication documents the exhibition with numerous
illustrations of works and a collection of complementary texts.
Artists: Christian von Borries, Kate Cooper, JAK, Kanta Kimura,
Mathilde Lavenne, Jung Lee, Florian Model, Manfred Mohr, Marco
Schmitt, Lidia Sigle, Adam Slowik, Ivar Veermae, Ryszard Winiarski.
With contributions by Manfred Mohr, Frieder Nake and Peter Weibel.
Exhibition at the Galerie Stadt Sindelfingen (DE), 6 October 2018 -
3 March 2019. Text in English and German.
A History of Video Art is a revised and expanded edition of the
2006 original, which extends the scope of the first edition,
incorporating a wider range of artists and works from across the
globe and explores and examines developments in the genre of
artists' video from the mid 1990s up to the present day. In
addition, the new edition expands and updates the discussion of
theoretical concepts and ideas which underpin contemporary artists'
video. Tracking the changing forms of video art in relation to the
revolution in electronic and digital imaging that has taken place
during the last 50 years, A History of Video Art orients video art
in the wider art historical context, with particular reference to
the shift from the structuralism of the late 1960s and early 1970s
to the post-modernist concerns of the 1980s and early 1990s. The
new edition also explores the implications of the
internationalisation of artists' video in the period leading up to
the new millennium and its concerns and preoccupations including
post-colonialism, the post-medium condition and the impact and
influence of the internet.
The first analysis of the relationship between art and video games,
from the sixties until today. Art and play: how many forms does
this relationship take? Duchamp used to say that art was a game and
that games were art. When video games joined the dance of the muses
this relationship was further enriched. Video games are an art and
in recent years they have had a crucial influence on other arts:
cinema, literature, music and visual arts. They stand at the
crossroads between very diverse forms of culture and product, and
it is precisely the anomaly inherent in this encounter/clash that
makes them so terribly interesting. Neoludica is an in-depth
exploration of the relationship between art and video games, and it
underlines how the video game (an interactive multimedia work) is
an art form that has yet to be understood by the world of culture.
The interactive dimension is a facet that has attracted art since
the advent of environmental installations during the sixties, and
it is a dimension that has since been developed in digital art
through video installations. The video game/art contamination
occurs not only on the aesthetic level, but also through those
elements of language which can be defined as conceptual, such as
interactivity mentioned above. Naturally, it acquires an artistic
dimension when its aims go beyond mere technical prowess and
explore the world of fantasy.
Perhaps best known for Rebel without a Cause, American filmmaker
Nicholas Ray directed dozens of movies in the film noir genre,
including In a Lonely Place, Johnny Guitar, and They Live by Night.
Born in Galesville, Wisconsin, in 1911, Ray was an iconoclastic
figure in film-an alcoholic, depressive, and compulsive gambler-who
found himself increasingly blacklisted in Hollywood in the 1960s
only to be heralded as the spiritual father to American cinema's
New Wave and one of America's greatest rebel auteurs. From Martin
Scorsese to Jean-Luc Godard and Jim Jarmusch, Ray's influence can
be seen throughout the work of some of the twentieth century's
greatest directors. In this authoritative biography, Bernard
Eisenschitz leaves no stone unturned.
"Database Aesthetics" examines the database as cultural and
aesthetic form, explaining how artists have participated in network
culture by creating data art. The essays in this collection look at
how an aesthetic emerges when artists use the vast amounts of
available information as their medium. Here, the ways information
is ordered and organized become artistic choices, and artists have
an essential role in influencing and critiquing the digitization of
daily life.
Contributors: Sharon Daniel, U of California, Santa Cruz; Steve
Deitz, Carleton College; Lynn Hershman Leeson, U of California,
Davis; George Legrady, U of California, Santa Barbara; Eduardo Kac,
School of the Art Institute of Chicago; Norman Klein, California
Institute of the Arts; John Klima; Lev Manovich, U of California,
San Diego; Robert F. Nideffer, U of California, Irvine; Nancy
Paterson, Ontario College of Art and Design; Christiane Paul,
School of Visual Arts in New York; Marko Peljhan, U of California,
Santa Barbara; Warren Sack, U of California, Santa Cruz; Bill
Seaman, Rhode Island School of Design; Grahame Weinbren, School of
Visual Arts, New York.
Victoria Vesna is a media artist, and professor and chair of the
Department of Design and Media Arts at the University of
California, Los Angeles.
(Bilingual edition: English / German) Between light and shadow
Liddy Scheffknecht is one of Austria's most experimental young
visual artists. The publication Liddy Scheffknecht - Points in Time
presents selected works from the past decade (2010-2020). Liddy
Scheffknecht's work encompasses a broad spectrum of media, yet
forms a coherent, ongoing artistic program. In photographic
sequences, installations, sculptures, drawings, and media hybrids,
the artist explores the relationship between temporality,
perception, and space; in doing so, she creates and ruptures
illusions in equal measure. Liddy Scheffknecht's artistic works use
immaterial media such as sunlight and shadow as well as classical
sculptural materials and digital media.
Many believe Max Steiner's score for "King Kong" (1933) was the
first important attempt at integrating background music into sound
film, but a closer look at the industry's early sound era
(1926--1934) reveals a more extended and fascinating story. Viewing
more than two hundred films from the period, Michael Slowik
launches the first comprehensive study of a long-neglected phase in
Hollywood's initial development, recasting the history of film
sound and its relationship to the "Golden Age" of film music
(1935--1950).
Slowik follows filmmakers' shifting combinations of sound and
image, recapturing the volatility of this era and the variety of
film music strategies that were tested, abandoned, and kept. He
explores early film music experiments and accompaniment practices
in opera, melodrama, musicals, radio, and silent films and
discusses the impact of the advent of synchronized dialogue. He
concludes with a reassessment of "King Kong" and its groundbreaking
approach to film music, challenging the film's place and importance
in the timeline of sound achievement.
Before the advent of television, cinema offered serialized films as
a source of weekly entertainment. This book traces the history from
the days of silent screen heroines to the sound era's daring
adventure serials, unearthing a thriving film culture beyond the
self-contained feature. Through extensive archival research, Ilka
Brasch details the aesthetic appeals of film serials within their
context of marketing and exhibition, looking at how they adapted
the pleasures of a flourishing crime fiction culture to both serial
visual culture and the affordances of the media-modernity of the
early 20th century. The study furthermore traces the relationship
of film serials to the broadcast models of radio and television and
thereby shows how film serials introduced modes of storytelling
that informed popular culture even beyond the serial's demise.
Images can be studied in many ways-as symbols, displays of artistic
genius, adjuncts to texts, or naturally occurring phenomena like
reflections and dreams. Each of these approaches is justified by
the nature of the image in question as well as the way viewers
engage with it. But images are often something more when they
perform in ways that exhibit a capacity to act independent of human
will. Images come alive-they move us to action, calm us, reveal the
power of the divine, change the world around us. In these
instances, we need an alternative model for exploring what is at
work, one that recognizes the presence of images as objects that
act on us. Building on his previous innovative work in visual and
religious studies, David Morgan creates a new framework for
understanding how the human mind can be enchanted by images in
Images at Work. In carefully crafted arguments, Morgan proposes
that images are special kinds of objects, fashioned and recognized
by human beings for their capacity to engage us. From there, he
demonstrates that enchantment, as described, is not a violation of
cosmic order, but a very natural way that the mind animates the
world around it. His groundbreaking study outlines the deeply
embodied process by which humans create culture by endowing places,
things, and images with power and agency. These various
agents-human and non-human, material, geographic, and
spiritual-become nodes in the web of relationships, thus giving
meaning to images and to human life. Marrying network theory with
cutting-edge work in visual studies, and connecting the visual and
bodily technologies employed by the ancient Greeks and Romans to
secular icons like Che Guevara, Abraham Lincoln, and Mao, Images at
Work will be transformative for those curious about why images seem
to have a power of us in ways we can't always describe.
Barbis Ruder: 10 Jahre Performancekunst Im Fokus der Arbeiten der
Performance- und Medienkunstlerin Barbis Ruder steht der Koerper -
als Ausgangs- und Untersuchungsobjekt zugleich. In ihren
Performances und multimedialen Arbeiten lotet Ruder Themen wie
Wirtschaft, Arbeit, Intimitat und Konventionen aus. Der Koerper
kommt im bewegten Bild, in Skulpturen, Installationen und auf der
Buhne zum Einsatz. Das Buch prasentiert erstmals das gesamte Werk
von Barbis Ruder und zeigt die Vielschichtigkeit ihres Schaffens.
In unterschiedlichen Werkzyklen wird der Koerper immer wieder neu
ver- und behandelt, im Spannungsfeld zwischen Emanzipation und
Kapitalismus. Die umfangreiche Werkschau versammelt trashige
Buhnenperformances und bildhauerische Werke ebenso wie
Videoarbeiten und gibt Einblicke in Werkentwicklungen, die durch
Zeichnungen und Studien dokumentiert sind. Erstes umfassendes
Werkportrat der Performance- und Medienkunstlerin Barbis Ruder
Aufwendig gestaltetes Buchobjekt, mit zahlreichen grossformatigen
Abbildungen Mit Beitragen von Lona Gaikis und Peter Kozek sowie
einer Einleitung von Madeleine Frey
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".
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