|
Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Zweisprachige Ausgabe (deutsch/englisch) / Bilingual edition
(English/German) Vertauschte Koepfe erscheint begleitend zur ersten
gemeinsamen Ausstellung der Bruder Andreas Muhe und Konrad Muhe im
KUNSTWERK Sammlung Klein. Wie koennen sich zwei Bruder, die
unterschiedlicher nicht sein koennten, auf Augenhoehe begegnen und
ihre Arbeiten in Einklang bringen? Was sie eint, ist die intensive
Auseinandersetzung mit der Familiengeschichte. Unterschiede
erganzen sich: Wahrend sich der eine mit der Verwobenheit von
Familiengeschichte und deutscher Geschichte beschaftigt, bearbeitet
der andere das Verhaltnis von menschlichen und technologischen
Koerpern sowie deren politische Subtexte in der Gegenwart. Gleich
einer Familie, die sich unterschiedliche Geschichten ubereinander
erzahlt, greift der Katalog die verschiedenen Zeitebenen und
Erzahlstrange auf. So enthalt Vertauschte Koepfe gleich mehrere
Bucher, die sich aufeinander beziehen und gegenseitig
herausfordern: Die Arbeiten von Andreas und Konrad Muhe treten in
Wechselbeziehung mit Texten von Valeria Waibel, Karsten Ehlers,
Monika Maron, Kito Nedo und einem Comic von Gregor Hinz. Es schwebt
die Frage im Raum: Wie fest ist der Untergrund des gemeinsamen
Fundaments?
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.
The provocative pop artist's on-screen experiments, newly brought
to light in this essential reference work In the 1960s, Andy Warhol
(1928-1987) produced hundreds of film and video works-short and
long, silent and sound, scripted and improvised. This catalogue
raisonne of the artist's films, a complement to 2006's Andy Warhol
Screen Tests, focuses on works he produced from 1963 to 1965.
Detailed cataloguing of each work is combined with orienting and
enlightening essays that cover Warhol's influences, source
material, working methods, and technical innovations, as well as
his engagement with the people he filmed and how they came to life
on the screen. In addition, rich entries offer detailed summaries
and analysis of more than a hundred individual works. The vigorous
illustration program includes countless stills and documentary
images to further elucidate the film works, including many that
have circulated only rarely. Warhol's dynamic and creative approach
to filmmaking redefined the genre, drawing audiences and receiving
positive attention along with deep criticism. In 1970, he placed
his films in storage for the next 14 years, taking them out of
public view and distribution. During that time, critics and
audiences could only piece together information about these works
from hearsay, verbal accounts, and reviews. Since then, the works
have been studied, preserved, and catalogued, culminating in this
volume, which illuminates the true significance of Warhol's radical
experiments in film and his mastery of the medium. Distributed for
the Whitney Museum of American Art
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.
Meet some of the finest 2D and 3D artists working in the industry
today and discover how they create some of the most innovative
digital art in the world. More than a gallery book or a coffee
table book- Digital Art Masters Volume 4 includes 50 artists and
900 unique and stunning 2D and 3D digital artworks. Beyond the
breaktaking images is a breakdown of the techniques, challenges and
tricks the artists employed while creating stunning imagery.
This volume, much like the previous volumes is not your standard
coffee table book nor is it our usual how-to-book. This book offers
inspiration and insight for the advanced amateur and professional
CG artists. The Digital Art Masters series has expanded upon the
competition's gallery book concept and has added the insight and
experiences of professional CG artists worldwide.
Divided into 5 sections, Sci-Fi, Scene, Fantasy, Character and
Cartoon, Each featured artist segement will include the thought
processes behind creating unique digital images and an artist
portfolio for further inspiration. Find your inspiration and
discover the tips, tricks and techniques that really work.
Light has fascinated human beings since the dawn of mankind. To
that end, iridescence is a compelling means to ideate and create,
due to its ability to interact with light to produce captivating
multi-coloured illusions that shift with the viewer's vantage
point. Its kaleidoscopic nature also allows it to be subtle yet
striking all at once, making it a versatile finish with lasting
visual impact that pops. PALETTE 08: Iridescent explores the power
and possibilities of a colour and a palette both existing in a
single form through more than 100 creative projects from all around
the world. Whether they are applied to create depth and dimension
or used to transform physical attributes and perspectives, discover
how artists and designers today are experimenting with holographic
hues to generate new work and realms that intrigue and inspire.
Henry Willson was one of the quintessential power brokers in
Hollywood during the late 1940s and 1950s when he launched the
careers of Rock Hudson, Lana Turner, Tab Hunter, Natalie Wood, and
many others. He was also a true casting couch agent, brokering sex
for opportunity on the silver screen. While this practice was
rampant across Hollywood, for gay actors and film professionals the
casting couch was a dangerous cliff: a public revelation could and
would ruin a career. "The Man Who Invented Rock Hudson" is an
incredible biography as well as a harrowing look into Hollywood at
a time of great sexual oppression, roaming vice squads searching
for gay and/or communist activity, and the impossibilities for gay
actors of the era.
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.
Francois Truffaut called "Night and Fog" "the greatest film ever
made." But when Alain Resnais finished his documentary, with its
depiction of Nazi atrocities, the resistance of the French censors
was fierce. A mere decade had passed since the end of the war, and
the French public was unprepared to confront the horrors shown in
the film--let alone the possibility of French complicity. In fact
it would be through "Night and Fog" that many viewers first
learned, as film critic Serge Daney put it, "that the worst had
only just taken place."
An engrossing account of the genesis, production, and legacy of
Resnais's incomparable film, this book documents in extraordinary
detail how a film that began as a cinematic spin-off of an
educational exhibition on "resistance, liberation, and deportation"
went on to become a significant step in the building of a
collective consciousness of the tragedy of World War II. Sylvie
Lindeperg frames her investigation with the story of historian Olga
Wormser-Migot, who played an integral role in the research and
writing of "Night and Fog"--and whose slight error on one point
gave purchase to the film's detractors and revisionists and
Holocaust deniers. Lindeperg follows the travails of Resnais,
Wormser-Migot, and their collaborators in a pan-European search for
footage, photographs, and other documentation. She uncovers
creative use of liberation footage to stand in for daily life of
the camps featured to such shocking effect in the film--a finding
that raises hotly debated questions about reenactment and
witnessing even as it enhances our understanding of the film's
provenance and impact.
A microhistory of a film that altered the culture it reflected,
"Night and Fog "offers a unique interpretation of the interworking
of biography, history, politics, and film in one epoch-making
cultural moment.
(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.
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.
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".
|
|