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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Model, texture and animate with Cinema 4D 11 using the techniques and tips provided in Cinema 4D 11 Workshop. Starting with all of the basic concepts, functions, and tools - follow along to the workshop tutorials that deliver a hands-on knowledge of the new R11 toolset as well as the returning advanced features. The companion website provides all of the required tutorial media from the projects in the book so that you create your own working models and animations.
In Instructional Cinema and African Audiences in Colonial Kenya, 1926-1963, the author argues against the colonial logic instigating that films made for African audiences in Kenya influenced them to embrace certain elements of western civilization but Africans had nothing to offer in return. The author frames this logic as unidirectional approach purporting that Africans were passive recipients of colonial programs. Contrary to this understanding, the author insists that African viewers were active participants in the discourse of cinema in Kenya. Employing unorthodox means to protest mediocre films devoid of basic elements of film production, African spectators forced the colonial government to reconsider the way it produced films. The author frames the reconsideration as bidirectional approach. Instructional cinema first emerged as a tool to "educate" and "modernize" Africans, but it transformed into a contestable space of cultural and political power, a space that both sides appropriated to negotiate power and actualize their abstract ideas.
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.
Video art emerged as an art form that from the 1960s and onwards challenged the concept of art - hence, art historical practices. From the perspective of artists, critics, and scholars engaged with this new medium, art was seen as too limiting a notion. Important issues were to re-think art as a means for critical investigations and a demand for visual reconsiderations. Likewise, art history was argued to be in crisis and in need of adapting its theories and methods in order to produce interpretations and thereby establish historical sense for moving images as fine art. Yet, as this book argues, video art history has evolved into a discourse clinging to traditional concepts, ideologies, and narrative structures - manifested in an increasing body of texts. Video Art Historicized provides a novel, insightful and also challenging re-interpretation of this field by examining the discourse and its own premises. It takes a firm conceptual approach to the material, examining the conceptual, theoretical, and methodological implications that are simultaneously contested by both artists and authors, yet intertwined in both the legitimizing and the historicizing processes of video as art. By engaging art history's most debated concepts (canon, art, and history) this study provides an in-depth investigation of the mechanisms of the historiography of video art. Scrutinizing various narratives on video art, the book emphasizes the profound and widespread hesitations towards, but also the efforts to negotiate, traditional concepts and practices. By focusing on the politics of this discourse, theoretical issues of gender, nationality, and particular themes in video art, Malin Hedlin Hayden contests the presumptions that inform video art and its history.
Digital artist Zheng Wei Gu (AKA Guweiz) shares his anime-inspired world in this beautifully produced and insightful book, leading you through his fantasy world with a portfolio packed with gritty detail and a surreal vibe. Guweiz began drawing when he was 17, inspired by an anime art tutorial on YouTube. Discovering a natural talent, he carried on drawing and quickly amassed a fan-base for his edgy illustration style. Throughout this book, readers will discover his artistic journey from the very beginning, with behind-the-scenes details about how some of his most popular pieces were created. He reveals his secrets for turning influences into truly original digital art, including that all-important narrative that takes drawing and painting beyond the purely visual. Step-by-step tutorials share techniques and tips to help you create these sorts of effects in your art, resulting in images with the depth of detail and intrigue that Guweiz has made his trademark. The artist's unique urban take on the popular manga/anime style is gripping right from the first page, from the surreal take on Japanese lifestyle to the urban fantasy he creates.
"Mary Reid Kelley" celebrates the first museum exhibition devoted to the finely crafted and researched costumes, objects, and drawings that Mary Reid Kelley creates for her visually and intellectually stimulating videos. An essay by curator Daniel Belasco analyzes the sources and significance of the working objects in how they promote the unreality effect of Mary Reid Kelley s videos, which combine both the analog and digital and the personal and historical. A conversation between Corinna Ripps Schaming and Mary Reid Kelley and her long-time collaborator Patrick Kelley reveals insights into their working process. For the first time, the full range of the artist s costumes, props, drawings, furniture, and accessories are photographed and presented as unique works of art."
Wander into the immersive illustrated universe of Beatrice Blue. Filled with playful characters, enchanting natural scenery, and captivating narratives, Beatrice's designs will appeal to everyone's inner child. Her fantastic use of vibrant color and luminous finishes give her imaginative scenes life and vigor, while her expressive texturing techniques embellish her already intricately detailed works further, to create designs with depth and integrity. Discover how Beatrice harmoniously manages her work and life schedule to stay inspired and keep producing fresh and engaging art. She also explains how she builds her stunning compositions and considers every integral detail to create balanced designs. Make sure to take note of the invaluable insights she has to share from her experiences working for industry leaders and find out how to develop designs with personality, in order to stand out from the crowd. This beautiful handheld hardback title is the perfect book to carry with you on all your exciting adventures, providing you with a portal to a colorful and deeply magical world.
Creating engaging and believable creature designs is a difficult and enjoyable task. The monsters, aliens and fantasy animals that grace our TV and cinema screens represent the hard work and dedication of a team of incredibly talented artists and designers. This book aims to unlock their world and introduce the fundamentals skills of creating movie quality designs. Covering key topics like animal anatomy and functionality as well as techniques to create unique and engaging designs, this expansive book will be packed full of advice and guidance from some of the most impressive and renowned artists working in this field in the world today.
Electronic art offers endless opportunities for reflection and interpretation. Works can be interactive or entirely autonomous and the viewer's perception and reaction to them may be challenged by constantly transforming images. Whether the transformations are a product of the appearances or actions of a viewer in an installation space, or a product of a self-contained computer program, is a source of constant fascination. Some viewers may feel strange or unnerved by a work, while others may feel welcoming, humorous, and playful emotions. The art may also provoke a critical response to social, aesthetic, and political aspects of early twenty-first-century life. This book approaches electronic art through the teachings of Jacques Lacan, whose return to Freud has exerted a powerful and wide-ranging influence on psychoanalysis and critical theory in the twentieth century. David Bard-Schwarz draws on his experience with Lacanian psychoanalysis, music, and interactive and traditional arts in order to address aspects of the works the viewer may find difficult to understand. Dividing his approach over four thematic chapters-Bodies, Voices, Eyes, and Signifiers-Bard-Schwarz explores the links between works of new media and psychoanalysis (how we process what we see, hear, touch, imagine, and remember). This is a fascinating book for new media artists and critics, museum curators, psychologists, students in the fine arts, and those who are interested in digital technology and contemporary culture.
Electronic art offers endless opportunities for reflection and interpretation. Some works are either interactive or entirely autonomous, and the viewer's perception and reaction to them may be challenged by constantly transforming images. Whether the transformations are a product of the appearances or actions of a viewer in an installation space, or a product of a self-contained computer program, is a source of constant fascination. Some viewers may feel strange or unnerved by a work, while others may feel welcoming, humorous, and playful emotions. The art may also provoke a critical response to social, aesthetic, and political aspects of early twenty-first century life. This book approaches electronic art through the teachings of Jacques Lacan, whose return to Freud has exerted a powerful and wide-ranging influence on psychoanalysis and critical theory in the twentieth century. An Introduction to Electronic Art through the Teaching of Jacques Lacan brings together New Media works of art and Lacanian psychoanalysis. David Schwarz draws on his experience with Lacanian psychoanalysis, music, interactive and traditional arts in order to address aspects of the works the viewer may find difficult to understand. Dividing his approach over four thematic chapters - Bodies, Voices, Eyes and Signifiers - Schwarz explores the links between works of New Media and psychoanalysis (how we process what we see, hear, touch, imagine, and remember). This is a fascinating book for New Media artists and critics, museum curators, psychologists, students in the fine arts and those who are interested in digital technology and contemporary culture.
Is art created with computers really art? This book answers 'yes.' Computers can generate visual art with unique aesthetic effects based on innovations in computer technology and a Postmodern naturalization of technology wherein technology becomes something we live in as well as use. The present study establishes these claims by looking at digital art's historical emergence from the 1960s to the start of the present century. Paul Crowther, using a philosophical approach to art history, considers the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and then the complexities of their interactive formats.
Pandemic policies have been the focus of fierce lobbying competition by different social and economic interests. In Viral Lobbying a team of expert authors from across the social and natural sciences analyse patterns in and implications of this 'viral lobbying'. Based on elite surveys and focus group interviews with selected groups, the book provides new evidence on the lobbying strategies used during the COVID 19 pandemic, as well as the resulting access to and lobbying influence on public policy. The empirical analyses reach across eight European countries (Austria, Denmark, Germany, Ireland, Italy, the Netherlands, Sweden, United Kingdom), as well as the EU-level. In particular, the book draws on responses from approximately 1,600 interest organisations in two waves of a cross-country survey (in 2020 and 2021, respectively). This quantitative data is supplemented by qualitative evidence from a series of 12 focus groups with organised interests in Ireland, Denmark and the Netherlands conducted in spring 2021.
Turn the pages of this lavishly-produced book to discover a collection of monsters, creatures, and characters created by self-taught concept artist Francisco Garces, AKA Dibujante Nocturno. The artist and illustrator shares his journey, revealing how his self-taught skills have evolved over the years, resulting in the demonic yet exquisite style that has earned him over 400,000 followers on Instagram. In addition to a specially curated gallery of his past work, there are new pieces created exclusively for this book, including step-by-step tutorials that break down not only the artist's workflow and routine, but also his intricate pen linework techniques, cleverly chosen color palettes, and detailed rendering. Being self-taught, the artist has honed his skills in a completely unique way, allowing readers to glean not only unique tips and techniques, but also inspiration and insight into how they can practise, improve, and develop their own style. His experience of teaching art ensures he knows how to effectively communicate ideas, concepts and practical techniques. From his elegantly drawn linework to the darkest character creation, this is a unique opportunity for fans of fantasy art and creature design to see what goes into the epic art of Dibujante Nocturno.
Unlike being in class or in an enthusiast's group, creating alone means critiquing alone. There is so much information available demonstrating where you might be going wrong, yet assessing your own work still feels overwhelming. This follow-up title to the bestselling Art Fundamentals (2nd ed.) provides the knowledge, framework, and solutions needed to critique and improve your own work. The previous book covered shape and light, color, perspective and depth, composition, and anatomy. Art Fundamentals: Theory in Practice, equips you to assess how well you have executed the fundamentals, identify problems, and solve them. Experts reveal how the fundamentals can go wrong and how to spot problems in one's own work. They not only explain how to improve, but also how to assess if the revised version is a true refinement. To improve beyond the fundamentals and take your art to the next level, subjects such as infusing your work with emotion, mood, and storytelling are explored. Case studies show professional artists critiquing their own work. This is a book to keep by your side while drawing and painting, allowing you to continually critique, fix, and improve your skills and take your art to the next level.
What is computer art? Do the concepts we usually employ to talk about art, such as 'meaning', 'form' or 'expression' apply to computer art? A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as 'interactivity' and 'user'. Drawing on a wealth of examples he also explains how the roles of the computer artist and computer art user distinguishes them from makers and spectators of traditional art forms and argues that computer art allows us to understand better the role of technology as an art medium.
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 5 includes over 50 artists and 900 unique and stunning 2D and 3D digital art. Beyond the breath taking 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. New to this volume will be 5 artist video tutorials. Five artists will specifically detail an aspect of their gallery image from start to finish, offering further technique driven insight and expertise offering 2 1/2 hours of additional inspiration. With a click of a mouse, artists willbe able to apply the leading techniques to their own work with access to additional video tutorials, source files, textures and digital brushes at the companion website: http: //www.focalpress.com/digital-art-masters/index.html.
Go behind the scenes of the Harry Potter film series with this compendium of stunning blueprints depicting spellbinding magical wizarding world locations from all eight films. Harry Potter: The Blueprints showcases the work of the artists who laid the foundation for the visually enchanting buildings, homes, rooms, and settings from all eight Harry Potter films. ICONIC LOCATIONS: 260 pages of stunningly detailed blueprints and in-depth commentary on creating the architecture of beloved Harry Potter buildings, homes, settings, and locations, including Hogwarts Castle, the Triwizard Tournament, Hogsmeade, and more. FILMMAKING SECRETS: Learn how Hogwarts and other locations in the wizarding world went from sketch to screen. DELUXE DETAILS: This generously sized volume beautifully showcases rare and unique sketches, notes, drafts, and photos.
In late November 1974, filmmaker Werner Herzog received a phone call from Paris delivering some terrible news. German film historian, mentor, and close friend Lotte Eisner was seriously ill and dying. Herzog was determined to prevent this and believed that an act of walking would keep Eisner from death. He took a jacket, a compass, and a duffel bag of the barest essentials, and wearing a pair of new boots, set off on a three-week pilgrimage from Munich to Paris through the deep chill and snowstorms of winter. Of Walking in Ice is Herzog's beautifully written, much-admired, yet often-overlooked diary account of that journey. Herzog documents everything he saw and felt on his quest to his friend's bedside, from poetic descriptions of the frozen landscape and harsh weather conditions to the necessity of finding shelter in vacant or abandoned houses and the intense loneliness of his solo excursion. Includes, for the first time, Werner Herzog's 1982 "Tribute to Lotte Eisner" upon her receipt of the Helmut Kautner Prize
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