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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
Documentary has once again emerged as one of the most vital
cultural forms, whether seen in cinemas or inside the home, as
digital, film, or video. In "Recording Reality, Desiring the Real,"
Elizabeth Cowie looks at the history of documentary and its
contemporary forms, showing how it has been simultaneously
understood as factual, as story, as art, and as political,
addressing the seeming paradox between the pleasures of spectacle
in the documentary and its project of informing and educating.
Cowie claims that, as a radical film form, documentary has been a
way for filmmakers to acknowledge historical and contemporary
realities by presenting images of these realities. If documentary
is the desire to know reality through its images and sounds, she
asks, what kind of speaking (and speaking about) emerges in
documentary, and how are we engaged by it? In considering this and
other questions, Cowie examines a range of noteworthy films,
including Spike Lee's "When the Levees Broke," John Huston's "Let
There Be Light," and Milica Tomic's "Portrait of My Mother.""
Recording Reality, Desiring the Real "stakes documentary's central
place in cinema as both an art form and a form of social
engagement, which together create a new understanding of
spectatorship.
Girl Head shows how gender has had a surprising and persistent role
in film production processes, well before the image ever appears
onscreen. For decades, feminist film criticism has focused on
issues of representation: images of women in film. But what are the
feminist implications of the material object underlying that image,
the filmstrip itself? What does feminist analysis have to offer in
understanding the film image before it enters the realm of
representation? Girl Head explores how gender and sexual difference
have been deeply embedded within film materiality. In rich archival
and technical detail, Yue examines three sites of technical film
production: the film laboratory, editing practices, and the film
archive. Within each site, she locates a common motif, the
vanishing female body, which is transformed into material to be
used in the making of a film. The book develops a theory of gender
and film materiality through readings of narrative film, early
cinema, experimental film, and moving image art. This original work
of feminist media history shows how gender has had a persistent
role in film production processes, well before the image ever
appears onscreen.
"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."
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.
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.
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.
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The Art and Soul of Dune
(Hardcover)
Denis Villeneuve; Tanya Lapointe; Introduction by Brian Herbert, Kevin J. Anderson
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R940
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Discovery Miles 7 780
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Immerse yourself in the world of Denis Villeneuve's Dune and
discover the incredible creative journey that brought Frank
Herbert's iconic novel to the big screen. Frank Herbert's science
fiction classic Dune has been brought to life like never before in
the breathtaking film adaptation from acclaimed director Denis
Villeneuve (Blade Runner 2049, Arrival). Now fans can be part of
this creative journey with The Art and Soul of Dune, the official
companion to the hugely anticipated movie event. Written by Dune
executive producer Tanya Lapointe, this visually dazzling
exploration of the filmmaking process gives unparalleled insight
into the project's genesis--from its striking environmental and
creature designs to its intricate costume concepts and landmark
digital effects. The Art and Soul of Dune also features exclusive
interviews with key members of the cast and crew, including Denis
Villeneuve, Timothee Chalamet, Rebecca Ferguson, Oscar Isaac, and
many more, delivering a uniquely candid account of the hugely
ambitious international shoot. Showcasing Villeneuve's visionary
approach to realizing Herbert's science fiction classic, The Art
and Soul of Dune is an essential companion to the director's latest
masterpiece.
A tribute to this wonderful series that, during its eight seasons,
has left us holding our breath on more than one occasion as a
result of its unforgettable scenes and characters. In this book you
will find works of fan art by some of the best international
artists, featuring authentic pieces of art accompanied by phrases
and data from the GOT universe!
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.
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.
Who's worse, the Young-Girl or the Man-Child? Tiqqun's Preliminary
Materials for a Theory of the Young-Girl is a controversial work of
anticapitalist philosophy that has attracted musicians,
playwrights, feminist theorists, and men's-rights activists since
its publication in 1999. More than twenty years after its
publication the international reverberation of Young-Girls shows no
signs of weakening. Young-Girls in Echoland: #Theorizing Tiqqun is
a guide to this ongoing postdigital conversation, engaging with
artworks and textual criticism provoked by Tiqqun's audacious,
arguably misogynistic textual voice. Heather Warren-Crow and Andrea
Jonsson show how Tiqqun's polarizing figure has grown and matured
but also stayed unapologetically girly in the works of artists and
scholars discussed here. Rethinking the myth of Echo and Narcissus
by performing a different kind of listening, they take us on a
journey from VSCO girls to basic bitches to vampires. With an ear
for the sound of Tiqqun's polemic and its ensemble of Anglophone
and Francophone rejoinders, Young-Girls in Echoland offers a model
for analyzing the call-and-response of pop philosophy and for
hearing the affective rhythms of communicative capitalism.
Forerunners: Ideas First is a thought-in-process series of
breakthrough digital publications. Written between fresh ideas and
finished books, Forerunners draws on scholarly work initiated in
notable blogs, social media, conference plenaries, journal
articles, and the synergy of academic exchange. This is gray
literature publishing: where intense thinking, change, and
speculation take place in scholarship.
The Building as Screen: A History, Theory, and Practice of Massive
Media describes, historicizes, theorizes, and creatively deploys
massive media -- a set of techno-social assemblages and practices
that include large outdoor projections, programmable architectural
facades, and urban screens -- in order to better understand their
critical and creative potential. Massive media is named as such not
only because of the size and subsequent visibility of this
phenomenon but also for its characteristic networks and interactive
screen and cinema-like qualities. Examples include the programmable
lighting of the Empire State Building and the interactive
projections of Montreal's Quartier des spectacles, as well as a
number of works created by the author himself. This book argues
that massive media enables and necessitates the development of new
practices of expanded cinema, public data visualization, and
installation art and curation that blend the logics of urban space,
monumentality, and the public sphere with the aesthetics and
affordances of digital information and the moving image.
This book examines Shyam Benegal's films and alternative image(s)
of India in his cinema, and traces the trajectory of changing
aesthetics of his cinema in the post-liberalisation era. The book
engages with the challenges faced by India as a nation-state in
post-colonial times. Looking at hybrid and complex narratives of
films like Manthan, Junoon, Kalyug, Charandas Chor, Sooraj Ka
Satvaan Ghoda, Zubeidaa and Well Done Abba , among others, it
analyses how these stories and characters, adapted and derived from
mythology, folk-tales, historical fiction and novels, are rooted in
the socio-political contexts of modern India. The author explores
diverse themes in Benegal's cinema such as the loss of home and
identity, women's sexuality, and the status of dalits and Muslims
in India. He also focuses on how the filmmaker expertly weaves
history with myth, culture, and contemporary politics and discusses
the debate around the interpretive value of film adaptations,
adaptation of history and the representations of marginalised
communities and liminal spaces. The book will be useful for
students and researchers of film studies, cultural studies, and the
humanities. It will also interest readers of Indian cinema and the
social and cultural history of India.
The secrets to creating stunning landscapes are at your fingertips
with Digital Mayhem 3D Landscapes Techniques. Compiled by Duncan
Evans, launch Editor of 3D Artist Magazine, Digital Mayhem features
a variety of beautiful art from some of the finest digital artists
working today. Inspiration and technique meet here as you learn how
to create every type of landscape from harsh desert savannahs to
icy tundra. Using a blend of showcase images, step-by-step and
long-form tutorials, you will be guided through the featured
artist's process so you can incorporate their techniques and
workflow into your own projects. Not just another button-pushing
manual or coffee table book, Digital Mayhem will help develop your
critical eye for composition, choice of camera lens, lighting,
rendering, and post production, allowing you to work more
intuitively. With insight from some of the best digital artists in
the world, Digital Mayhem will have you creating your own
masterpiece in no time! Unique coverage on a variety of software
allows you to hone your skills across different platforms.
Illustrious and colorful artwork coupled with artist insight will
both inspire and inform your creative decisions. Comprehensive
companion website offers additional resources for you to further
expand your skillset.
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