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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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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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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.
How do the temporal and dynamic patterns of media forms and
practices create complex constructions of meaning, identity and
value? How can we describe the way cinematic images generate and
transform the affectively grounded structures that survey, confirm
or revise a political community's horizon of values? Using the
exemplary case of feelings of guilt, the author develops an
approach that makes patterns of audiovisual compositions
intelligible as aesthetic modulations of moral feelings. A sense of
guilt is presented here as neither an individualistic psychological
emotion nor an external social mechanism of control but as a
paradigmatic case for understanding politics and history as based
upon embodied affectivity and shared relations to the world. By
taking three distinct examples - German Post-War cinema, Hollywood
Western and films on climate change - patterns of audiovisual
composition and the inherent calculation of affect are analyzed as
practices shaping the conditions of possibility of political
communities and their historicity.
What was Takako Konishi really doing in North Dakota, and why did
she end up dead? Did she get lost and freeze to death, as the
police concluded, while searching for the fictional treasure buried
in a snowbank at the end of the Coen Brothers' film Fargo? Or was
it something else that brought her there: unrequited love, ritual
suicide, a meteor shower, a far-flung search for purpose? The seed
of an obsession took root in struggling film student Jana Larson
when she chanced upon a news bulletin about the case. Over the
years and across continents, the material Jana gathered in her
search for the real Takako outgrew multiple attempts at screenplays
and became this remarkable, genre-bending essay that leans into the
space between fact and fiction, life and death, author and subject,
reality and delusion.
From Snow White to Moana, from Pinocchio to Frozen, the animated
films of Walt Disney Studios have moved and entertained millions.
But few fans know that behind these groundbreaking features was an
incredibly influential group of women who fought for respect in an
often ruthless male-dominated industry and who have slipped under
the radar for decades. In The Queens of Animation, bestselling
author Nathalia Holt tells their dramatic stories for the first
time, showing how these women infiltrated the boys' club of
Disney's story and animation departments and used early
technologies to create the rich artwork and unforgettable
narratives that have become part of the American canon. As the
influence of Walt Disney Studios grew---and while battling sexism,
domestic abuse, and workplace intimidation---these women also
fought to transform the way female characters are depicted to young
audiences. With gripping storytelling, and based on extensive
interviews and exclusive access to archival and personal documents,
The Queens of Animation reveals the vital contributions these women
made to Disney's Golden Age and their continued impact on animated
filmmaking, culminating in the record-shattering Frozen, Disney's
first female-directed full-length feature film.
A riveting chronicle of Communist Party efforts to propagate
Communism in the United States, concurrent with Hollywood's "Golden
Age" of creativity that came to define classical Hollywood cinema.
From the Great Depression through World War II, the American
Communist Party tried to take control of the motion picture
industry. This comprehensive and chronological account of Communist
influence in Hollywood surveys the topic from the Popular Front's
fight against Fascism during the 1930s to the height of the House
Un-American Activities Committee hearings in the late 1940s.
Birdnow, an established historian and chronicler of domestic
Communism, outlines Communist International's organizational
efforts promoting international communism, focusing on the work of
Communist political activists such as Willi Munzenberg, a media
mogul with an international network; Gerhart Eisler, patron of a
Hollywood composer; and Otto Katz, a high-profile publicist of the
party line involved in movies in the 1930s and 1940s. The book
explores the covert ways in which Hollywood Communists and Soviet
sympathizers attempted to tailor movie scripts to suit the Soviet
agenda and discusses Communist front groups such as the Hollywood
Anti-Nazi League in great detail. Final chapters offer convincing
proof that the directors, producers, and screenwriters blacklisted
by studios for their possible Communist affiliations, known as the
Hollywood Ten, were members of the Communist Party. Gives readers
insight into how the Communist Party used the creative explosion in
the movie industry to actively establish a foothold in the United
States Draws a parallel between the rise of the Community Party and
the rise of the motion picture industry in the United States
Profiles Communist Party USA leaders close to Hollywood Takes a
closer look at the "Hollywood Ten," detailing who each of the
blacklisted individuals were and how their names came to be on the
list
Creating Stylized Characters gives readers a valuable insight into
the popular art of character design. Professional illustrators,
animators and cartoonists, well versed in creating characters for
video games, comics and film, guide the reader through accessible
tutorial projects packed with images and advice. Any budding artist
will soon be able to draw characters of all ages, shapes and sizes!
This entertaining, beginner-friendly book is applicable to both
digital and traditional media, and delves into many essential
aspects of the character development process, from real-world
research, to sketching gestures and poses, to exploring different
genres, personalities and styles.
From Melies to New Media contributes to a dynamic stream of film
history that is just beginning to understand that new media forms
are not only indebted to but firmly embedded within the traditions
and conventions of early film culture. Adopting a media
archaeology, this book will present a comparative examination of
cinema including early film experiments with light and contemporary
music videos, silent film and their digital restorations, German
Expressionist film and post-noir cinema, French Gothic film and the
contemporary digital remake, Alfred Hitchcock's films exhibited in
the gallery, post medium films as abstracted light forms and
interactive digital screens revising experiments in precinema.
Media archaeology is an approach that uncovers the potential of
intermedial research as a fluid form of history. It envisages the
potential of new discoveries that foreground forgotten or
marginalised contributions to history. It is also an approach that
has been championed by influential new historicists like Thomas
Elsaesser as providing the most vibrant and productive new
histories (2014).
Forty-five of Japan's leading manga artists illustrate Star Wars!
Explore the galaxy through the beautiful artwork of 45 outstanding
Japanese manga artists and illustrators, including Akira Himekawa,
Kamome Shirahama, and Taiyo Matsumoto. Celebrating the universal
appeal of these iconic characters and their timeless stories, this
collection presents each artist's unique tribute to the Star Wars
universe and is a must-have for fans of Star Wars and manga alike!
How is affective experience produced in the cinema? And how can we
write a history of this experience? By asking these questions, this
study by Hauke Lehmann aims at rethinking our conception of a
critical period in US film history - the New Hollywood: as a moment
of crisis that can neither be reduced to economic processes of
adaption nor to a collection of masterpieces. Rather, the
fine-grained analysis of core films reveals the power of cinematic
images to affect their audiences - to confront them with the new.
The films of the New Hollywood redefine the divisions of the
classical genre system in a radical way and thereby transform the
way spectators are addressed affectively in the cinema. The study
describes a complex interplay between three modes of affectivity:
suspense, paranoia, and melancholy. All three, each in their own
way, implicate spectators in the deep-seated contradictions of
their own feelings and their ways of being in the world: their
relations to history, to society, and to cultural fantasy. On this
basis, Affect Poetics of the New Hollywood projects an original
conception of film history: as an affective history which can be
re-written up to the present day.
Illustrator Pascal Campion shares his professional journey,
galleries of work, and narrative-influenced tutorials, with
charming art inspired by family life. It was after graduating in
2000 from the Arts Decoratifs de Strasbourg, France, with a diploma
in Narrative Illustration, Pascal's brother built him a computer.
This was a new tool for Pascal and a digital artist was born. Roles
in commercial art, animation, games, concept design, visual
development and more have supplied Pascal with unique experience
and skills to share with 3dtotal readers. He has freelanced for
several prestigious clients on exciting projects. But it was his
Sketch of the Day project (every morning, first thing, he creates a
full-color sketch and story) that helped him to build his Instagram
account. More than 860K fans follow Pascal's daily comic strip
stories, with characters and stories inspired by his work and
family life. This discipline combined with the ability to
communicate with such relatable and charming spontaneity will
fascinate readers. Pascal digs deep to pinpoint how his style and
skills have evolved, helped by galleries of work past and present,
including exclusives created just for this book. Tutorials with
tips on storytelling, creating ambiance, and channelling personal
experience will delight artists who want to pursue the storytelling
side of their art.
Voyage into a future where droids, hovering buildings, and space
vehicles exist with Beginner's Guide to Drawing the Future - an
accessible, entertaining introduction to creating science-fiction
concepts with traditional tools. Packed with insightful tips,
exciting tutorial projects, and essential art theory simply
explained by industry professionals, this exciting volume is the
perfect launch pad for your journey forward through time.
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.
Traditional narrative structure hit a wall--or rather it hit the
glass of a kaleidoscope--in the 1990s, when art began to function
as a kind of editing table on which daily reality could be remixed
and recreated. Narrativity considers the importance of new
narrative modes, looking not only at the visual arts but at
contemporary literature and film, and the mutual influences between
them. It tackles the question of narration--its ruptures and
mutations--in an age of media culture and video games, where the
ludic and interactive principle is an important element. Through
reflections on time, duration and temporal protocols, which have
taken on major aesthetic stakes, it seeks to reaffirm that the work
of art is an "event" before being a monument or a mere
testimony--an event which constitutes an experience. And, not
least, it considers the artistic games and gambles allowed and
forced by all this change.
Metaphors in audiovisual media receive increasing attention from
film and communication studies as well as from linguistics and
multimodal metaphor research. The specific media character of film,
and thus of cinematic metaphor, remains, however, largely ignored.
Audiovisual images are all too frequently understood as iconic
representations and material carriers of information. Cinematic
Metaphor proposes an alternative: starting from film images as
affective experience of movement-images, it replaces the cognitive
idea of viewers as information-processing machines, and heals the
break with rhetoric established by conceptual metaphor theory.
Subscribing to a phenomenological concept of embodiment, a shared
vantage point for metaphorical meaning-making in film-viewing and
face-to-face interaction is developed. The book offers a critique
of cognitive film and metaphor theories and a theory of cinematic
metaphor as performative action of meaning-making, grounded in the
dynamics of viewers' embodied experiences with a film. Fine-grained
case studies ranging from Hollywood to German feature film and TV
news, from tango lesson to electoral campaign commercial,
illustrate the framework's application to media and multimodality
analysis.
In late 19th century England, Oscar Wilde popularized aestheticism,
also known as art-for-art's-sake - the idea that art, that beauty,
should not be a vehicle for morality or truth, but an end
in-and-of-itself. Rothko and Jackson Pollock enthroned the idea,
creating paintings that are barely graded panels of color or wild
splashes. Today, pop culture is aestheticism's true heir, from the
perfect charismatic emptiness of Ocean's Eleven to the
hyper-choreographed essentially balletic movements in the best
martial arts movies. But aestheticism has a dark core, one that
Social Justice Activists are now gathering to combat, revealing the
damaging ideology reflected in or concealed by our most beloved pop
culture icons. Taking Bryan Fuller's television version of Hannibal
"The Cannibal" Lecter as its main text - and taking Zizek-style
illustrative detours into Malcolm in the Middle, Dark Knight Rises,
Harry Potter, Interview with a Vampire, Dexter and more - this book
marshals Walter Pater, Camille Paglia, Nietzsche, the Marquis de
Sade, Kant and Plato, as well as Dante, Shakespeare, Milton, Blake,
Baudelaire, Beckett, Wallace Stevens and David Mamet to argue that
Fuller's show is a deceptively brilliant advance of aestheticism,
both in form and content - one that investigates how deeply
art-for-art's-sake, and those of us who consciously or
unconsciously worship at its teat, are necessarily entwined with
evil.
Christine Houston wrote Two Twenty Seven, a play about her
childhood growing up at 227 E. 48th Street, located in what is now
known as Bronzeville. She went on to win the ANTA West, the
Lorraine Hansberry and the Norman Lear Playwriting contests. The
latter took her to Los Angeles where she wrote a teleplay for the
TV series The Jeffersons. Marla Gibbs, one of the stars of The
Jeffersons, performed the play at her theater and received the
NAACP Image award for best actress, while Mrs. Houston received the
NAACP Image award for playwriting. Mrs. Houston went on to become a
staff writer on the Punky Brewster TV series, and in 1985, Two
Twenty-Seven was adapted to television and became NBC'S hit
television series 227. Professor Houston continues to write for
stage and screen. Most recently, she finished her first novel
called Laughing Through the Tears and co-wrote a textbook with
Christine List entitled, The Screenwriter's Guidebook: Learning
from African American Film and Television Writers.
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