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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Mad movie ad collector Michael Gingold returns with Ad Nauseam II, a deep dive into his personal collection of horror movie newsprint notices from the 1990s and 2000s. Feast your nostalgic eyes on more than 500 striking ads for the big-budget Gothics of the early and mid-'90s (Bram Stoker's Dracula, Interview with the Vampire), the slasher-film revival (Scream, I Know What You Did Last Summer, Halloween: H20), gruesome franchises (Saw, Final Destination), remakes (The Texas Chainsaw Massacre, Dawn of the Dead, The Ring), found footage films (The Blair Witch Project, Paranormal Activity) and more. Plus, unforgettable critic quotes of the time, fascinating facts about the films' releases, and Michael's always insightful commentary! Also available: Ad Nauseam: Newsprint Nightmares from the '70s and '80s and Ad Astra: 20 Years of Newspaper Ads For Sci-Fi & Fantasy Films (the 1980s and 1990s).
The long-awaited sequel to Supercade: A Visual History of the Videogame Age 1971-1984, the first book to illustrate the videogame phenomenon... In the years since the original Supercade was first published, the next generation of gamers have come of age. Raised in the aftermath of the crash - the grand arcade palaces of the early 80s replaced by battered Neo Geo cabinets in laundromats and the few remaining game parlors begging for play - they are the children of the Nintendo Entertainment System, the home console that saved the US game industry after Atari effectively destroyed it. Over the past two decades they have expressed an intense love for the games of their youth including Super Mario, Space Harrier, and Street Fighter. This volume chronicles the next era of gaming history, beginning with the NES and including the release of the Sega Master System, SNES, Genesis, TurboGrafx-16, Amiga, Game Boy, Atari Jaguar, PlayStation, Dreamcast, Xbox and more, as well as the companies, creators, and technologies that drove us into the digital future. Earnestly written and designed by author and game historian Van Burnham, the second book is even more comprehensive than the first - featuring over 500 full-color pages - plus interviews with legendary game developers like Eugene Jarvis, John Romero, and Tim Schafer, as well as premium print upgrades including metallic inks, gatefold inserts, and so much more. Supercade was conceived to pay tribute to the technology, games, and visionaries who created one of the most influential mediums in the history of entertainment - one that profoundly shaped the modern technological landscape, and inspired generations of gamers. Contributors include Nathan Altice, Max Blackley, Ian Bogost, Chris Charla, Brian Crecente, Gabe Durham, Benj Edwards, Scott Fontana, Paul Ford, Darren Gladstone, Raiford Guins, Blake J Harris, Robin Hunicke, Roland Ingram, Alex Kane, Chris Kohler, Tim Lapetino, Kelsey Lewin, Henry Lowood, Chris Melissinos, Mike Mika, Jess Morrissette, Chris Moyse, Laine Nooney, Jeremy Parish, Chris Priestman, Chris Schilling, Brandon Sheffield, Dean Takahashi, Tony Temple, Tom Vanderbilt, Brittany Vincent, John Wills, and Erik Wolpaw.
"Videoland" offers a comprehensive view of the "tangible phase" of
consumer video, when Americans largely accessed movies as material
commodities at video rental stores. Video stores served as a vital
locus of movie culture from the early 1980s until the early 2000s,
changing the way Americans socialized around movies and
collectively made movies meaningful. When films became tangible as
magnetic tapes and plastic discs, movie culture flowed out from the
theater and the living room, entered the public retail space, and
became conflated with shopping and salesmanship. In this process,
video stores served as a crucial embodiment of movie culture's
historical move toward increased flexibility, adaptability, and
customization.
The collection of papers that makes up this book arises largely from the joint activities of two specialist groups of the British Computer Society, namely the Displays Group and the Computer Arts Society. Both these groups are now more than 20 years old and during the whole of this time have held regular, separate meetings. In recent years, however, the two groups have held a joint annual meeting at which presentations of mutual interest have been given and it is mainly from the last two of these that the present papers have been drawn. They fall naturally into four classes: visualisation, art, design and animation-although, as in all such cases, the boundaries between the classes are fuzzy and overlap inevitably occurs. Visualisation The graphic potential of computers has been recognised almost since computing was first used, but it is only comparatively recently that their possibilities as devices for the visualisation of complex. and largely ab stract phenomena has begun to be more fully appreciated. Some workers stress the need to be able to model photographic reality in order to assist in this task. They look to better algorithms and more resolution to achieve this end. Others-Alan Mackay for instance-suggest that it is "not just a matter of providing more and more pixels. It is a matter of providing congenial clues which employ to the greatest extent what we already know.
What happens when a drone enters a gallery or appears on screen? What thresholds are crossed as this weapon of war occupies everyday visual culture? These questions have appeared with increasing regularity since the advent of the War on Terror, when drones began migrating into civilian platforms of film, photography, installation, sculpture, performance art, and theater. In this groundbreaking study, Thomas Stubblefield attempts not only to define the emerging genre of "drone art" but to outline its primary features, identify its historical lineages, and assess its political aspirations. Richly detailed and politically salient, this book is the first comprehensive analysis of the intersections between drones, art, technology, and power.
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.
Film Manifestos and Global Cinema Cultures is the first book to collect manifestoes from the global history of cinema, providing the first historical and theoretical account of the role played by film manifestos in filmmaking and film culture. Focusing equally on political and aesthetic manifestoes, Scott MacKenzie uncovers a neglected, yet nevertheless central history of the cinema, exploring a series of documents that postulate ways in which to re-imagine the cinema and, in the process, re-imagine the world. This volume collects the major European "waves" and figures (Eisenstein, Truffaut, Bergman, Free Cinema, Oberhausen, Dogme '95); Latin American Third Cinemas (Birri, Sanjines, Espinosa, Solanas); radical art and the avant-garde (Bunuel, Brakhage, Deren, Mekas, Ono, Sanborn); and world cinemas (Iimura, Makhmalbaf, Sembene, Sen). It also contains previously untranslated manifestos co-written by figures including Bollain, Debord, Hermosillo, Isou, Kieslowski, Painleve, Straub, and many others. Thematic sections address documentary cinema, aesthetics, feminist and queer film cultures, pornography, film archives, Hollywood, and film and digital media. Also included are texts traditionally left out of the film manifestos canon, such as the Motion Picture Production Code and Pius XI's Vigilanti Cura, which nevertheless played a central role in film culture.
Behind the beloved animated films of Walt Disney Studios, which have moved and entertained millions of viewers, was an incredibly influential group of women who have slipped under the radar for decades. For the first time, bestselling author Nathalia Holt recounts their dramatic stories, showing how these women infiltrated the all-male domain of Disney's story and animation departments and used early technologies to create the rich artwork and unforgettable story lines that have become part of the American canon. Over the decades---while battling sexism, domestic abuse, and workplace intimidation---these women also fought to transform the way female characters are depicted to young audiences. 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 film making, culminating in the record-shattering Frozen, Disney's first female-directed full-length feature film.
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.
British artist Gillian Wearing, winner of the 1997 Turner Prize, uses photography and video to explore the intimacies and complexities of everyday life. Borrowing from popular culture, her work is disturbing and confessional. In 1992 she began the acclaimed series Signs that say what you want them to say and not Signs that say what someone else wants them to say', in which random passers-by are photographed holding messages they've written, such as the mild-mannered young businessman whose sign unexpectedly reads 'I'm Desperate'. Wearing's work borrows from familiar forms of popular culture to produce direct, revealing records of deep-seated human trauma and emotion, often adopting the methods of television documentaries for her 'fly-on-the-wall' view of people's lives. Her videos can be alarming, as in Confess All ... in which masked individuals confess their darkest secrets, or humorous, as in (Slight) Reprise - a sampler of adults playing 'air guitar' in the fantasy rock stadium of their bedrooms. Her art can be disconcerting or uplifting: an honest portrait of the many sides to contemporary life. With exhibitions in Britain, the US, Europe and Japan, Wearing is among the best-known and most internationally recognized of the recent generation of British artists. This is the first publication ever to survey this remarkable young artist's gripping work in its entirety. Russell Ferguson of UCLA's Hammer Museum contextualizes Wearing's work in relation to historical precedents in painting, photography and video art. Curator at the Whitney Museum of American Art Donna De Salvo discusses with the artist her collaborative approach towards her work and its subjects. London-based critic John Slyce focuses on Wearing's work 10-16, a remarkable video installation that charts our transition from childhood to adolescence. The artist has selected transcripts from director Michael Apted's acclaimed British television documentary series Seven Up, an important influence on the process Wearing uses in her own work. Published here for the first time in full are the transcripts of the artist's video works.
Alejandro Cesarco: Song, published on the occasion of the exhibition of the same name at the Renaissance Society, brings together both new commissions and existing works. In the exhibition, Cesarco creates rhythm by incorporating silences and withholdings. The works form an installation drawing on the poetics of duration, refusal, repetition, and affective forms. This presentation, as in the artist's broader practice, represents a sustained investigation into time, memory, and how meaning is perceived. Centering on two related video works, the exhibition engaged deeply with histories of conceptual art. This catalog features an introduction by Solveig Ovstebo, a conversation between Alejandro Cesarco and Lynne Tillman, an essay by Julie Ault, and new short fiction by Wayne Koestenbaum in response to the exhibition.
We live in an era of abundant photography. Is it then counterintuitive to study photographs that disappear or are difficult to discern? Kate Palmer Albers argues that it is precisely this current cultural moment that allows us to recognize what has always been a basic and foundational, yet unseen, condition of photography: its ephemerality. Through a series of case studies spanning the history of photography, The Night Albums takes up the provocations of artists who collectively redefine how we experience visibility. From the protracted hesitancies of photography's origins, to conceptual and performative art that has emerged since the 1960s, to the waves of technological experimentation flourishing today, Albers foregrounds artists who offer fleeting, hidden, conditional, and future modes of visibility. By unveiling how ephemerality shapes the photographic experience, she ultimately proposes an expanded framework for the medium.
This volume is a response to the growing need for new methodological approaches to the rapidly changing landscape of new forms of performative practices. The authors address a host of contemporary phenomena situated at the crossroads between science and fiction which employ various media and merge live participation with mediated hybrid experiences at both affective and cognitive level. All essays collected here move across disciplinary divisions in order to provide an account of these new tendencies, thus providing food for thought for a wide readership ranging from performative studies to the social sciences, philosophy and cultural studies.
Zina Saro-Wiwa: Did You Know We Taught Them How to Dance? is the first publication on the work of Zina Saro-Wiwa, a British-Nigerian video artist and filmmaker based in Brooklyn. Occupying the space between documentary and performance, Saro-Wiwa's videos, photographs, and sound produced in the Niger Delta region of southeastern Nigeria from 2013-2015 explore folklore, masquerade traditions, religious practices, food, and Nigerian popular aesthetics. Engaging Niger Delta residents as subjects and collaborators, Saro-Wiwa cultivates strategies of psychic survival and performance, testing contemporary art's capacity to transform and to envision new concepts of environment and environmentalism. Known for decades for corruption and environmental degradation, the Niger Delta is one of the largest oil producing regions of the world, and until 2010 provided the United States with a quarter of its oil. Saro-Wiwa returns to this contested region-the place of her birth-to tell new stories. Featuring a guest foreword by Ebiegberi Joe Alagoa; essays by Stephanie LeMenager, Amy L. Powell, and Taiye Selasi; an interview with the artist by Chika Okeke-Agulu; and recipes created by the artist.
An illustrated survey of the work of contemporary Belgian artist Emmanuel Van der Auwera The work of Brussels-based Belgian artist Emmanuel Van der Auwera (b. 1982) provides cautionary tales and tools for navigating information in post-truth times, making use of emerging technologies, the architecture of mass media, and more traditional approaches to image making. This book is the first to document and explore his films, VideoSculptures, and "Memento" series. Distributed for Mercatorfonds Exhibition Schedule: Pinakothek der Moderne, Munich
In Media Primitivism Delinda Collier provides a sweeping new understanding of technological media in African art, rethinking the assumptions that have conceptualized African art as unmediated, primary, and natural. Collier responds to these preoccupations by exploring African artworks that challenge these narratives. From one of the first works of electronic music, Halim El-Dabh's Ta'abir Al-Zaar (1944), and Souleymane Cisse's 1987 film, Yeelen, to contemporary digital art, Collier argues that African media must be understood in relation to other modes of transfer and transmutation that have significant colonial and postcolonial histories, such as extractive mining and electricity. Collier reorients modern African art within a larger constellation of philosophies of aesthetics and technology, demonstrating how pivotal artworks transcend the distinctions between the constructed and the elemental, thereby expanding ideas about mediation and about what African art can do.
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. |
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