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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Trailblazing women working in digital arts media and education established the Midwest as an international center for the artistic and digital revolution in the 1980s and beyond. Foundational events at the University of Illinois and the School of the Art Institute of Chicago created an authentic, community-driven atmosphere of creative expression, innovation, and interdisciplinary collaboration that crossed gender lines and introduced artistically informed approaches to advanced research. Interweaving historical research with interviews and full-color illustrations, New Media Futures captures the spirit and contributions of twenty-two women working within emergent media as diverse as digital games, virtual reality, medicine, supercomputing visualization, and browser-based art. The editors and contributors give voice as creators integral to the development of these new media and place their works at the forefront of social change and artistic inquiry. What emerges is the dramatic story of how these Midwestern explorations in the digital arts produced a web of fascinating relationships. These fruitful collaborations helped usher in the digital age that propelled social media. Contributors: Carolina Cruz-Niera, Colleen Bushell, Nan Goggin, Mary Rasmussen, Dana Plepys, Maxine Brown, Martyl Langsdorf, Joan Truckenbrod, Barbara Sykes, Abina Manning, Annette Barbier, Margaret Dolinsky, Tiffany Holmes, Claudia Hart, Brenda Laurel, Copper Giloth, Jane Veeder, Sally Rosenthal, Lucy Petrovic, Donna J. Cox, Ellen Sandor, and Janine Fron.
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.
In Poetic Operations artist and theorist micha cardenas considers contemporary digital media, artwork, and poetry in order to articulate trans of color strategies for safety and survival. Drawing on decolonial theory, women of color feminism, media theory, and queer of color critique, cardenas develops a method she calls algorithmic analysis. Understanding algorithms as sets of instructions designed to perform specific tasks (like a recipe), she breaks them into their component parts, called operations. By focusing on these operations, cardenas identifies how trans and gender-non-conforming artists, especially artists of color, rewrite algorithms to counter violence and develop strategies for liberation. In her analyses of Giuseppe Campuzano's holographic art, Esdras Parra's and Kai Cheng Thom's poetry, Mattie Brice's digital games, Janelle Monae's music videos, and her own artistic practice, cardenas shows how algorithmic analysis provides new modes of understanding the complex processes of identity and oppression and the intersection of gender, sexuality, and race.
In Black Hollywood Unchained, Ishmael Reed gathers an impressive group of scholars, critics, intellectuals, and artist to examine and respond to the contemporary portrayals of Blacks in films. Using the 2012 release of the film Django Unchained as the focal point of much of the discussion, these essays and reviews provide a critical perspective on the challenges facing filmmakers and actors when confronted with issues on race and the historical portrayal of African American characters. Reed also addresses the black community's perceptiveness as discerning and responsible consumers of film, theatre, art, and music. Contributors to this collection are: Jill Nelson, Amiri Baraka, Cecil Brown, Halifu Osumare, Houston A. Baker, Tony Medina, Herb Boyd, Jerry Ward, Ruth Elizabeth Burks, Art Burton, Justin Desmangles, Jesse Douglass, Jack Foley, Joyce A. Joyce, C. Leigh McInnis, Heather Russell, Harriette Surovell, Kathryn Takara, and Al Young.
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!
The divide between the digital and the real world no longer exists: we are connected all the time. How do we find out who we are within this digital era? Where do we create the space to explore our identity? How can we come together and create solidarity? The glitch is often dismissed as an error, a faulty overlaying, but, as Legacy Russell shows, liberation can be found within the fissures between gender, technology and the body that it creates. The glitch offers the opportunity for us to perform and transform ourselves in an infinite variety of identities. In Glitch Feminism, Russell makes a series of radical demands through memoir, art and critical theory, and the work of contemporary artists who have travelled through the glitch in their work. Timely and provocative, Glitch Feminism shows how the error can be a revolution.
Walt Disney Feature Animation Florida opened in Orlando at the dawn of the Disney Renaissance. As a member of the crew, Mary E. Lescher witnessed the small studio's rise and fall during a transformative era in company and movie history. Her in-depth interviews with fellow artists, administrators, and support personnel reveal the human dimension of a technological revolution: the dramatic shift from hand-drawn cel animation to the digital format that eclipsed it in less than a decade. She also traces the Florida Studio's parallel existence as a part of The Magic of Disney Animation, a living theme park attraction where Lescher and her colleagues worked in full view of Walt Disney World guests eager to experience the magic of the company's legendary animation process. A ground-level look at the entertainment giant, The Disney Animation Renaissance profiles the people and purpose behind a little-known studio during a historic era.
Simone Grunewald is a 3dtotal Publishing favorite as the designer of popular characters for Character Design Quarterly magazine, and the author of Sketch Every Day, a book packed with her much sought-after sketching techniques and character-design tips. This new title, The Art of Simone Grunewald, is a beautifully produced hardback that goes even further to delight existing fans, as well as aspiring character designers new to her work. Simone is an expert in the art of imbuing scenes and character with a depth of mood, emotion, and atmosphere. The resulting images are incredibly engaging and thoughtful, while still being accessible and commercial. This mix of talent and an understanding of creating work that has wide appeal is a professional approach that readers will be keen to learn and apply to their own art. In addition to fan-favorites from her portfolio and exciting new art commissioned especially for the book, Simone shares the digital and traditional tools and techniques she uses to acquire her results. Brand-new tutorials illustrate Simone's talent not just for drawing, but for teaching techniques in a fun and lively way.
Lois van Baarle is a freelance animator/illustrator from the Netherlands who graduated in 2009 from the Hogeschool voor de Kunsten Utrecht. Since then, her work has become very popular across the internet, with her Facebook followers closing in on one million and her Twitter account watched by over nineteen thousand eager eyes. The Art of Loish is her first "art of" book, and will examine her inspirations while showcasing some of her early work. Following this, the reader will learn how she developed her very distinctive style and discover advice as she discusses her working methods, offering tips on a variety of techniques that she utilizes in her art every day! The additional exclusive content of this book makes it a must-have for any lover of Loish's work!
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.
For more than two decades, players have led the zerg, protoss, and terrans into battle for galactic dominance in StarCraft, StarCraft II, and multiple campaign expansions. The Cinematic Art of StarCraft offers a detailed view into the history and philosophy of Blizzard's revolutionary cinematics team. Focusing on the craft and storytelling of cinematics and filled with anecdotes from the creators, The Cinematic Art of StarCraft gives fans a unique peek into the cinematics that have wowed millions of fans across the Koprulu sector.
Photoshop is the tool of the modern artist and provides everything you need to succeed as a designer in the popular and growing video games and movie industries. Featuring thorough guidance from the point of installing Photoshop to the creation of your very first concept, this reboot of the definitive beginner's guide to digital painting is sure to both educate and inspire. Photoshop is an expansive and daunting piece of software, but in-depth tutorials and insightful exercises will help even a complete novice build up the skills they need to bring their own imagination to life as digital concepts. This second edition of Beginner's Guide to Digital Painting in Photoshop is a complete resource for any artist wanting to start their adventure into the world of digital art.
Learn everything you need to know about creating video using the single-camera format, from preproduction planning to setting up, rehearsing, shooting, striking, and pleasing your audience. Harness lighting, audio, editing, and aesthetic techniques that will enhance the quality of your video projects and keep your clients coming back for more. Simple, elegant, and easy to use, Single-Camera Video Production, Sixth Edition is a staple in any video artist's library. Whether you're just learning the basics of video production or you're a veteran who needs a refresher, this book provides you with a toolkit for understanding and implementing single-camera workflows, as well as how to use the single-camera format to its best advantage by emphasizing the importance of goals, audience analysis, and technology.This new edition has been updated to include: Expanded sections on digital workflows, field and studio production, preproduction planning, audio, lighting, distribution, and nonlinear editing techniques Detailed gear lists covering the latest camera, recorder, audio, lighting, and stabilization equipment used in the industry today Fresh tips on creating video for your target audience and exhibition platform and shooting for the editing process Insider career advice, including tips on how to get an internship, interviewing, finding a job, and earning a promotion A companion website (www.focalpress.com/cw/musburger) with video examples of the techniques discussed in the book as well as evolving updates on key technological shifts
In this unique book the author explores the history of pioneering computer art and its contribution to art history by way of examining Ernest Edmonds' art from the late 1960s to the present day. Edmonds' inventions of new concepts, tools and forms of art, along with his close involvement with the communities of computer artists, constructive artists and computer technologists, provides the context for discussion of the origins and implications of the relationship between art and technology. Drawing on interviews with Edmonds and primary research in archives of his work, the book offers a new contribution to the history of the development of digital art and places Edmonds' work in the context of contemporary art history.
What is the subject of video? Charlotte Klink traces the development of electromagnetism in the pursuit of "Electric Seeing" that emerged in the 19th century as well as its curious relation to psychoanalysis and the contemporary discovery of the structure of the human psyche. In doing so, she exposes how this development laid the foundation of what we know today as "video". This comprehensive theory of video entails a discussion of the technological, historical, and etymological roots, the media-theoretical concepts of medium and index, the philosophical and art-theoretical environment in which video emerged in the 1960s, the psychoanalytic concept of the phantasm, and artworks by artists such as Yael Bartana and Hito Steyerl.
Once consigned almost exclusively to Saturday morning fare for young viewers, television animation has evolved over the last several decades as a programming form to be reckoned with. While many animated shows continue to entertain tots, the form also reaches a much wider audience, engaging viewers of all ages. Whether aimed at toddlers, teens, or adults, animated shows reflect an evolving expression of sophisticated wit, adult humor, and a variety of artistic techniques and styles. The Encyclopedia of American Animated Television Series encompasses animated programs broadcast in the United States and Canada since 1948. From early cartoon series like Crusader Rabbit, Rocky and His Friends, and The Flintstones to 21st century stalwarts like The Simpsons, South Park, and Spongebob Squarepants, the wide range of shows can be found in this volume. Series from many networks-such as Comedy Central, the Disney Channel, Nickleodeon, and Cartoon Network- are included, representing both the diversity of programming and the broad spectrum of viewership. Each entry includes a list of cast and characters, credit information, a brief synopsis of the series, and a critical analysis. Additional details include network information and broadcast history. The volume also features one hundred images and an introduction containing an historical overview of animated programming since the inception of television. Highlighting an extensive array of shows from Animaniacs and Archer to The X-Men and Yogi Bear, The Encyclopedia of American Animated Television Series is an essential resource for anyone interested in the history and evolution of this constantly expanding art form.
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