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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Considering how culturally indispensable digital technology is
today, it is ironic that computer-generated art was attacked when
it burst onto the scene in the early 1960s. In fact, no other
twentieth-century art form has elicited such a negative and hostile
response. When the Machine Made Art examines the cultural and
critical response to computer art, or what we refer to today as
digital art. Tracing the heated debates between art and science,
the societal anxiety over nascent computer technology, and the
myths and philosophies surrounding digital computation, Taylor is
able to identify the destabilizing forces that shape and eventually
fragment the computer art movement.
This is Vol. 2 of The Interviews, a sequel to Every Step a
Struggle. While Vol. 1 recalled the performers who fought to give
black artists a voice and a presence, this new ground-breaking book
focuses on the personalities who replaced the pioneers and refused
to abide by Jim Crow traditions. Presented against a detailed
background of the revolutionary post-World War II era up to the
mid-1970s, the individual views of Mae Mercer, Brock Peters, Jim
Brown, Ivan Dixon, James Whitmore, William Marshall and Ruby Dee in
heretofore unpublished conversations from the past reveal just how
tumultuous and extraordinary the technological, political, and
social changes were for the artists and the film industry. Using
extensive documentation, hundreds of films, and fascinating private
recollections, Dr. Manchel puts a human face both on popular
culture and race relations. "A worthy successor to Every Step a
Struggle, Exits and Entrances combines superb historical research
and astute analytical insights with the inimitable voices of the
next generation of African-American artists. This book ensures that
the contributions to American cinema of these determined and
courageous rebels will never be forgotten. The film studies
community owes a debt of gratitude to Manchel for this, the finest
achieve- ment of his illustrious career. Exits and Entrances should
be required reading for everyone interested in the politics of race
in America, film studies, and African-American studies. It belongs
in every research library. Denise Youngblood, University of
Vermont, author of Cinematic Cold War. "Using the method of oral
history and the mature thinking of a senior scholar, Exits and
Entrances enhances our understanding of the difficult slog to
create a truthful, "round" image of African-Americans in U.S.
commercial films. This collection is a gold mine of information for
future research and should be in all libraries which value film
research." Peter C. Rollins, Emeritus EIC, Film & History: An
Interdisciplinary Journal
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.
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Bill Viola
(Hardcover)
John G. Hanhardt; Edited by Kira Perov
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R1,317
R1,062
Discovery Miles 10 620
Save R255 (19%)
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Ships in 12 - 19 working days
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Bill Viola began producing video works in the early 1970s, and
since then has captivated audiences with his poignant and
beautifully wrought interpretations of human experience. He is
today considered among the most celebrated proponents of the medium
of video art. This is the first monograph to chart Viola's career
in full, covering his education in New York, his earliest major
films of mirages in the Sahara desert and of hospital medical
imagery, his retrospective at the Whitney Museum of American Art in
New York 1997 and his recent installations in Venice, New York,
Tokyo, London and Berlin. Hanhardt outlines the key visual,
literary and spiritual influences on Viola's work and his changing
approach to the medium of film in response to technological
advancement. Woven into the discussion are illustrations of Viola's
most significant works, including Information (1973), The Passing,
(1991), The Greeting (1995), Going Forth by Day (2002) and Martyrs,
the 2014 film commissioned for St Paul's Cathedral in London, as
well as reproductions of Viola's sketches and notebooks that bring
his working process to life. Supplemented by a select chronology,
bibliography and list of public collections, Bill Viola offers a
rare and fascinating account of one of contemporary art's most
powerful creative minds.
In Luchino Visconti and the Fabric of Cinema, Joe McElhaney
situates Visconti's films as privileged and deeply expressive
instances of a trope that McElhaney identifies as the ""cinema of
fabric"": a reoccurrence in film in which textiles-clothing,
curtains, tablecloths, bedsheets-determine the filming process. An
Italian neorealist, Visconti emerges out of a movement immediately
following WWII wherein fabric assumes crucial functions, yet
Visconti's use of fabric surpasses his colleagues in many ways,
including its fluid, multifaceted articulations of space and time.
Visconti's homosexuality is central to this theory in that it
assumes metaphoric potential in addressing ""forbidden"" sexual
desires that are made visible in the films. Visconti's cinema of
fabric gives voice to desires not simply for human bodies draped in
fabric but also for entire environments, a world of the senses in
which fabric becomes a crucial method for giving form to such
desires. McElhaney examines Visconti's neorealist origins in
Ossessione, La terra trema, and Rocco and His Brothers,
particularly through fabric's function within literary realism and
naturalism. Neorealist revisionism through the extravagant drapings
of the diva film is examined in Bellissima and Senso whereas White
Nights and The Stranger are examined for the theatricalizing
through fabric of their literary sources. Visconti's interest in
German culture vis-?a-vis The Damned, Death in Venice, and Ludwig,
is articulated through a complex intertwining of fabric,
aesthetics, politics, and transgressive sexual desire. Finally,
Visconti's final two films, Conversation Piece and The Innocent,
assess through fabric both the origins of Italian fascism and the
political tensions contemporaneous with the films' productions.
Fabric in Visconti is often tied to the aesthetic impulse itself in
a world of visionaries attempting to dominate their surrounding
environments and where a single piece of fabric may come to
represent the raw material for creation. This book will tantalize
any reader with a keen eye and strong interest in film and queer
studies.
Throughout the mid-1970s until the early 1990s, video art as
vehicles for social, cultural, and political analysis were
prominent within global museum based contemporary art exhibitions.
For many, video art during this period stood for contemporary art.
Yet from the outset, video art's incorporation into art museums has
brought about specific problems in relation to its acquisition and
exhibition. This book analyses, discusses, and evaluates the
problematic nature and form of video art within four major
contemporary art museums--the Museum of Modern Art (MoMA) in New
York, the Georges Pompidou National Centre of Art and Culture in
Paris, the Tate Gallery in London, and the Art Gallery of New South
Wales (AGNSW) in Sydney. In this book, the author discusses how
museum structures were redefined over a twenty-two year period in
specific relation to the impetus of video art and contends that
analogue video art would be instrumental in the evolution of the
contemporary art museum. By addressing some of the problems that
analogue video art presented to those museums under discussion,
this study penetratingly reveals how video art challenged
institutional structures and had demanded more flexible viewing
environments from those structures. It first defines the classical
museum structure established by the Louvre Museum in Paris during
the 19th century and then examines the transformation from this
museum structure to the modern model through the initiatives of the
New York Metropolitan Museum to MoMA in New York. MoMA was the
first major museum to exhibit analogue video art in a concerted
fashion, and this would establish a pattern of acquisition and
exhibition that became influential for other global institutions to
replicate. In this book, MoMA's exhibition and acquisition
activities are analysed and contrasted with the Centre Pompidou,
the Tate Gallery, and the AGNSW in order to define a lineage of
development in relation to video art. Extremely well researched and
well written, this book covers an exhaustive, substantive, and
relevant range of issues. These issues include video art (its
origin, significance, significant movements, institutional
challenges, and relationship to television), the establishment of
the museum (its patronage and curatorial strategy) from the Louvre
to MoMA, the relationship of MoMA to the Metropolitan Museum of
Art, a comparative analysis of three museums in three countries on
three continents, a close examination of video art exhibition, a
closer look at three seminal video artists, and, finally, a
critical overview of video art and its future exhibition. This
unique book also covers an important period in the genesis of video
art and its presentation within significant national and global
cultural institutions. Those cultural institutions not only
influence a meaningful part of the cultural life of four unique
countries but also represent the cultural forces emerging in
capital cities on three continents. By itself, this sort of
geographic and institutional breadth challenges any previous study
on the subject. This book successfully provides a historical
explanation for the museum/gallery's relationship to video art from
its emergence in the gallery to the beginnings of its acceptance as
a global art phenomenon. Several prominent video artists are
examined in relation to the challenges they would present to the
institutionalised framework of the modern art museum and the
discursive field surrounding their practice. In addition, the book
contains a theoretical discussion of the problems related to video
art imagery with the period of High Modernism; it examines the
patterns of acquisition and exhibition, and presents an analysis of
global exchange between four distinct major contemporary art
institutions. The Problematic of Video Art in the Museum, 1968-1990
is an important book for all art history and museum collections.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
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