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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In Battle for Azeroth, the stakes for both the Alliance and the
Horde have never been greater. Uncover the epic battle between
Sylvanas Windrunner and Anduin Wrynn piece by piece with the
Forlorn Victory puzzle!
Digital Currents explores the growing impact of digital
technologies on aesthetic experience and examines the major changes
taking place in the role of the artist as social communicator. Just
as the rise of photographic techniques in the mid 1800s shattered
traditional views about representation, so too have contemporary
electronic tools catalysed new perspectives on art, affecting the
way artists see, think, and work, and the ways in which their
productions are distributed and communicated. Digital Currents
explores the growing impact of digital technologies on aesthetic
experience and examines the major changes taking place in the role
of the artist as social communicator. Margot Lovejoy recounts the
early histories of electronic media for art making - video,
computer, the internet - in the new edition of this richly
illustrated book. She provides a context for the works of major
artists in each media, describes their projects, and discusses the
issues and theoretical implications of each to create a foundation
for understanding this developing field. Digital Currents fills a
major gap in our understanding of the relationship between art and
technology, and the exciting new cultu
The NODE.London Reader II projects a critical context around the
Season of Media Arts in London, March 2008. NODE.London (Networked,
Open, Distributed, Events. London) is a voluntary network of
people, organisations and projects sharing and developing the
infrastructure for media arts and related ctivities in London and
beyond. This reader revisits debates on media arts and activism,
collaborative practices and organization and the political economy
of media economics. It includes contributions from Ruth Catlow,
Marc Garrett, Anna Colin, Julie Freeman, Matthew Fuller, Usman
Haque, Jamie King, Armin Medosch, Jonas Andersson, Toni Prug, Adnan
Hadzi, Cinzia Cremona and Petra Bauer. Edited by Mia Jankowicz,
Anna Colin, Adnan Hadzi and Jonas Andersson.
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.
Deptford.TV is an audio-visual documentation of the urban change of
Deptford (south-east London) in collaboration with SPC.org media
lab, Bitnik.org, Boundless.coop, Liquid Culture and Goldsmiths
College. The unedited as well as edited media content is being made
available on the Deptford.TV database and distributed over the
Boundless.coop wireless network. The media is licensed through open
content licenses such as Creative Commons and the GNU general
public license. This reader problematises the notion of 'tactical
media'. As McKenzie Wark and others stated already in 2003: 'can
tactical media anticipate, rather than be merely reactive?' By
calling for a strategic approach to media production and
distribution, the intention is to overcome some of the structural
paradoxes inherent to 'alternative' or 'oppositional' media,
especially since much of the free / open culture dissemination on
the Internet has become the new "mainstream" in itself (think of
the casual defiance of copyright played out relentlessly and on a
mass scale with file-sharing, social networking, and everyday media
consumption). This book is a compilation of theoretical
underpinnings, local narratives and written documentation not only
of the local Deptford.TV project but of phenomena relating to this
new situation of 'strategic media'. Contributors: Adnan Hadzi,
Jonas Andersson, Ben Gidley, Duncan Reekie, Brianne Selman, Neil
Gordon-Orr, Alison Rooke, Gesche Wuerfel, the University of
Openness, Jamie King, Armin Medosch, Rasmus Fleischer, andrea rota,
Bitnik Mediengruppe, Sven Koenig, Jo Walsh, Rufus Pollock,
Platoniq, The People Speak, Zoe Young, Mick Fuzz, Denis Jaromil
Rojo, Lennaart van Oldenborgh
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.
"Character Design Quarterly (CDQ) is a lively, creative magazine
bringing inspiration, expert insights, and leading techniques from
professional illustrators, artists, and character art enthusiasts
worldwide. Each issue provides detailed tutorials on creating
diverse characters, enabling you to explore the processes and
decision making that go into creating amazing characters. Learn new
ways to develop your own ideas, and discover from the artists what
it is like to work for prolific animation studios such as Disney,
Warner Bros., and DreamWorks. Among this issue's highlights are
budding professional illustrator Amelia Bothe cover art featuring
an exclusive animal character, and we go behind the scenes at
London animation studio Blinkink. "
Digital artist Zheng Wei Gu (AKA Guweiz) shares his anime-inspired
world in this beautifully produced and insightful book, leading you
through his fantasy world with a portfolio packed with gritty
detail and a surreal vibe. Guweiz began drawing when he was 17,
inspired by an anime art tutorial on YouTube. Discovering a natural
talent, he carried on drawing and quickly amassed a fan-base for
his edgy illustration style. Throughout this book, readers will
discover his artistic journey from the very beginning, with
behind-the-scenes details about how some of his most popular pieces
were created. He reveals his secrets for turning influences into
truly original digital art, including that all-important narrative
that takes drawing and painting beyond the purely visual.
Step-by-step tutorials share techniques and tips to help you create
these sorts of effects in your art, resulting in images with the
depth of detail and intrigue that Guweiz has made his trademark.
The artist's unique urban take on the popular manga/anime style is
gripping right from the first page, from the surreal take on
Japanese lifestyle to the urban fantasy he creates.
Character Design Quarterly (CDQ) is a lively, creative magazine
bringing inspiration, expert insights, and leading techniques from
professional illustrators, artists, and character art enthusiasts
worldwide. Each issue provides detailed tutorials on creating
diverse characters, enabling you to explore the processes and
decision making that go into creating amazing characters. Learn new
ways to develop your own ideas, and discover from the artists what
it is like to work for prolific animation studios such as Disney,
Warner Bros., and DreamWorks. The cover of issue 18 comes from
animation character designer and art director Max Ulichney, who
creates fun, production-worthy characters, and scenes with bold
cinematography at the forefront. Also in this awesome issue, we
speak to the directors of Panimation Studio and learn how to
redesign classic characters with hugely popular artist Marta Garci
a Navarro.
This book brings together history and theory in art and media to
examine the effects of artificial intelligence and machine learning
in culture, and reflects on the implications of delegating parts of
the creative process to AI. In order to understand the complexity
of authorship and originality in relation to creativity in
contemporary times, Navas combines historical and theoretical
premises from different areas of research in the arts, humanities,
and social sciences to provide a rich historical and theoretical
context that critically reflects on and questions the implications
of artificial intelligence and machine learning as an integral part
of creative production. As part of this, the book considers how
much of postproduction and remix aesthetics in art and media
preceded the current rise of metacreativity in relation to
artificial intelligence and machine learning, and explores
contemporary questions on aesthetics. The book also provides a
thorough evaluation of the creative application of systematic
approaches to art and media production, and how this in effect
percolates across disciplines including art, design, communication,
as well as other fields in the humanities and social sciences. An
essential read for students and scholars interested in
understanding the increasing role of AI and machine learning in
contemporary art and media, and their wider role in creative
production across culture and society.
Creating Professional Characters: Develop Spectacular Designs from
Basic Concepts is an inspiring and informative exploration of how
popular professional character designers take the basic concept of
a character in a production brief and develop these ideas into an
original, high-quality design. Suitable for student and
professional character designers alike, this book focuses on how to
approach your character designs in ways that ensure the target
audience and production needs are met while still creating fun,
imaginative characters. This visually appealing book includes
twenty thorough tutorials guiding you through the design and
decision making processes used to create awesome characters.
Replicating the processes used in professional practice today, this
book demonstrates the types of brief a professional designer might
receive, the iterative design process used to explore the brief,
the influence of production feedback on the final design, and how
final designs are presented to clients. This detailed, enlightening
book is an excellent guide to creating incredible imaginative
characters suitable for your future professional projects.
An in-depth look into the transformation of visual culture and
digital aesthetics  First introduced by the German filmmaker
Harun Farocki, the term operational images defines the expanding
field of machine vision. In this study, media theorist Jussi
Parikka develops Farocki’s initial concept by considering the
extent to which operational images have pervaded today’s visual
culture, outlining how data technologies continue to develop and
disrupt our understanding of images beyond representation. Charting
the ways that operational images have been employed throughout a
variety of fields and historical epochs, Parikka details their many
roles as technologies of analysis, capture, measurement,
diagramming, laboring, (machine) learning, identification,
tracking, and destruction. He demonstrates how, though inextricable
from issues of power and control, operational images extend their
reach far beyond militaristic and colonial violence and into the
realms of artificial intelligence, data, and numerous aspects of
art, media, and everyday visual culture. Serving as an extensive
guide to a key concept in contemporary art, design, and media
theory, Operational Images explores the implications of machine
vision and the limits of human agency. Through a wealth of case
studies highlighting the areas where imagery and data intersect,
this book gives us unprecedented insight into the ever-evolving
world of posthuman visuality. Cover alt text: Satellite photo on
which white title words appear in yellow boxes. Yellow lines
connect the boxes.
Turn the pages of this lavishly-produced book to discover a
collection of monsters, creatures, and characters created by
self-taught concept artist Francisco Garces, AKA Dibujante
Nocturno. The artist and illustrator shares his journey, revealing
how his self-taught skills have evolved over the years, resulting
in the demonic yet exquisite style that has earned him over 400,000
followers on Instagram. In addition to a specially curated gallery
of his past work, there are new pieces created exclusively for this
book, including step-by-step tutorials that break down not only the
artist's workflow and routine, but also his intricate pen linework
techniques, cleverly chosen color palettes, and detailed rendering.
Being self-taught, the artist has honed his skills in a completely
unique way, allowing readers to glean not only unique tips and
techniques, but also inspiration and insight into how they can
practise, improve, and develop their own style. His experience of
teaching art ensures he knows how to effectively communicate ideas,
concepts and practical techniques. From his elegantly drawn
linework to the darkest character creation, this is a unique
opportunity for fans of fantasy art and creature design to see what
goes into the epic art of Dibujante Nocturno.
Drawing on film theory, literary modernism, psychology and art
history, Fields of View elucidates an expanded network of
connections between avant-garde film and wider culture. In this
bold and original work, A.L. Rees identifies three key terms -
'field', 'frame' and 'interval' and charts their use by filmmakers
and theorists such as Dziga Vertov, Sergei Eisenstein, Bruce
Baillie, Maya Deren, Malcolm Le Grice and Werner Nekes, from the
1920s through to the present day. A seminal voice in film culture,
Rees left the incomplete manuscript for this book on his death, and
Simon Payne has subsequently carefully prepared the book for
publication. Fields of View is an important work that establishes a
unique perspective on experimental film.
Since its beginnings in the nineteen-seventies, the medium of video
has been closely linked to the subcultural and countercultural
movements of its time, both in art and in everyday culture in
Germany. Art and music videos in particular demonstrate great
subversive potential: artists and musicians oppose traditional
values, transgress and repeatedly explore social norms and gender
stereotypes. In this volume, queer academic as well as artistic
research approaches and archival practices are reviewed in the
context of a history of punk and its offshoots. Among our many
contributors are Tiffany Florvil (University of New Mexico), Marina
Grzinic (Academy of Fine Arts Vienna), Jack Halberstam (Columbia
University in the City of New York), Angela McRobbie (University of
London), Peter Rehberg (Schwules Museum Berlin), and artist
Wolfgang Muller.
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