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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
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.
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 face of issue 17 is Devin Elle
Kurtz, who crafted an enchanting narrative design especially for
this issue's cover. Alongside a breakdown of how the cover was
created, readers can discover more about the artist and her
creative story to date. Issue 17 also features an informative
interview with the team at Taiko Studios.
Few directors of the 1930s and 40s were as distinctive and popular
as Preston Sturges, whose whipsmart comedies have entertained
audiences for decades. This book offers a new critical appreciation
of Sturges' whole oeuvre, incorporating a detailed study of the
last ten years of his life from new primary sources. Preston
Sturges details the many unfinished projects of Sturges' last
decade, including films, plays, TV series and his autobiography.
Drawing on diaries, sketchbooks, correspondence, unpublished
screenplays and more, Nick Smedley and Tom Sturges present the
writer-director's final years in more detail than we've ever seen,
showing a master still at work - even if very little of that work
ultimately made it to the screen or stage.
Are artists, designers and musicians inventors? Or does the
invention originate from scientific discovery alone? Ecologies of
Invention is the first collection of essays that brings together
writers and scholars of international standing from the University
of Sydney and beyond to examine assumptions underlying notions of
inventiveness. The writers explain how inventiveness borne out of
aesthetic ambitions is impacting on and changing our culture and
society. Ecologies of Invention describes the articulation of
inventive capacities across disciplines and across multiple scales,
from personal capacities to the social, spatial and network
configurations that drive people to produce inventions. The book
poses new questions for scholars, artists, architects, designers,
historians, engineers, scientists, lawyers and economists about the
nature, origins and processes of invention. "This is a challenging
book which confronts traditional thinking around creativity and
inventiveness, and raises issues that need serious debate." --
Barry Jones
en Lauschmann's work is informed by his interest in the earliest
forms of magical entertainment and the latest technical
innovations. In his largest solo exhibition to date, he explores
the use of tools, techniques and systems to solve problems, with
the aim of bypassing the tension between optimistic and sceptical
attitudes towards technology. Startle Reaction uses Lauschmann's
interest in automatons and cinema to play with the notion that we
are capable of believing in things we know are false.
Add seamless, interactive, user-controlled delivery to your Flash
applications. This book builds upon your understanding of basic
ActionScript (AS) syntax with the foundational skills that you need
to use XML in Flash applications and AS2 or AS3 to migrate your
existing applications. Beginning with an introduction to XML, XML
parsing methods, and a short introduction to AS2 you learn how to
create a universal XML load/onload Class as well as a universal
XHTML parser. Then you learn how to use Components using XML as the
data source, including the menu, menubar, datagrid and tree
component. Finally, a tutorial project-the design and development
of a Real Estate Web site that contains an XML search engine-pulls
it all together with hands-on experience. All the applications use
XML as the data source and are written as class files. Select parts
of the Real Estate Web site are redeveloped in AS3 for purposes of
illustration. The new XML class is presented and specific code
examples demonstrate techniques to apply methods and use
properties. Particular attention is paid to the differences between
AS2 and AS3 and how to effectively transition from one AS version
to the other. The downloadable resources contain code for all of
the properties and methods of the AS2, AS3, and XML class examples.
Components for the Real Estate Web site project are also provided.
In Building Interactive Worlds in 3D readers will find turnkey
tutorials that detail all the steps required to build simulations
and interactions, utilize virtual cameras, virtual actors (with
self-determined behaviors), and real-time physics including
gravity, collision, and topography. With the free software demos
included, 3D artists and developers can learn to build a fully
functioning prototype. The book is dynamic enough to give both
those with a programming background as well as those who are just
getting their feet wet challenging and engaging tutorials in
virtual set design, using Virtools. Other software discussed is:
Lightwave, and Maya. The book is constructed so that, depending on
your project and design needs, you can read the text or interviews
independently and/or use the book as reference for individual
tutorials on a project-by-project basis. Each tutorial is followed
by a short interview with a 3D graphics professional in order to
provide insight and additional advice on particular interactive 3D
techniques-from user, designer, artist, and producer perspectives.
How do epic tropes shape representations of the ancient world and
determine contemporary understandings of historical events? What
features of ancient epic persistently emerge in science fiction and
fantasy narratives adapted to the screen, and why? How does the
different scope of televisual versus cinematic media impact the
representation of conventions derived from ancient epic? The
international range of contributors to this volume respond to these
questions by looking for features of epic outside the traditional
realm of Greco-Roman antiquity, including historical films and
series, fantasy, science fiction and documentary. By identifying
epic conventions on the large and small screen, as well as within a
range of speculative fictions in fantastical and futuristic
settings, they consider the function of such conventions within
their twenty-first-century production contexts.
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.
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.
In On Stage, Mathilde Roman explores the resonances that fields of
theatre - stage, decor, space, gaze and more - have in the practice
of video arts. Using these notions of theatre both as points of
reference and as a prism through which video installation can be
approached, Roman concentrates on questions often overlooked by art
historians, theorists and critics. These include questions of
exhibition architecture, display, viewer experience, temporality
and the importance of the gaze. Each chapter is articulated around
analyses of video installations created by artists, from Michael
Snow to Maider Fortune, and Dan Graham to Laurent Grasso. With a
preface by Mieke Bal, On Stage is an important contribution to the
fields of art, history and film studies.
"Parallel Practices: Joan Jonas & Gina Pane" considers the
works of two pioneers of performance art. Jonas (born 1936) and
Pane (1939-1990) lived and worked in the United States and France
respectively. Each artist worked multidisciplinarily, producing
sculpture, drawings, installations, film and video in addition to
live actions. Notably, Jonas and Pane have been lauded for their
foundational work in performance, a field in which both of these
artists blazed trails. Published to accompany an exhibition at the
Contemporary Arts Museum Houston, "Parallel Practices" explores the
trajectory of these artists' practices to reveal shared and
complementary aspects, as well as to highlight the significant
divergences and differences that characterize each artist's work.
It includes texts by curator Dean Daderko, Elisabeth Lebovici and
Anne Tronche and Barbara Clausen.
A diverse range of leading scholars, activists, archivists and
artists explore the histories, practices and concerns of women
making film and video across the world, from the pioneering German
animator Lotte Reiniger, to the influential African American
filmmaker Julie Dash and the provocative Scottish contemporary
artist Rachel Maclean. Opening with a foreword from the film
theorist Laura Mulvey and a poem by the artist filmmaker Lis
Rhodes, the book traces the legacies of early feminist
interventions into the moving image and the ways in which these
have been re-configured in the very different context of today.
Reflecting and building upon the practices of recuperation that
continue to play a vital role in feminist art practice and
scholarship, contributors discuss topics such as how
multiculturalism is linked to experimental and activist film
history, the function and nature of the essay film, feminist
curatorial practices and much more. This book transports readers
across diverse cultural contexts and geographical contours,
addressing complex narratives of subjectivity, representation and
labour, while juxtaposing cultures of film, video and visual arts
practice often held apart.
The Anarchist Cinema examines the complex relationships that exist
between anarchist theory and film. No longer hidden in obscure
corners of cinematic culture, anarchy is a theme that has traversed
arthouse, underground and popular film. James Newton explores the
notion that cinema is an inherently subversive space, establishes
criteria for deeming a film anarchic, and examines the place of
underground and DIY filmmaking within the wider context of the
category. The author identifies subversive undercurrents in cinema
and uses anarchist political theory as an interpretive framework to
analyse filmmakers, genres and the notion of cinema as an anarchic
space.
Marking the 50th anniversary of the premiere of La Hora de Los
Hornos (The Hour of the Furnaces) (Getino and Solanas, 1968), A
Trail of Fire for Political Cinema is an edited collection that
closely analyses the film, looking to the context and the
socio-political landscape of 1960s Argentina, as well as the film's
legacy and contemporary relevance. Attention is paid to the corpus
of political documentaries made between 1968 to 1976, including
those that marked the last coup d'etat in Argentina, to emphasize
how formal and thematic trends relate to their Argentinian social
context. In order to highlight The Hour of the Furnaces's
contemporary relevance as a form of politically engaged activism,
the book will also look at Fernando Solanas's documentary output in
the twenty-first century.
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