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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
The provocative pop artist's on-screen experiments, newly brought to light in this essential reference work In the 1960s, Andy Warhol (1928-1987) produced hundreds of film and video works-short and long, silent and sound, scripted and improvised. This catalogue raisonne of the artist's films, a complement to 2006's Andy Warhol Screen Tests, focuses on works he produced from 1963 to 1965. Detailed cataloguing of each work is combined with orienting and enlightening essays that cover Warhol's influences, source material, working methods, and technical innovations, as well as his engagement with the people he filmed and how they came to life on the screen. In addition, rich entries offer detailed summaries and analysis of more than a hundred individual works. The vigorous illustration program includes countless stills and documentary images to further elucidate the film works, including many that have circulated only rarely. Warhol's dynamic and creative approach to filmmaking redefined the genre, drawing audiences and receiving positive attention along with deep criticism. In 1970, he placed his films in storage for the next 14 years, taking them out of public view and distribution. During that time, critics and audiences could only piece together information about these works from hearsay, verbal accounts, and reviews. Since then, the works have been studied, preserved, and catalogued, culminating in this volume, which illuminates the true significance of Warhol's radical experiments in film and his mastery of the medium. Distributed for the Whitney Museum of American Art
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.
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.
From Snow White to Moana, from Pinocchio to Frozen, the animated films of Walt Disney Studios have moved and entertained millions. But few fans know that behind these groundbreaking features was an incredibly influential group of women who fought for respect in an often ruthless male-dominated industry and who have slipped under the radar for decades. In The Queens of Animation, bestselling author Nathalia Holt tells their dramatic stories for the first time, showing how these women infiltrated the boys' club of Disney's story and animation departments and used early technologies to create the rich artwork and unforgettable narratives that have become part of the American canon. As the influence of Walt Disney Studios grew---and while battling sexism, domestic abuse, and workplace intimidation---these women also fought to transform the way female characters are depicted to young audiences. With gripping storytelling, and 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 filmmaking, 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.
Absence has played a crucial role in the history of avant-garde aesthetics, from the blank canvases of Robert Rauschenberg to Yves Klein's invisible paintings, from the "silent" music of John Cage to Samuel Beckett's minimalist theater. Yet little attention has been given to the important role of absence in cinema. In the first book to focus on cinematic absence, Justin Remes demonstrates how omissions of expected elements can spur viewers to interpret and understand the nature of film in new ways. While most film criticism focuses on what is present, such as images on the screen and music and dialogue on the soundtrack, Remes contends that what is missing is an essential part of the cinematic experience. He examines films without images-such as Walter Ruttmann's Weekend (1930), a montage of sounds recorded in Berlin-and films without sound-such as Stan Brakhage's Window Water Baby Moving (1959), which documents the birth of the filmmaker's first child. He also examines found footage films that erase elements from preexisting films such as Naomi Uman's removed (1999), which uses nail polish and bleach to blot out all the women from a pornographic film, and Martin Arnold's Deanimated (2002), which digitally eliminates images and sounds from a Bela Lugosi B movie. Remes maps out the effects and significations of filmic voids while grappling with their implications for film theory. Through a careful analysis of a broad array of avant-garde works, Absence in Cinema reveals that films must be understood not only in terms of what they show but also what they withhold.
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.
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!
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
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.
In late November 1974, filmmaker Werner Herzog received a phone call from Paris delivering some terrible news. German film historian, mentor, and close friend Lotte Eisner was seriously ill and dying. Herzog was determined to prevent this and believed that an act of walking would keep Eisner from death. He took a jacket, a compass, and a duffel bag of the barest essentials, and wearing a pair of new boots, set off on a three-week pilgrimage from Munich to Paris through the deep chill and snowstorms of winter. Of Walking in Ice is Herzog's beautifully written, much-admired, yet often-overlooked diary account of that journey. Herzog documents everything he saw and felt on his quest to his friend's bedside, from poetic descriptions of the frozen landscape and harsh weather conditions to the necessity of finding shelter in vacant or abandoned houses and the intense loneliness of his solo excursion. Includes, for the first time, Werner Herzog's 1982 "Tribute to Lotte Eisner" upon her receipt of the Helmut Kautner Prize
The Art of Titanfall 2 is the ultimate guide to the development of Respawn Entertainment's fast-paced, visually stunning first-person shooter. Featuring an exclusive array of highly stylised concept art, sketches, 3D renders, maquette modelling, and commentary from key Respawn Entertainment team members, this is a must-have for any fan of the dynamic and destructive world of Titanfall 2.
Creating engaging and believable creature designs is a difficult and enjoyable task. The monsters, aliens and fantasy animals that grace our TV and cinema screens represent the hard work and dedication of a team of incredibly talented artists and designers. This book aims to unlock their world and introduce the fundamentals skills of creating movie quality designs. Covering key topics like animal anatomy and functionality as well as techniques to create unique and engaging designs, this expansive book will be packed full of advice and guidance from some of the most impressive and renowned artists working in this field in the world today.
"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. "
Juan Ortiz turns his unique eye for poster design to the classic sci-fi series Lost In Space. Each episode is lovingly reimagined as a visually striking poster, creating a one of a kind collection to accompany one of the most influential and celebrated sci-fi series of all time. Each poster has a different aesthetic, taking inspiration from 60s movie posters, comic books, pulp novel covers and blacklight posters. |
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