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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Traditional narrative structure hit a wall--or rather it hit the
glass of a kaleidoscope--in the 1990s, when art began to function
as a kind of editing table on which daily reality could be remixed
and recreated. Narrativity considers the importance of new
narrative modes, looking not only at the visual arts but at
contemporary literature and film, and the mutual influences between
them. It tackles the question of narration--its ruptures and
mutations--in an age of media culture and video games, where the
ludic and interactive principle is an important element. Through
reflections on time, duration and temporal protocols, which have
taken on major aesthetic stakes, it seeks to reaffirm that the work
of art is an "event" before being a monument or a mere
testimony--an event which constitutes an experience. And, not
least, it considers the artistic games and gambles allowed and
forced by all this change.
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.
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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Gillian Wearing
(Paperback)
Russell Ferguson, John Slyce, Donna De Salvo
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British artist Gillian Wearing, winner of the 1997 Turner Prize,
uses photography and video to explore the intimacies and
complexities of everyday life. Borrowing from popular culture, her
work is disturbing and confessional. In 1992 she began the
acclaimed series Signs that say what you want them to say and not
Signs that say what someone else wants them to say', in which
random passers-by are photographed holding messages they've
written, such as the mild-mannered young businessman whose sign
unexpectedly reads 'I'm Desperate'. Wearing's work borrows from
familiar forms of popular culture to produce direct, revealing
records of deep-seated human trauma and emotion, often adopting the
methods of television documentaries for her 'fly-on-the-wall' view
of people's lives. Her videos can be alarming, as in Confess All
... in which masked individuals confess their darkest secrets, or
humorous, as in (Slight) Reprise - a sampler of adults playing 'air
guitar' in the fantasy rock stadium of their bedrooms. Her art can
be disconcerting or uplifting: an honest portrait of the many sides
to contemporary life. With exhibitions in Britain, the US, Europe
and Japan, Wearing is among the best-known and most internationally
recognized of the recent generation of British artists. This is the
first publication ever to survey this remarkable young artist's
gripping work in its entirety. Russell Ferguson of UCLA's Hammer
Museum contextualizes Wearing's work in relation to historical
precedents in painting, photography and video art. Curator at the
Whitney Museum of American Art Donna De Salvo discusses with the
artist her collaborative approach towards her work and its
subjects. London-based critic John Slyce focuses on Wearing's work
10-16, a remarkable video installation that charts our transition
from childhood to adolescence. The artist has selected transcripts
from director Michael Apted's acclaimed British television
documentary series Seven Up, an important influence on the process
Wearing uses in her own work. Published here for the first time in
full are the transcripts of the artist's video works.
Though in existence for only a few decades, video games are now
firmly established in mainstream culture all around the planet.
Every year new games are produced, and every year new favorites
emerge. But certain characters have become so iconic that they
withstand both time and the shifting interests of players. Such
creations permeate other elements of popular culture-from graphic
novels to film-and are known not only to dedicated gamers but to
the general public as well. In 100 Greatest Video Game Characters,
readers can learn about some of the most popular and influential
figures that have leapt from computer monitors and television
screens and into the public consciousness. The entries in this
volume provide general facts about the characters as well as
explore their cultural significance. The entries include the
following information: *Game developer *Year character was
established *Video game franchise In addition, the book examines
the commonalities of various video game characters to help readers
better understand their popularity and how they operate within the
video games and the industry itself. Whether casually looking up
information on video game characters or researching what these
icons says about society, readers will enjoy this entertaining and
informative volume. Comprehensive and engaging, 100 Greatest Video
Game Characters will appeal to fans and scholars alike.
This volume is a response to the growing need for new
methodological approaches to the rapidly changing landscape of new
forms of performative practices. The authors address a host of
contemporary phenomena situated at the crossroads between science
and fiction which employ various media and merge live participation
with mediated hybrid experiences at both affective and cognitive
level. All essays collected here move across disciplinary divisions
in order to provide an account of these new tendencies, thus
providing food for thought for a wide readership ranging from
performative studies to the social sciences, philosophy and
cultural studies.
This book focuses on the artistic process, creativity and
collaboration, and personal approaches to creation and ideation, in
making digital and electronic technology-based art. Less interested
in the outcome itself - the artefact, artwork or performance -
contributors instead highlight the emotional, intellectual,
intuitive, instinctive and step-by-step creation dimensions. They
aim to shine a light on digital and electronic art practice,
involving coding, electronic gadgetry and technology mixed with
other forms of more established media, to uncover the
practice-as-research processes required, as well as the
collaborative aspects of art and technology practice.
One of the most hotly anticipated games from E3 2012, "Watch Dogs
"received over 80 official nominations and awards including IGN's
Best New Franchise Award, Gamespot's Editor's Choice Award and
Eurogamer's Game of the Show Award.
"The Art of Watch Dogs" is an in-depth review of Ubisoft's amazing
new game with extensive concept and development art and detailed
creator commentary. The first of its kind for a franchise that is
certain to be a future classic, the book will explore the
technology-controlled world of "Watch Dogs," taking readers on a
visual guide through Aiden Pearce's quest to turn Chicago's Central
Operating System (CtOS) against its corrupt owners.
Unbecoming Cinema explores the notion of cinema as a living, active
agent, capable of unsettling and reconfiguring a person's thoughts,
senses, and ethics. Film, according to David H. Fleming, is a
dynamic force, arming audiences with the ability to see and make a
difference in the world. Drawing heavily on Deleuze's philosophical
insights, as well as those of Guattari and Badiou, the book
critically examines unsettling and taboo footage, from suicide
documentaries to art therapy films, from portrayals of mental
health and autism to torture porn. In investigating the effect of
film on the mind and body, Fleming's shrewd analysis unites
transgressive cinema with metaphysical concepts of the body and
mind. A PDF version of this book is available for free in open
access via the OAPEN Library platform, Unbecoming Cinema. It has
been made available under a Creative Commons Attribution 4.0
International Public License and is part of Knowledge Unlatched.
Welcome to the Autodesk Media and Entertainment Official Training
Courseware for 3ds Max 8 software! Consider this book an all-access
pass to the production and training experience of Autodesk
developers and training experts. Written for self-paced learning or
instructor-led classroom training, the manual will teach you the
fundamentals of using 3ds Max 8. The book is organized into
sections dedicated to animation, modelling, materials, lighting and
rendering. Each section covers basic theory, and then includes
exercises for hands-on demonstration of the concept. By the end of
the book, you will have mastered the basics and moved onto
full-length projects. Flexibility is built in, so that you can
complete the tutorials in the way that works best for you. Complete
the book and you will be a seasoned 3ds Max pro, ready to work
confidently in a production environment.
Meet some of the finest 2D and 3D artists working in the industry
today and discover how they create some of the most innovative
digital art in the world. More than a gallery book or a coffee
table book- Digital Art Masters Volume 4 includes 50 artists and
900 unique and stunning 2D and 3D digital artworks. Beyond the
breaktaking images is a breakdown of the techniques, challenges and
tricks the artists employed while creating stunning imagery.
This volume, much like the previous volumes is not your standard
coffee table book nor is it our usual how-to-book. This book offers
inspiration and insight for the advanced amateur and professional
CG artists. The Digital Art Masters series has expanded upon the
competition's gallery book concept and has added the insight and
experiences of professional CG artists worldwide.
Divided into 5 sections, Sci-Fi, Scene, Fantasy, Character and
Cartoon, Each featured artist segement will include the thought
processes behind creating unique digital images and an artist
portfolio for further inspiration. Find your inspiration and
discover the tips, tricks and techniques that really work.
This book is a celebration and exploration of the acclaimed,
bestselling franchise. It will delve into the history of the games,
how they were made, and the real-life context behind the settings
and characters. The Art & Making of Sniper Elite will cover the
whole franchise, from the first game to the latest. It will contain
commentary and insight from the artists and developers, alongside
concept art of the iconic characters, weaponry, vehicles and
environments. A must-have for any Sniper fan.
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