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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.
In the 1990s, Shirin Neshat's startling black-and-white videos of
Iranian women won enormous praise for their poetic reflections on
post-revolutionary life in her native country. Writing in the New
Yorker, Peter Schjeldahl called her multi-screen video meditations
on the culture of the chador in Islamic Iran "the first undoubtable
masterpieces of video installation." Over the next twenty-five
years Neshat's work has continued its passionate engagement with
ancient and recent Iranian history, extending its reach to the
universal experience of living in exile and the human impact of
political revolution. This book connects Neshat's early video and
photographic works-including haunting films such as Rapture, 1999
and Tooba, 2002-to her current projects which focus on the relation
of home to exile and dreams such as The Home of My Eyes, 2015, and
a new, never-before-seen project, Land of Dreams, 2019. It includes
numerous stills from her series, Dreamers, in which she documents
the lives of outsiders and exiles in the United States. This volume
also includes essays by prominent Iranian cultural figures as well
as an interview with the artist. Neshat has always been a voice for
those whose individual freedoms are under attack. With this
monograph, her audience will gain a deeper understanding of
Neshat's own emotional, psychological, and political identities,
and how they have helped her create compassionate portraits of the
fraught and delicate spaces between attachment and alienation.
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.
What happens when a drone enters a gallery or appears on screen?
What thresholds are crossed as this weapon of war occupies everyday
visual culture? These questions have appeared with increasing
regularity since the advent of the War on Terror, when drones began
migrating into civilian platforms of film, photography,
installation, sculpture, performance art, and theater. In this
groundbreaking study, Thomas Stubblefield attempts not only to
define the emerging genre of "drone art" but to outline its primary
features, identify its historical lineages, and assess its
political aspirations. Richly detailed and politically salient,
this book is the first comprehensive analysis of the intersections
between drones, art, technology, and power.
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.
Fiftieth anniversary reissue of the founding media studies book
that helped establish media art as a cultural category. First
published in 1970, Gene Youngblood's influential Expanded Cinema
was the first serious treatment of video, computers, and holography
as cinematic technologies. Long considered the bible for media
artists, Youngblood's insider account of 1960s counterculture and
the birth of cybernetics remains a mainstay reference in today's
hypermediated digital world. This fiftieth anniversary edition
includes a new Introduction by the author that offers conceptual
tools for understanding the sociocultural and sociopolitical
realities of our present world. A unique eyewitness account of
burgeoning experimental film and the birth of video art in the late
1960s, this far- ranging study traces the evolution of cinematic
language to the end of fiction, drama, and realism. Vast in scope,
its prescient formulations include "the paleocybernetic age,"
"intermedia," the "artist as design scientist," the "artist as
ecologist," "synaesthetics and kinesthetics," and "the
technosphere: man/machine symbiosis." Outstanding works are
analyzed in detail. Methods of production are meticulously
described, including interviews with artists and technologists of
the period, such as Nam June Paik, Jordan Belson, Andy Warhol, Stan
Brakhage, Carolee Schneemann, Stan VanDerBeek, Les Levine, and
Frank Gillette. An inspiring Introduction by the celebrated
polymath and designer R. Buckminster Fuller-a perfectly cut gem of
countercultural thinking in itself-places Youngblood's radical
observations in comprehensive perspective. Providing an
unparalleled historical documentation, Expanded Cinema clarifies a
chapter of countercultural history that is still not fully
represented in the arthistorical record half a century later. The
book will also inspire the current generation of artists working in
ever-newer expansions of the cinematic environment and will prove
invaluable to all who are concerned with the technologies that are
reshaping the nature of human communication.
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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.
Making Images Move reveals a new history of cinema by uncovering
its connections to other media and art forms. In this richly
illustrated volume, Gregory Zinman explores how moving-image
artists who worked in experimental film pushed the medium toward
abstraction through a number of unconventional filmmaking
practices, including painting and scratching directly on the film
strip; deteriorating film with water, dirt, and bleach; and
applying materials such as paper and glue. This book provides a
comprehensive history of this tradition of "handmade cinema" from
the early twentieth century to the present, opening up new
conversations about the production, meaning, and significance of
the moving image. From painted film to kinetic art, and from
psychedelic light shows to video synthesis, Gregory Zinman recovers
the range of forms, tools, and intentions that make up cinema's
shadow history, deepening awareness of the intersection of art and
media in the twentieth century, and anticipating what is to come.
Alejandro Cesarco: Song, published on the occasion of the
exhibition of the same name at the Renaissance Society, brings
together both new commissions and existing works. In the
exhibition, Cesarco creates rhythm by incorporating silences and
withholdings. The works form an installation drawing on the poetics
of duration, refusal, repetition, and affective forms. This
presentation, as in the artist's broader practice, represents a
sustained investigation into time, memory, and how meaning is
perceived. Centering on two related video works, the exhibition
engaged deeply with histories of conceptual art. This catalog
features an introduction by Solveig Ovstebo, a conversation between
Alejandro Cesarco and Lynne Tillman, an essay by Julie Ault, and
new short fiction by Wayne Koestenbaum in response to the
exhibition.
When law student Atey Ghailan realized that he was doing more
sketching than note-taking in class, he decided to pursue a career
in art. Atey has written a book that showcases his best and most
fascinating work, with details from behind the scenes of his
experiences in the art industry so far. Atey's artistic journey,
from doodling in class to Senior Illustrator at Riot Games,
California is central to the book. In addition, he wants readers to
consider their own exciting journey, whether they have still to set
off, or are on the road already. Readers will discover insight to
his creative workflow alongside practical tips and techniques that
can be applied to their own practice. The book shares how the
artist defeats the dreaded art block, using a visual library packed
with ideas and inspiration, and Atey will be debuting a new and
very personal project, unveiling completely new and extremely
exciting art.
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.
An illustrated survey of the work of contemporary Belgian artist
Emmanuel Van der Auwera The work of Brussels-based Belgian artist
Emmanuel Van der Auwera (b. 1982) provides cautionary tales and
tools for navigating information in post-truth times, making use of
emerging technologies, the architecture of mass media, and more
traditional approaches to image making. This book is the first to
document and explore his films, VideoSculptures, and "Memento"
series. Distributed for Mercatorfonds Exhibition Schedule:
Pinakothek der Moderne, Munich
Zina Saro-Wiwa: Did You Know We Taught Them How to Dance? is the
first publication on the work of Zina Saro-Wiwa, a British-Nigerian
video artist and filmmaker based in Brooklyn. Occupying the space
between documentary and performance, Saro-Wiwa's videos,
photographs, and sound produced in the Niger Delta region of
southeastern Nigeria from 2013-2015 explore folklore, masquerade
traditions, religious practices, food, and Nigerian popular
aesthetics. Engaging Niger Delta residents as subjects and
collaborators, Saro-Wiwa cultivates strategies of psychic survival
and performance, testing contemporary art's capacity to transform
and to envision new concepts of environment and environmentalism.
Known for decades for corruption and environmental degradation, the
Niger Delta is one of the largest oil producing regions of the
world, and until 2010 provided the United States with a quarter of
its oil. Saro-Wiwa returns to this contested region-the place of
her birth-to tell new stories. Featuring a guest foreword by
Ebiegberi Joe Alagoa; essays by Stephanie LeMenager, Amy L. Powell,
and Taiye Selasi; an interview with the artist by Chika
Okeke-Agulu; and recipes created by the artist.
Since the early 2000s, the phenomenon of the "down low"--black men
who have sex with men as well as women and do not identify as gay,
queer, or bisexual--has exploded in news media and popular culture,
from the "Oprah Winfrey Show" to R & B singer R. Kelly's hip
hopera "Trapped in the Closet." Most down-low stories are morality
tales in which black men are either predators who risk infecting
their unsuspecting female partners with HIV or victims of a
pathological black culture that repudiates openly gay identities.
In both cases, down-low narratives depict black men as sexually
dangerous, duplicitous, promiscuous, and contaminated.
In "Nobody Is Supposed to Know," C. Riley Snorton traces the
emergence and circulation of the down low in contemporary media and
popular culture to show how these portrayals reinforce troubling
perceptions of black sexuality. Reworking Eve Sedgwick's notion of
the "glass closet," Snorton advances a new theory of such
representations in which black sexuality is marked by
hypervisibility and confinement, spectacle and speculation. Through
close readings of news, music, movies, television, and gossip
blogs, "Nobody Is Supposed to Know "explores the contemporary
genealogy, meaning, and functions of the down low.
Snorton examines how the down low links blackness and queerness
in the popular imagination and how the down low is just one example
of how media and popular culture surveil and police black
sexuality. Looking at figures such as Ma Rainey, Bishop Eddie L.
Long, J. L. King, and Will Smith, he ultimately contends that
down-low narratives reveal the limits of current understandings of
black sexuality.
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