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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In Black Hollywood Unchained, Ishmael Reed gathers an impressive group of scholars, critics, intellectuals, and artist to examine and respond to the contemporary portrayals of Blacks in films. Using the 2012 release of the film Django Unchained as the focal point of much of the discussion, these essays and reviews provide a critical perspective on the challenges facing filmmakers and actors when confronted with issues on race and the historical portrayal of African American characters. Reed also addresses the black community's perceptiveness as discerning and responsible consumers of film, theatre, art, and music. Contributors to this collection are: Jill Nelson, Amiri Baraka, Cecil Brown, Halifu Osumare, Houston A. Baker, Tony Medina, Herb Boyd, Jerry Ward, Ruth Elizabeth Burks, Art Burton, Justin Desmangles, Jesse Douglass, Jack Foley, Joyce A. Joyce, C. Leigh McInnis, Heather Russell, Harriette Surovell, Kathryn Takara, and Al Young.
Featuring new art from the upcoming video game, Diablo 4 from Blizzard Entertainment!
There is no soundtrack is a study of how sound and image produce meaning in contemporary experimental media art by artists ranging from Chantal Akerman to Nam June Paik to Tanya Tagaq. It contextualises these works and artists through key ideas in sound studies: voice, noise, listening, the soundscape and more. The book argues that experimental media art produces radical and new audio-visual relationships challenging the visually dominated discourses in art, media and the human sciences. In addition to directly addressing what Jonathan Sterne calls 'visual hegemony', it also explores the lack of diversity within sound studies by focusing on practitioners from transnational and diverse backgrounds. As such, it contributes to a growing interdisciplinary scholarship, building new, more complex and reverberating frameworks to collectively sonify the study of culture. -- .
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.
There's simply no better resource for anyone learning about and/or teaching CAD software than the Beginning AutoCAD Exercise Workbook. Veteran AutoCAD experts and former instructors Shrock and Heather have packed the 2021 version with a vastly improved interior design layout, 30 in-depth lessons with hundreds of useful practice exercises, all new screenshots, along with tried and true features such as "CAD tips" and side-by-side metric/inch measurements. The detailed, step-by-step format makes mastering AutoCAD much easier, in or out of a formal classroom. Readers can download the provided templates used for drawings in the book from the Industrial Press website. New and/or Improved Features in Beginning AutoCAD 2021 Streamlined Trim and Extend command-Boundary edges are now selected automatically, making trimming or extending objects far more efficient. Revision Cloud enhancements-Users can use one value that measures the chord distance between the end points of each cloud arc to create more consistent revision clouds. Measure Geometry: Quick Measure-The area and perimeter of closed objects (and even multiple objects) can be measured with a simple click, all in one go. Beginning AutoCAD 2021 contains more content than ever before, yet has been redesigned and reduced by more than 100 pages, making it more manageable to read and carry. There's simply no better resource for anyone learning about and/or teaching CAD software than the Beginning AutoCAD Exercise Workbook. Veteran AutoCAD experts and former instructors Shrock and Heather have packed the 2021 version with a vastly improved interior design layout, 30 in-depth lessons with hundreds of useful practice exercises, all new screenshots, along with tried and true features such as "CAD tips" and side-by-side metric/inch measurements. The detailed, step-by-step format makes mastering AutoCAD much easier, in or out of a formal classroom. Readers can download the provided templates used for drawings in the book from the Industrial Press website. New and/or Improved Features in Beginning AutoCAD 2021 Streamlined Trim and Extend command-Boundary edges are now selected automatically, making trimming or extending objects far more efficient. Revision Cloud enhancements-Users can use one value that measures the chord distance between the end points of each cloud arc to create more consistent revision clouds. Measure Geometry: Quick Measure-The area and perimeter of closed objects (and even multiple objects) can be measured with a simple click, all in one go. Beginning AutoCAD 2021 contains more content than ever before, yet has been redesigned and reduced by more than 100 pages, making it more manageable to read and carry. Cheryl Shrock is a retired Professor and Chairperson of Computer Aided Design at Orange Coast College in California. The AutoCAD ExerciseWorkbooks are the result of both her teaching skills and her industry experience. She is an Autodesk (R) registered author. Steve Heather has more than 30 years of experience as a practicing mechanical engineer, and has taught AutoCAD to engineering and architectural students at the college level. He is a Beta Tester for Autodesk (R), testing the latest AutoCAD software, and a member of the AutoCAD (R) Customer Council.* Starting AutoCAD * Creating & Using a Template * Selecting a Command * Drawing Lines * Erase * Undo and Redo * Starting a New Drawing * Opening Multiple Files * Automatic Save * Circle * Rectangle * Grid and Increment Snap * Transparency * Object Snap * Zoom * Drawing Setup * Polygon * Ellipse * Point * Break * Trim * Extend * Move * Drag * Explode * Copy * Mirror * Fillet * Chamfer * Single & Multiline Text * Tabs & Indents * Columns * Paragraph & Line Spacing * Editing * Coordinate Input * Absolute Coordinates * Direct Distance Entry (DDE) * Measure Tools * Moving the Origin * Displaying the UCS Icon * Polar Coordinate Input * Dynamic Input* Polar Tracking * Using Polar Tracking & DDE * Polar Snap * Offset * Properties Palette * Quick Properties Panel * Array * Scale: Stretch: Rotate * Hatch Types * Editing Hatch Set Properties * Linear, Continue, & Baseline Dimensioning * Ignoring Hatch Objects * Editing Dimension Text Values * Modifying a Dimension Style * Dimension Breaks * Jogging a Dimension Line * Adjusting the Distance Between Dimensions * Dimensioning Diameters & Radii * Angular Dimensioning * Center Mark-Automatic & Manual * Centerline * Flip Arrow * Creating a Multileader Style * Special Text Characters * Dim Command... and much more!
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
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.
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.
Sensing Justice examines the aesthetic frames that mediate the sensory perception and signification of law and justice in the context of twenty-first-century Spain. What senses do these frames privilege or downgrade? What kind of subjects do they show, construct, and address? What kind of affective and ethical responses do they invite? What kind of judgments do they invite? The book addresses these questions by moving away from the focus on narrative and through a close analysis of selected contemporary Spanish films such as Pan's Labyrinth, High Heels, Common Wealth, The Method, No Rest for the Wicked and Unit 7. By creating new frames of perception and signification, the films analyzed challenge the senses of law and justice traditionally taken for granted and reconfigure them anew. Engaging with legal theory, film studies, aesthetics, and politics, Sensing Justice provides a compelling illustration of how law and justice are multisensory and embodied experiences.
What do images of the body, which recent poets and filmmakers have given us, tell us about ourselves, about the way we think and about the culture in which we live? In his new book A Body of Vision , R. Bruce Elder situates contemporary poetic and cinematic body images in their cultural context. Elder examines how recent artists have tried to recognize and to convey primordial forms of experiences. He proposes the daring thesis that in their efforts to do so, artists have resorted to gnostic models of consciousness. He argues that the attempt to convey these primordial modes of awareness demands a different conception of artistic meaning from any of those that currently dominate contemporary critical discussion. By reworking theories and speech in highly original ways, Elder formulates this new conception. The works of Brakhage, Artaud, Schneeman, Cohen and others lie naked under Elder's razor-sharp dissecting knife and he exposes the essence of their work, cutting deeply into the themes and theses from which the works are derived. His remarks on the gaps in contemporary critical practices will likely become the focus of much debate.
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.
Alienation, generational tensions, rampant nationalism and the pervasiveness of atomic danger are all topics that haunted late Soviet citizens, and those fears are reflected in the films meant to represent their horror genre. In the late 1970s and throughout the 1980s, production of horror movies from independent filmmakers and Hollywood skyrocketed. It was a time of intense Cold War conflict and a resurgence of conservative ideals. It's not difficult to imagine that the ascent of horror occurred in conjunction with an increasingly scary and alienated world, and horror reflected those freights in the form of nuclear holocausts, toxic waste pollution, alien clown invaders and undead houseguests. Everyone was at risk - teenagers especially - because their present and future remained most uncertain. If we can agree that such feelings underpinned American viewers in the age of Reagan and neo-liberalism, then what about late socialism? How did film makers depict Soviet society's fears?
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.
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. |
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