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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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Gillian Wearing
(Paperback)
Russell Ferguson, John Slyce, Donna De Salvo
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R901
R772
Discovery Miles 7 720
Save R129 (14%)
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Ships in 12 - 17 working days
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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.
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Something Between Us
(Paperback)
Monika Schnetkamp, Ellen Seifermann; Text written by Ludwig Seyfarth, Harriet Zilch
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R1,008
Discovery Miles 10 080
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Ships in 10 - 15 working days
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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.
It was a year of exploration, adventures... and loot! The third
volume of The Art of Hearthstone chronicles the artistic
achievements that infused the Year of the Mammoth with charm,
character, and beauty. Artists, developers, technical wizards, and
cinematic geniuses gave players the chance to explore the exotic
wilds in Journey to Un'goro Crater, challenge the Lich King in
Knights of the Frozen Throne, and plunder a bizarre empire of
Kobolds & Catacombs. Through vivid illustrations and
behind-the-scenes interviews with artists and game designers, The
Art of Hearthstone draws back the curtain to a massive creative
undertaking, showing how a huge team came together to deliver one
of Hearthstone's most impressive years ever.
The proposed book uses the Star Trek television/movie and Star Wars
movie series to explain key international relations (IR) concepts
and theories. It begins with an overview of the importance of
science fiction in literature and film/television. It then presents
the development of the Star Trek and Star Wars franchises, and
discusses how their progression through time has illustrated key IR
theories and concepts. As a bonus, it compares the two franchises
to another recent science fiction franchise used to teach IR
(Battlestar Galactica).
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.
"Videoland" offers a comprehensive view of the "tangible phase" of
consumer video, when Americans largely accessed movies as material
commodities at video rental stores. Video stores served as a vital
locus of movie culture from the early 1980s until the early 2000s,
changing the way Americans socialized around movies and
collectively made movies meaningful. When films became tangible as
magnetic tapes and plastic discs, movie culture flowed out from the
theater and the living room, entered the public retail space, and
became conflated with shopping and salesmanship. In this process,
video stores served as a crucial embodiment of movie culture's
historical move toward increased flexibility, adaptability, and
customization.
In addition to charting the historical rise and fall of the rental
industry, Herbert explores the architectural design of video
stores, the social dynamics of retail encounters, the video
distribution industry, the proliferation of video recommendation
guides, and the often surprising persistence of the video store as
an adaptable social space of consumer culture. Drawing on
ethnographic fieldwork, cultural geography, and archival research,
"Videoland" provides a wide-ranging exploration of the pivotal role
video stores played in the history of motion pictures, and is a
must-read for students and scholars of media history.
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.
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
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 cover of issue 18 comes from
animation character designer and art director Max Ulichney, who
creates fun, production-worthy characters, and scenes with bold
cinematography at the forefront. Also in this awesome issue, we
speak to the directors of Panimation Studio and learn how to
redesign classic characters with hugely popular artist Marta Garci
a Navarro.
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?
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.
Founded in 1996, the Ars Electronica Futurelab looks back on 25
years of programming. At the interface between art and science, it
is a hybrid of studio and laboratory.
UDON Entertainment is back with an all-new classy compilation of
the creative studio's Capcom artwork! This prestigous 300-page
hardcover volume gathers UDON's artists' renditions of the casts of
Street Fighter, Mega Man, Darkstalkers, and other classic Capcom
franchises. Included are comic covers, video game endings,
promotional art, costume designs, tribute art, and much more!
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