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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video 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.
With the aim to help teachers design and deliver instruction around
world films featuring child protagonists, Cultivating Creativity
through World Films guides readers to understand the importance of
fostering creativity in the lives of youth. It is expected that by
teaching students about world films through the eyes of characters
that resemble them, they will gain insight into cultures that might
be otherwise unknown to them and learn to analyze what they see.
Teachers can use these films to examine and reflect on differences
and commonalities rooted in culture, social class, gender,
language, religion, etc., through guided questions for class
discussion. The framework of this book is conceived to help
teachers develop students' ability to evaluate, analyze, synthesize
and interpret. The proposed activities seek to incite reflection
and creativity in students, and can be used as a model for teachers
in designing future lessons on other films.
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
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.
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.
Reflecting the dynamic creativity of its subject, this definitive
guide spans the evolution, aesthetics, and practice of today's
digital art, combining fresh, emerging perspectives with the
nuanced insights of leading theorists. Showcases the critical and
theoretical approaches in this fast-moving discipline Explores the
history and evolution of digital art; its aesthetics and politics;
as well as its often turbulent relationships with established
institutions Provides a platform for the most influential voices
shaping the current discourse surrounding digital art, combining
fresh, emerging perspectives with the nuanced insights of leading
theorists Tackles digital art's primary practical challenges - how
to present, document, and preserve pieces that could be erased
forever by rapidly accelerating technological obsolescence
Up-to-date, forward-looking, and critically reflective, this
authoritative new collection is informed throughout by a deep
appreciation of the technical intricacies of digital art
In Archiveology Catherine Russell uses the work of Walter Benjamin
to explore how the practice of archiveology-the reuse, recycling,
appropriation, and borrowing of archival sounds and images by
filmmakers-provides ways to imagine the past and the future. Noting
how the film archive does not function simply as a place where
moving images are preserved, Russell examines a range of films
alongside Benjamin's conceptions of memory, document, excavation,
and historiography. She shows how city films such as Nicole
Vedres's Paris 1900 (1947) and Thom Andersen's Los Angeles Plays
Itself (2003) reconstruct notions of urban life and uses Christian
Marclay's The Clock (2010) to draw parallels between critical
cinephilia and Benjamin's theory of the phantasmagoria. Russell
also discusses practices of collecting in archiveological film and
rereads films by Joseph Cornell and Rania Stephan to explore an
archival practice that dislocates and relocates the female image in
film. In so doing, she not only shows how Benjamin's work is as
relevant to film theory as ever; she shows how archiveology can
awaken artists and audiences to critical forms of history and
memory.
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.
Through a genealogy of photosensitive elements in media devices and
artworks, this book investigates three dichotomies that impoverish
debates and proposals in media art: material/immaterial,
organic/machinic, and theory/practice. It combines historical and
analytical approaches, through new materialism, media archaeology,
cultural techniques and second-order cybernetics. Known media
stories are reframed from an alternative perspective, elucidating
photosensitivity as a metonymy to provide guidelines to art
students, artists, curators and theoreticians - especially those
who are committed to critical views of scientific and technological
knowledge in aesthetic experimentations.
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.
In Paik's Virtual Archive, Hanna B. Holling contemplates the
identity of multimedia artworks by reconsidering the role of
conservation in our understanding of what the artwork is and how it
functions within and beyond a specific historical moment. In
Holling's discussion of works by Nam June Paik (1932-2006), the
hugely influential Korean American artist who is considered the
progenitor of video art, she explores the relation between the
artworks' concept and material, theories of musical performance and
performativity, and the Bergsonian concept of duration, as well as
the parts these elements play in the conceptualization of
multimedia artworks. Holling combines her astute assessment of
artistic technologies with ideas from art theory, philosophy, and
aesthetics to probe questions related to materials and materiality,
not just in Paik's work but in contemporary art in general.
Ultimately, she proposes that the archive-the physical and virtual
realm that encompasses all that is known about an artwork-is the
foundation for the identity and continuity of every work of art.
Videogame history is not just a history of one successful
technology replacing the next. It is also a history of platforms
and communities that never quite made it; that struggled to make
their voices heard; that aggravated against the conventions of the
day; and that never enjoyed the commercial success or recognition
of their major counterparts. In Minor Platforms in Videogame
History, Benjamin Nicoll argues that 'minor' videogame histories
are anything but insignificant. Through an analysis of
transitional, decolonial, imaginary, residual, and minor videogame
platforms, Nicoll highlights moments of difference and
discontinuity in videogame history. From the domestication of
vector graphics in the early years of videogame consoles to the
'cloning' of Japanese computer games in South Korea in the 1980s,
this book explores case studies that challenge taken-for-granted
approaches to videogames, platforms, and their histories.
Tracing the evolution of the Italian avant-garde's pioneering
experiments with art and technology and their subversion of freedom
and control In postwar Italy, a group of visionary artists used
emergent computer technologies as both tools of artistic production
and a means to reconceptualize the dynamic interrelation between
individual freedom and collectivity. Working contrary to
assumptions that the rigid, structural nature of programming limits
subjectivity, this book traces the multifaceted practices of these
groundbreaking artists and their conviction that technology could
provide the conditions for a liberated social life. Situating their
developments within the context of the Cold War and the ensuing
crisis among the Italian left, Arte Programmata describes how
Italy's distinctive political climate fueled the group's engagement
with computers, cybernetics, and information theory. Creating a
broad range of immersive environments, kinetic sculptures, domestic
home goods, and other multimedia art and design works, artists such
as Bruno Munari, Enzo Mari, and others looked to the conceptual
frameworks provided by this new technology to envision a way out of
the ideological impasses of the age. Showcasing the ingenuity of
Italy's earliest computer-based art, this study highlights its
distinguishing characteristics while also exploring concurrent
developments across the globe. Centered on the relationships
between art, technology, and politics, Arte Programmata considers
an important antecedent to the digital age.
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!
An in-depth study of the expanding role of the moving image in
British art over the past thirty years Over the past three decades
the moving image has grown from a marginalized medium of British
art into one of the nation's most vital areas of artistic practice.
How did we get here? Artists' Moving Image in Britain Since 1989
seeks to provide answers, unfolding some of the
narratives-disparate, entwined, and often colorful-that have come
to define this field. Ambitious in scope, this anthology considers
artists and artworks alongside the organizations, institutions, and
economies in which they exist. Writings by scholars from both art
history and film studies, curators from diverse backgrounds, and
artists from across generations offer a provocative and
multifaceted assessment of the evolving position of the moving
image in the British art world and consider the effects of numerous
technological, institutional, and creative developments.
Distributed for the Paul Mellon Center for Studies in British Art
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