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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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Bliss
(Paperback)
Ashley Alizor
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R860
Discovery Miles 8 600
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Ships in 18 - 22 working days
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Sounding the Gallery explores the first decade of creative video
work, focusing on the ways in which video technology was used to
dissolve the boundaries between art and music. Becoming
commercially available in the mid 1960s, video quickly became
integral to the intense experimentalism of New York City's music
and art scenes. The medium was able to record image and sound at
the same time, which allowed composers to visualize their music and
artists to sound their images in a quick and easy manner. But video
not only provided artists and composers with the opportunity to
produce unprecedented forms of audiovisuality; it also allowed them
to create interactive spaces that questioned conventional habits of
music and art consumption. Early video's audiovisual synergy could
be projected, manipulated and processed live. The closed-circuit
video feed drew audience members into the heart of the audiovisual
experience, from where they could influence the flow, structure and
sound of the video performance. Such activated spectatorship
resulted in improvisatory and performative events in which the
space between artists, composers, performers and visitors collapsed
into a single, yet expansive, intermedial experience. Many believed
that such audiovisual video work signalled a brand-new art form
that only began in 1965. Using early video work as an example, this
book suggests that this is inaccurate. During the twentieth
century, composers were experimenting with spatializing their
sounds, while artists were attempting to include time as a creative
element in their visual work. Pioneering video work allowed these
two disciplines to come together, acting as a conduit that
facilitated the fusion and manipulation of pre-existing elements.
Shifting the focus from object to spatial process, Sounding the
Gallery uses theories of intermedia, film, architecture, drama and
performance practice to create an interdisciplinary history of
music and art that culminates in the rise of video art-music in the
late 1960s.
Future Bodies from a Recent Past brings to life a hitherto
little-noticed phenomenon in art and sculpture in particular: the
reciprocal interpenetration of bodies and technology. With 120
works by 59 artists-primarily from Europe, the USA and Japan-the
exhibition is dedicated to the major technological changes since
the post-war period and examines their influence on our notions of
bodies. With contributions on topics such as the influence of
changing production technologies, materialities, and concepts of
the body, but also interdisciplinary considerations of
body-technology relations, a multi-perspective history of
contemporary sculpture will be outlined. English Edition!
Exhibition Museum Brandhorst Munich 2 June 2022 until 15 January
2023
A tribute to Quentin Tarantino and the whole universe he has
created. Quentin Tarantino is one of the leading filmmakers of the
90s, known for his unique scenes, exquisite soundtracks, violence,
and coarse language. Tarantino pays tributes in each of his films
and creates unique situations in which the grotesque can become
amusing, even causing you to laugh. Here, you will see different
fan art works by 31 international artists, featuring authentic
masterpieces accompanied by phrases and anecdotes from the world of
this fantastic filmmaker. If you are one of the few who has not yet
seen Tarantino's films, just sit back on the sofa and enjoy the
work of this genius.
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.
In The Genius of the System, Thomas Schatz recalls Hollywood's
Golden Age from the 1920s until the dawn of television in the late
1940s, when quality films were produced swiftly and cost
efficiently thanks to the intricate design of the system. Schatz
takes us through the rise and fall of individual careers and the
making-and unmaking-of movies such as Frankenstein, Casablanca, and
Hitchcock's Notorious. Through detailed analysis of major Hollywood
moviemakers including Universal, Warner Bros., and MGM, he reminds
us of a time when studios had distinct personalities and the
relationship between contracts and creativity was not mutually
exclusive.
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.
Born to a prominent family in Havana but exiled to the United
States as a girl, Ana Mendieta (1948-1985) is regarded as one of
the most significant artists of the postwar era. During her
too-brief career, she produced a distinctive body of work that
includes drawings, installations, performances, photographs, and
sculptures. Less well known is her remarkable and prolific
production of films. This richly illustrated catalogue presents a
series of sequential color stills from each of twenty-one original
Super 8 films that have been newly preserved and digitized in high
definition for the 2015 exhibition, combined with related
photographs, and reference still images from all of the artist's
104 filmworks; together these illustrations sample the full range
of the artist's film practice from 1971 to 1981. The book includes
Mendieta's first published comprehensive filmography resulting from
three years of collaborative research conducted by the Estate of
Ana Mendieta Collection and the University of Minnesota as well as
original essays by John Perreault, Michael Rush, Rachel Weiss, Lynn
Lukkas, Raquel Cecilia Mendieta, and Laura Wertheim Joseph. The
first book-length treatment of Mendieta's moving-image practice,
Covered in Time and History aims to locate her films centrally
within her larger oeuvre and at the forefront of the
multidisciplinary shifts that characterized visual arts practice
during the 1970s. Published in association with the Katherine E.
Nash Gallery at the University of Minnesota. Exhibition dates:
University of California, Berkeley Art Museum & Pacific Film
Archive (BAMPFA): November 9, 2016-February 12, 2017 NSU Art Museum
Fort Lauderdate: February 28-July 3, 2016 Katherine E. Nash
Gallery, University of Minnesota: September 15-December 12, 2015
The new edition of an introduction to computer programming within
the context of the visual arts, using the open-source programming
language Processing; thoroughly updated throughout. The visual arts
are rapidly changing as media moves into the web, mobile devices,
and architecture. When designers and artists learn the basics of
writing software, they develop a new form of literacy that enables
them to create new media for the present, and to imagine future
media that are beyond the capacities of current software tools.
This book introduces this new literacy by teaching computer
programming within the context of the visual arts. It offers a
comprehensive reference and text for Processing
(www.processing.org), an open-source programming language that can
be used by students, artists, designers, architects, researchers,
and anyone who wants to program images, animation, and
interactivity. Written by Processing's cofounders, the book offers
a definitive reference for students and professionals. Tutorial
chapters make up the bulk of the book; advanced professional
projects from such domains as animation, performance, and
installation are discussed in interviews with their creators. This
second edition has been thoroughly updated. It is the first book to
offer in-depth coverage of Processing 2.0 and 3.0, and all examples
have been updated for the new syntax. Every chapter has been
revised, and new chapters introduce new ways to work with data and
geometry. New "synthesis" chapters offer discussion and worked
examples of such topics as sketching with code, modularity, and
algorithms. New interviews have been added that cover a wider range
of projects. "Extension" chapters are now offered online so they
can be updated to keep pace with technological developments in such
fields as computer vision and electronics. Interviews SUE.C, Larry
Cuba, Mark Hansen, Lynn Hershman Leeson, Jurg Lehni, LettError,
Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash
Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell,
Steph Thirion, Robert Winter
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