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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In the popular imagination, archives are remote, largely obsolete
institutions: either antiquated, inevitably dusty libraries or
sinister repositories of personal secrets maintained by police
states. Yet the archive is now a ubiquitous feature of digital
life. Rather than being deleted, e-mails and other computer files
are archived. Media software and cloud storage allow for the
instantaneous cataloging and preservation of data, from music,
photographs, and videos to personal information gathered by social
media sites. In this digital landscape, the archival-oriented media
theories of Wolfgang Ernst are particularly relevant. Digital
Memory and the Archive, the first English-language collection of
the German media theorist's work, brings together essays that
present Ernst's controversial materialist approach to media theory
and history. His insights are central to the emerging field of
media archaeology, which uncovers the role of specific technologies
and mechanisms, rather than content, in shaping contemporary
culture and society. Ernst's interrelated ideas on the archive,
machine time and microtemporality, and the new regimes of memory
offer a new perspective on both current digital culture and the
infrastructure of media historical knowledge. For Ernst, different
forms of media systems-from library catalogs to sound
recordings-have influenced the content and understanding of the
archive and other institutions of memory. At the same time, digital
archiving has become a contested site that is highly resistant to
curation, thus complicating the creation and preservation of
cultural memory and history.
An illustrated study that casts a new light on Oiticica's most
important work of "quasi-cinema" on its fortieth anniversary. Helio
Oiticica (1937-1980) occupies a central position in the Latin
American avant-garde of the postwar era. Associated with the Rio de
Janeiro-based neo-concretist movement at the beginning of his
career, Oiticica moved from object production to the creation of
chromatically opulent and sensually engulfing large-scale
installations or wearable garments. Building on the idea for a film
by Brazilian underground filmmaker Neville D'Almeida, Oiticica
developed the concept for Block-Experiments in Cosmococa-Program in
Progress (1973-1974) as an "open program": a series of nine
proposals for environments, each consisting of slide projections,
soundtracks, leisure facilities, drawings (with cocaine used as
pigment), and instructions for visitors. It is the epitome of what
the artist called his "quasi-cinema" work-his most controversial
production, and perhaps his most direct effort to merge art and
life. Presented publicly for the first time in 1992, these works
have been included in major international exhibitions in Los
Angeles, Chicago, London, and New York. Drawing on unpublished
primary sources, letters, and writings by Oiticica himself, this
illustrated examination of Oiticica's work considers the vast
catalog of theoretical references the artist's work relies on, from
anticolonial materialism to French phenomenology and postmodern
media theory to the work of Jean-Luc Godard, Andy Warhol, and
Brazilian avant-garde filmmakers. It discusses Oiticica's work in
relation to the diaspora of Brazilian intellectuals during the
military dictatorship, the politics of media circulation, the
commercialization of New York's queer underground, the explicit use
of cocaine as means of production, and possible future reappraisals
of Oiticica's work.
Christian Metz is best known for applying Saussurean theories of
semiology to film analysis. In the 1970s, he used Sigmund Freud's
psychology and Jacques Lacan's mirror theory to explain the
popularity of cinema. In this final book, Metz uses the concept of
enunciation to articulate how films "speak" and explore where this
communication occurs, offering critical direction for theorists who
struggle with the phenomena of new media. If a film frame contains
another frame, which frame do we emphasize? And should we consider
this staging an impersonal act of enunciation? Consulting a range
of genres and national trends, Metz builds a novel theory around
the placement and subjectivity of screens within screens, which
pulls in-and forces him to reassess-his work on authorship, film
language, and the position of the spectator. Metz again takes up
the linguistic and theoretical work of Benveniste, Genette,
Casetti, and Bordwell, drawing surprising conclusions that presage
current writings on digital media. Metz's analysis enriches work on
cybernetic emergence, self-assembly, self-reference, hypertext, and
texts that self-produce in such a way that the human element
disappears. A critical introduction by Cormac Deane bolsters the
connection between Metz's findings and nascent digital-media
theory, emphasizing Metz's keen awareness of the methodological and
philosophical concerns we wrestle with today.
Unprecedented kinds of experience, and new modes of life, are now
produced by simulations, from the CGI of Hollywood blockbusters to
animal cloning to increasingly sophisticated military training
software, while animation has become an increasingly powerful
pop-cultural form. Today, the extraordinary new practices and
radical objects of simulation and animation are transforming our
neoliberal-biopolitical "culture of life". The Animatic Apparatus
offers a genealogy for the animatic regime and imagines its
alternative futures, countering the conservative-neoliberal notion
of life's sacred inviolability with a new concept and ethics of
animatic life.
The book illustrates that supposedly outmoded, analog practices in
contemporary photographic and cinematic art not only have maximum
actuality, but also critical potential. Using the example of
artists' practices that are motivated by the idea of the
photographic and/or the cinematic but do not necessarily lead to
photographs or films, the book shows how, in multiple ways, the
display tool-the apparatus-can be explored, taken apart, reflected,
modified, and newly arranged. The contributions that have also
emerged from cooperative efforts between artists and scientists
focus on the required technical/material processes and demonstrate
that knowledge of medial difference is also socio-politically
relevant.
Chicago New Media, 1973-1992 chronicles the unrecognized story of
Chicago's contributions to new media art by artists at the
University of Illinois at Chicago's Electronic Visualization
Laboratory, the School of the Art Institute of Chicago, and at
Midway and Bally games. It includes original scholarship of the
prehistory, communities, and legacy of the city's new media output
in the latter half of the twentieth century along with color plate
images of video game artifacts, new media technologies, historical
photographs, game stills, playable video game consoles, and virtual
reality modules. The featured essay focuses on the career of
programmer and artist Jamie Fenton, a key figure from the era, who
connected new media, academia, and industry. This catalog is a
companion to the exhibition Chicago New Media 1973-1992, curated by
Jon Cates, and organized by Video Game Art Gallery in partnership
with Gallery 400 and the Electronic Visualization Laboratory. It is
part of Art Design Chicago, a 2018 initiative of the Terra
Foundation for American Art, with presenting partner The Richard H.
Driehaus Foundation, to explore Chicago's art and design legacy.
A generously illustrated look at the intricate narrative threads of
three of the artist's earliest works, and their continued resonance
today Celebrated for works blending performance, video, and
sculpture, Matthew Barney has created complex narratives that
emerge across series since his earliest exhibitions. Matthew
Barney: OTTO Trilogy is the first book to trace the progression of
three significant early projects-Facility of INCLINE, Facility of
DECLINE, and OTTOshaft- and to reveal the narrative system that
links them. Titled after former football player Jim Otto, the
series explores the training, discipline, and physical limits of
the body alongside questions of sexual difference and desire.
Featuring an illuminating introduction by Nancy Spector; an essay
by Maggie Nelson on the works' exploration of psychology, bodies,
image-making, narrative, and abstraction; and a new text by the
artist, this generously illustrated volume includes previously
unpublished artist's sketches, behind-the-scenes photographs,
research material, and video stills. It is the definitive
publication on this important series, and offers a key to
understanding many of the themes that thread throughout Barney's
oeuvre. Distributed for the Gladstone Gallery Exhibition Schedule:
Gladstone Gallery, New York (09/08/16-10/22/16)
Tracing the rise and development of the Ghanaian video film
industry between 1985 and 2010, Sensational Movies examines video
movies as seismographic devices recording a culture and society in
turmoil. This book captures the dynamic process of popular
film-making in Ghana as a new medium for the imagination and tracks
the interlacing of the medium's technological, economic, social,
cultural, and religious aspects. Stepping into the void left by the
defunct state film industry, video movies negotiate the imaginaries
deployed by state cinema on the one hand and Christianity on the
other. Birgit Meyer analyzes Ghanaian video as a powerful,
sensational form. Colliding with the state film industry's
representations of culture, these movies are indebted to religious
notions of divination and revelation. Exploring the format of "film
as revelation," Meyer unpacks the affinity between cinematic and
popular Christian modes of looking and showcases the transgressive
potential haunting figurations of the occult. In this brilliant
study, Meyer offers a deep, conceptually innovative analysis of the
role of visual culture within the politics and aesthetics of
religious world making.
Over the last four decades video art has undergone numerous
transformations. If in its early years, during the mid sixties,
video was used by artists to record performances created in an
isolated studio, it also offered an important creative environment
which defined new spaces and an alternative language to the mass
codes used by television. In the `80s video took on the form of a
projected image that was capable of defining a totally new type of
space inside which spectators could move while surrounded by a
hypnotic electronic embrace. More recently with digital technology
artists can compete with the magic of cinema and develop a
singularly fertile exchange with it that has been fundamental in
developing the poetic language of video works today.
In Hitler in the Movies: Finding Der Fuhrer on Film, a
Shakespearean and a sociologist explore the fascination our popular
culture has with Adolf Hitler. What made him ... Hitler? Do our
explanations tell us more about the perceiver than the actual
historical figure? We ask such question by viewing the Hitler
character in the movies. How have directors, actors, film critics,
and audiences accounted for this monster in a medium that reflects
public tastes and opinions? The book first looks at comedic films,
such as Chaplain's The Great Dictator or Ernst Lubitsch's To Be or
Not to Be (1942), along with the Mel Brooks's 1983 version. Then,
there is the Hitler of fantasy, from trash films like The Saved
Hitler's Brain to a serious work like The Boys from Brazil where
Hitler is cloned. Psychological portraits include Anthony Hopkins's
The Bunker, the surreal The Empty Mirror, and Max, a portrait of
Hitler in his days in Vienna as a would-be artist. Documentaries
and docudramas range from Leni Reinfenstahl's iconic The Triumph of
the Will or The Hidden Fuhrer, to the controversial Hitler: A Film
from Germany and Quentin Tarantino's fanciful Inglourious Basterds.
Hitler in the Movies also considers the ways Der Fuhrer remains
today, as a ghostly presence, if not an actual character. Why is he
still with us in everything from political smears to video games to
merchandise? In trying to explain this and the man himself, what
might we learn about ourselves and our society?
In Media Primitivism Delinda Collier provides a sweeping new
understanding of technological media in African art, rethinking the
assumptions that have conceptualized African art as unmediated,
primary, and natural. Collier responds to these preoccupations by
exploring African artworks that challenge these narratives. From
one of the first works of electronic music, Halim El-Dabh's Ta'abir
Al-Zaar (1944), and Souleymane Cisse's 1987 film, Yeelen, to
contemporary digital art, Collier argues that African media must be
understood in relation to other modes of transfer and transmutation
that have significant colonial and postcolonial histories, such as
extractive mining and electricity. Collier reorients modern African
art within a larger constellation of philosophies of aesthetics and
technology, demonstrating how pivotal artworks transcend the
distinctions between the constructed and the elemental, thereby
expanding ideas about mediation and about what African art can do.
Adaptation was central to Andre Bazin's lifelong query: What is
cinema? Placing films alongside literature allowed him to identify
the aesthetic and sociological distinctiveness of each medium. More
importantly, it helped him wage his campaign for a modern
conception of cinema, one that owed a great deal to developments in
the novel. The critical genius of one of the greatest film and
cultural critics of the twentieth century is on full display in
this collection, in which readers are introduced to Bazin's
foundational concepts of the relationship between film and literary
adaptation. Expertly curated and with an introduction by celebrated
film scholar Dudley Andrew, the book begins with a selection of
essays that show Bazin's film theory in action, followed by reviews
of films adapted from renowned novels of the day (Conrad,
Hemingway, Steinbeck, Colette, Sagan, Duras, and others) as well as
classic novels of the nineteenth century (Bronte, Melville,
Tolstoy, Balzac, Hugo, Zola, Stendhal, and more). As a bonus, two
hundred and fifty years of French fiction are put into play as
Bazin assesses adaptation after adaptation to determine what is at
stake for culture, for literature, and especially for cinema. This
volume will be an indispensable resource for anyone interested in
literary adaptation, authorship, classical film theory, French film
history, and Andre Bazin's criticism.
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.
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 a world increasingly dominated by the digital, the critical
response to digital art generally ranges from hype to counterhype.
Popular writing about specific artworks seldom goes beyond
promoting a given piece and explaining how it operates, while
scholars and critics remain unsure about how to interpret and
evaluate them. This is where Roberto Simanowski intervenes,
demonstrating how such critical work can be done.
"Digital Art and Meaning" offers close readings of varied examples
from genres of digital art such as kinetic concrete poetry,
computer-generated text, interactive installation, mapping art, and
information sculpture. For instance, Simanowski deciphers the
complex meaning of words that not only form an image on a screen
but also react to the viewer's behavior; images that are
progressively destroyed by the human gaze; text machines generating
nonsense sentences out of a Kafka story; and a light show above
Mexico City's historic square, created by Internet users all over
the world.
Simanowski combines these illuminating explanations with a
theoretical discussion that employs art philosophy and history to
achieve a deeper understanding of each particular example of
digital art and, ultimately, of the genre as a whole.
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Metaforma
Nexumorphic
Hardcover
R889
Discovery Miles 8 890
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