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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
In her authoritative new book, Maite Conde introduces readers to
the crucial early years of Brazilian cinema. Focusing on silent
films released during the First Republic (1889-1930), Foundational
Films explores how the medium became implicated in a larger project
to transform Brazil into a modern nation. Analyzing an array of
cinematic forms, from depictions of contemporary life and fan
magazines, to experimental avant-garde productions, Conde
demonstrates the distinct ways in which Brazil's early film culture
helped to project a new image of the country.
Over the course of his career Werner Herzog, known for such
visionary masterpieces as Aguirre: The Wrath of God (1972) and The
Enigma of Kaspar Hauser (1974), has directed almost sixty films,
roughly half of which are documentaries. And yet, in a statement
delivered during a public appearance in 1999, the filmmaker
declared: "There are deeper strata of truth in cinema, and there is
such a thing as poetic, ecstatic truth. It is mysterious and
elusive, and can be reached only through fabrication and
imagination and stylization." Ferocious Reality is the first book
to ask how this conviction, so hostile to the traditional tenets of
documentary, can inform the work of one of the world's most
provocative documentarians. Herzog, whose Cave of Forgotten Dreams
was perhaps the most celebrated documentary of 2010, may be the
most influential filmmaker missing from major studies and histories
of documentary. Examining such notable films as Lessons of Darkness
(1992) and Grizzly Man (2005), Eric Ames shows how Herzog dismisses
documentary as a mode of filmmaking in order to creatively
intervene and participate in it. In close, contextualized analysis
of more than twenty-five films spanning Herzog's career, Ames makes
a case for exploring documentary films in terms of performance and
explains what it means to do so. Thus his book expands the field of
cinema studies even as it offers an invaluable new perspective on a
little studied but integral part of Werner Herzog's extraordinary
oeuvre.
Darksiders: Genesis is an action/adventure game that tears its way
through hordes of demons, angels, and everything in-between on its
way to Hell and back with guns blazing and swords swinging.
Showcasing the introduction of the Horseman Strife and the return
of his brother War, Genesis gives players their first look at the
world of Darksiders before the events of the Apocalypse. The Art of
Darksiders Genesis gathers the epic artwork behind this unique new
installment in the franchise, and includes character designs, rough
concepts, environments, storyboards, and more. Darksiders Genesis
also heralds the return of series creator Joe Madureira (Battle
Chasers, Uncanny X-men) alongside his development studio, Airship
Syndicate.
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
This work is the first thorough analysis of the creative oeuvre of
the Quay Brothers. Known for their animation shorts that rely on
puppetry, miniatures, and stop-motion techniques, their fiercely
idiosyncratic films are fertile fields for Suzanne Buchan's
engaging descriptions and provocative insights into the Quays'
art-and into the art of independent puppet animation.
Buchan's aesthetic investigation stems from extensive access to the
Quay Brothers' artistic practices and work, which spans animation
and live-action film, stage design and illustration. She also draws
on a long acquaintance with them and on interviews with
collaborators essential to their productions, as well as archival
sources. Discussions of their films' literary origins, space,
puppets, montage, and the often-overlooked world of sound and music
in animation shed new light on the expressive world that the Quay
Brothers generate out of their materials to create the poetic
alchemy of their films.
At once a biography of the Quays' artistic trajectory and a
detailed examination of one of their best-known films, "Street of
Crocodiles," this book goes further and provides interdisciplinary
methodologies and tools for the analysis of animation.
Offering historical and theoretical positions from a variety of art
historians, artists, curators, and writers, this groundbreaking
collection is the first substantive source book on abstraction in
moving-image media. With a particular focus on art since 2000,
Abstract Video addresses a longer history of experimentation in
video, net art, installation, new media, expanded cinema, visual
music, and experimental film. Editor Gabrielle Jennings - a video
artist herself - reveals as never before how works of abstract
video are not merely, as the renowned curator Kirk Varnedoe once
put it, "pictures of nothing," but rather amorphous, ungovernable
spaces that encourage contemplation and innovation. In explorations
of the work of celebrated artists such as Jeremy Blake, Mona
Hatoum, Pierre Huyghe, Ryoji Ikeda, Takeshi Murata, Diana Thater,
and Jennifer West, alongside emerging artists, this volume presents
fresh and vigorous perspectives on a burgeoning and ever-changing
arena of contemporary art.
A fascinating survey of pioneering work in experimental cinema and
art from 1905 to the present day, revealing the high stakes and
transformative potential of these forms This generously illustrated
publication surveys the work of filmmakers and artists who have
pushed the material and conceptual boundaries of cinema. Over the
past century, the material, optical, abstract, spatial, and tactile
properties of film have been tested at a level of experimentation
and utopian ambition that is generally unrecognized. Whether
creating synesthetic or 3-D environments, projective or
non-projective installations, generations of leading-edge artists
have explored how technology transforms experience. The essays
published here offer an intensive look at the themes of cinematic
space, formats of the screen, animation and CGI, the body and the
cyborg, and the materiality of film. Contributors place particular
emphasis on the idea of the cinema as a sensorium and on the ways
in which it defines the human body, both through representation and
in relation to the projected image. An immersive plate section
brings together rarely seen and previously unpublished stills, in
addition to concept drawings from historic and contemporary films.
Distributed for the Whitney Museum of American Art Exhibition
Schedule: Whitney Museum of American Art, New York
(10/28/16-02/05/17)
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.
The new edition of this textbook provides a comprehensive and
up-to-date introduction to media linguistics. It presents basic
terms in communication theory and describes the major linguistic
phenomena in today's German-language mass media (press, radio, TV,
and the "new media"), including recent examples.
Walt Disney Feature Animation Florida opened in Orlando at the dawn
of the Disney Renaissance. As a member of the crew, Mary E. Lescher
witnessed the small studio's rise and fall during a transformative
era in company and movie history. Her in-depth interviews with
fellow artists, administrators, and support personnel reveal the
human dimension of a technological revolution: the dramatic shift
from hand-drawn cel animation to the digital format that eclipsed
it in less than a decade. She also traces the Florida Studio's
parallel existence as a part of The Magic of Disney Animation, a
living theme park attraction where Lescher and her colleagues
worked in full view of Walt Disney World guests eager to experience
the magic of the company's legendary animation process. A
ground-level look at the entertainment giant, The Disney Animation
Renaissance profiles the people and purpose behind a little-known
studio during a historic era.
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