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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
Andrea Kloss geht vor dem Hintergrund der zunehmenden
gesellschaftlichen Polarisierung der Frage nach, welchen Beitrag
fiktionale Unterhaltungsmedien leisten koennen, um bei ihrem
Publikum Empathie und deliberative Offenheit im Diskurs mit
Andersdenkenden zu foerdern.In zwei experimentellen Studien mit
Teilnehmern unterschiedlicher Bildungsniveaus kann die Autorin
zeigen, dass Transformationsgeschichten, die eine versoehnliche
Annaherung zwischen zwei Filmcharakteren mit gegensatzlichen
UEberzeugungen darstellen, bei den Rezipienten das gleichzeitige
Erleben von Empathie fur beide Charaktere begunstigen und dadurch
ihre Offenheit fur andere Ansichten starken.
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.
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.
Italian filmmaker Dario Argento's horror films have been described
as a blend of Alfred Hitchcock and George Romero-psychologically
rich, colorful, and at times garish, excelling at taking the best
elements of the splatter and exploitation genres and laying them
over a dark undercurrent of human emotions and psyches. Broken
Mirrors/Broken Minds, which dissects such Argento cult films as Two
Evil Eyes, The Bird with the Crystal Plumage, Suspiria, and Deep
Red, includes a new introduction discussing Argento's most recent
films, from The Stendahl Syndrome to Mother of Tears; an updated
filmography; and an interview with Argento.
Digitization is the animating force of everyday life. Rather than
defining it as a technology or a medium, Contemporary Art and the
Digitization of Everyday Life argues that digitization is a
socio-historical process that is contributing to the erosion of
democracy and an increase in political inequality, specifically
along racial, ethnic, and gender lines. Taking a historical
approach, Janet Kraynak finds that the seeds of these developments
are paradoxically related to the ideology of digital utopianism
that emerged in the late 1960s with the rise of a social model of
computing, a set of beliefs furthered by the neo-liberal tech
ideology in the 1990s, and the popularization of networked
computing. The result of this ongoing cultural worldview, which
dovetails with the principles of progressive artistic strategies of
the past, is a critical blindness in art historical discourse that
ultimately compromises art's historically important role in
furthering radical democratic aims.
"Cinematic Appeals" follows the effect of technological
innovation on the cinema experience, specifically the introduction
of widescreen and stereoscopic 3D systems in the 1950s, the rise of
digital cinema in the 1990s, and the transition to digital 3D since
2005. Widescreen cinema promised to draw the viewer into the world
of the screen, enabling larger-than-life close-ups of already
larger-than-life actors. This technology fostered the illusion of
physically entering a film, enhancing the semblance of realism.
Alternatively, the digital era was less concerned with the viewer's
physical response and more with information flow, awe, and the
reevaluation of spatiality and embodiment. This study ultimately
shows how cinematic technology and the human experience shape and
respond to each other over time.
The Art of Subtraction is the first full-length study on the CD-ROM
as a creative platform. Bruno Lessard traces the rise and
relatively rapid fall of the CD-ROM in the 1980s and 1990s and its
impact as a creative platform for media artists such as Jean-Louis
Boissier, Zoe Beloff, Adriene Jenik, and Chris Marker. Although the
CD-ROM was not a lasting commercial success it was a vibrant medium
that allowed for experimentation in adapting literary works.
Building on the work of Gilles Deleuze and Michele Foucault,
Lessard establishes a comparative framework for linking digital
adaptations with innovative concepts such as 'subtractive
adaptation' and the 'object image' that will be of interest to
researchers examining literary adaptations on other digital
platforms such as websites, smart phones, tablets, and digital
games. The Art of Subtraction is a fascinating study of
intermediality in the late twentieth century and it provides the
first chapter in the yet unwritten history of digital adaptation.
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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.
Published to accompany a landmark exhibition on view at the J. Paul
Getty Museum from March 15 through June 18, 2008, California Video
presents the first comprehensive survey of the history of video art
in California. Since the late 1960s, California artists have been
at the forefront of an international movement that has expanded
video into the realm of fine art. Whether designing complex video
installations, devising lush projections, experimenting with
electronic psychedelia, creating conceptual and performance art,
generating guerilla video, or producing works that promote feminism
and other social issues, these artists have utilized video
technology to express revolutionary ideas. This illustrated volume
focuses on fifty-eight artists, from early video pioneers such as
John Baldessari, Bruce Nauman, and William Wegman, to Martha
Rosler, Diana Thater, Bill Viola, and other established and
emerging talents. Thirty-five recent interviews shed new light on
these artists--their influences, creative processes, and impact.
Together with commissioned essays, rare reprints, and unpublished
video transcripts, California Video chronicles a distinctly West
Coast aesthetic located within the broader history of video art.
Apocalypse-cinema is not only the end of time that has so often
been staged as spectacle in films like 2012, The Day After
Tomorrow, and The Terminator. By looking at blockbusters that play
with general annihilation while also paying close attention to
films like Melancholia, Cloverfield, Blade Runner, and Twelve
Monkeys, this book suggests that in the apocalyptic genre, film
gnaws at its own limit. Apocalypse-cinema is, at the same time and
with the same double blow, the end of the world and the end of the
film. It is the consummation and the (self-)consumption of cinema,
in the form of an acinema that Lyotard evoked as the nihilistic
horizon of filmic economy. The innumerable countdowns, dazzling
radiations, freeze-overs, and seismic cracks and crevices are but
other names and pretexts for staging film itself, with its economy
of time and its rewinds, its overexposed images and fades to white,
its freeze-frames and digital touch-ups. The apocalyptic genre is
not just one genre among others: It plays with the very conditions
of possibility of cinema. And it bears witness to the fact that,
every time, in each and every film, what Jean-Luc Nancy called the
cine-world is exposed on the verge of disappearing. In a Postface
specially written for the English edition, Szendy extends his
argument into a debate with speculative materialism.
Apocalypse-cinema, he argues, announces itself as cinders that
question the "ultratestimonial" structure of the filmic gaze. The
cine-eye, he argues, eludes the correlationism and anthropomorphic
structure that speculative materialists have placed under critique,
allowing only the ashes it bears to be heard.
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