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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
Against Ambience diagnoses - in order to cure - the art world's
recent turn toward ambience. Over the course of three short months
- June to September, 2013 - the four most prestigious museums in
New York indulged the ambience of sound and light: James Turrell at
the Guggenheim, Soundings at MoMA, Robert Irwin at the Whitney, and
Janet Cardiff at the Met. In addition, two notable shows at smaller
galleries indicate that this is not simply a major-donor movement.
Collectively, these shows constitute a proposal about what we
wanted from art in 2013. While we're in the soft embrace of light,
the NSA and Facebook are still collecting our data, the money in
our bank accounts is still being used to fund who-knows-what
without our knowledge or consent, the government we elected is
still imprisoning and targeting people with whom we have no beef.
We deserve an art that is the equal of our information age. Not one
that parrots the age's self-assertions or modes of dissemination,
but an art that is hyper-aware, vigilant, active, engaged, and
informed. We are now one hundred years clear of Duchamp's first
readymades. So why should we find ourselves so thoroughly in thrall
to ambience? Against Ambience argues for an art that acknowledges
its own methods and intentions; its own position in the structures
of cultural power and persuasion. Rather than the warm glow of
light or the soothing wash of sound, Against Ambience proposes an
art that cracks the surface of our prevailing patterns of
encounter, initiating productive disruptions and deconstructions.
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?
Thanks to Procreate, designing characters for the entertainment
industry can be done on the iPad. In this book for newcomers to the
software, several renowned and experienced designers demonstrate
how they do it, sharing not only their professional tips and
tricks, but also how the traditional character design process
translates to Procreate. Whether you sketch or paint, draw from
reality, or dream up new concepts, you will become fluent in using
Procreate for all stages of character design. The thorough Getting
Started section spotlights the specific Procreate tools, such as
Brushes, Layers, and Adjustments, that bring your characters to
life. Perfecting color and nuance of hair, skin, eyes and fabric of
your characters is vital, and the Quick Tips section lets you
quickly locate and manipulate the tools you need. Take the
opportunity to observe and practice the techniques as part of a
real-world workflow, as professional character designers
demonstrate in seven step-by-step Projects how to use Procreate's
tools to successfully evolve a character from initial thumbnails to
final hero pose. Whether or not you have used Procreate before,
Beginner's Guide to Procreate: Characters ensures your character
ideas and concepts become fully realized creations on the iPad
screen.
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Bill Viola
(Hardcover)
John G. Hanhardt; Edited by Kira Perov
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Bill Viola began producing video works in the early 1970s, and
since then has captivated audiences with his poignant and
beautifully wrought interpretations of human experience. He is
today considered among the most celebrated proponents of the medium
of video art. This is the first monograph to chart Viola's career
in full, covering his education in New York, his earliest major
films of mirages in the Sahara desert and of hospital medical
imagery, his retrospective at the Whitney Museum of American Art in
New York 1997 and his recent installations in Venice, New York,
Tokyo, London and Berlin. Hanhardt outlines the key visual,
literary and spiritual influences on Viola's work and his changing
approach to the medium of film in response to technological
advancement. Woven into the discussion are illustrations of Viola's
most significant works, including Information (1973), The Passing,
(1991), The Greeting (1995), Going Forth by Day (2002) and Martyrs,
the 2014 film commissioned for St Paul's Cathedral in London, as
well as reproductions of Viola's sketches and notebooks that bring
his working process to life. Supplemented by a select chronology,
bibliography and list of public collections, Bill Viola offers a
rare and fascinating account of one of contemporary art's most
powerful creative minds.
African cinema in the 1960s originated mainly from Francophone
countries. It resembled the art cinema of contemporary Europe and
relied on support from the French film industry and the French
state. Beginning in1969 the biennial Festival panafricain du
cin\u00e9ma et de la t\u00e9l\u00e9vision de Ouagadougou (FESPACO),
held in Burkina Faso, became the major showcase for these films.
But since the early 1990s, a new phenomenon has come to dominate
the African cinema world: mass-marketed films shot on less
expensive video cameras. These \u201cNollywood\u201d films, so
named because many originate in southern Nigeria, are a thriving
industry dominating the world of African cinema.Viewing African
Cinema in the Twenty-first Century is the first book to bring
together a set of essays offering a unique comparison of these two
main African cinema modes.
The collection of papers that makes up this book arises largely
from the joint activities of two specialist groups of the British
Computer Society, namely the Displays Group and the Computer Arts
Society. Both these groups are now more than 20 years old and
during the whole of this time have held regular, separate meetings.
In recent years, however, the two groups have held a joint annual
meeting at which presentations of mutual interest have been given
and it is mainly from the last two of these that the present papers
have been drawn. They fall naturally into four classes:
visualisation, art, design and animation-although, as in all such
cases, the boundaries between the classes are fuzzy and overlap
inevitably occurs. Visualisation The graphic potential of computers
has been recognised almost since computing was first used, but it
is only comparatively recently that their possibilities as devices
for the visualisation of complex. and largely ab stract phenomena
has begun to be more fully appreciated. Some workers stress the
need to be able to model photographic reality in order to assist in
this task. They look to better algorithms and more resolution to
achieve this end. Others-Alan Mackay for instance-suggest that it
is "not just a matter of providing more and more pixels. It is a
matter of providing congenial clues which employ to the greatest
extent what we already know.
Digital Arts presents an introduction to new media art through key
debates and theories. The volume begins with the historical
contexts of the digital arts, discusses contemporary forms, and
concludes with current and future trends in distribution and
archival processes. Considering the imperative of artists to adopt
new technologies, the chapters of the book progressively present a
study of the impact of the digital on art, as well as the
exhibition, distribution and archiving of artworks. Reflecting
contemporary research in the field, case studies illustrate
concepts and developments outlined in Digital Arts. Additionally,
reflections and questions provide opportunities for readers to
explore terms, theories and examples relevant to the field.
Consistent with the other volumes in the New Media series, a
bullet-point summary and a further reading section enhance the
introductory focus of each chapter.
Videogames are firmly enmeshed in modern culture. Acknowledging the
increasing cultural impact of this rapidly changing industry on
artistic and creative practices, "Videogames and Art" features
in-depth essays that offer an unparalleled overview of the field.
Together, the contributions position videogame art as an
interdisciplinary mix of digital technologies and the traditional
art forms. Of particular interest in this volume are machinima,
game console artwork, politically oriented videogame art, and the
production of digital art. This new and revised edition features an
extended critical introduction from the editors and updated
interviews with the foremost artists in the field. Rounding out the
book is a critique of the commercial videogame industry comprising
essays on the current quality and originality of videogames.
Puts forward a new, provocative history of queer cinema in Brazil.
Through an analysis of contemporary Brazilian cinematic
production,Cannibalizing Queer: Brazilian Cinema from 1970 to 2015
discusses which queer representations are erased and which are
acknowledged in the complex processes of cultural translation,
adaptation, and "devouring" that defines the Brazilian
understanding of sexual dissidents and minorities. Joao Nemi Neto
argues for Brazilian cinema studies to acknowledge the importance
of 1920s modernism and of antropografia, a conceptual mode of
cannibalism, to adopt and extrapolate a perverse form of absorption
and raise the stakes on queer theory and postcolonialism, and to
demonstrate how they are crucial to the development of a queer
tradition in Brazilian cinema. In five chapters and two "trailers,"
Nemi Neto understands the term "queer" through its political
dimensions because the films he analyzes represent characters that
conform neither to American coming-out politics nor to Brazilian
identity politics. Nonetheless, the films are queer precisely
because the queer experiences and affection explored in these films
do not necessarily insist on identifying characters as a particular
sexuality or gender identity. Therefore, attention to characters
within a unique cinematic world raises the stakes on several issues
that hinge on cinematic form, narrative, and representation. Nemi
Neto interviews and examines the work of Joao Silverio Trevisan and
provides readings of films such as AIDS o furor do sexo explicito
(AIDS the Furor of Explicit Sex, 1986), and Dzi Croquettes (2009)
to theorize a productive overlap between queer and antropofagia.
Moreover, the films analyzed here depict queer alternative
representations to both homonormativity and heteronormativity as
forms of resistance, at the same time as prejudice and
heteronormativity remain present in contemporary Brazilian social
practices. Graduate students and scholars of cinema and media
studies, queer studies, Brazilian modernism, and Latin American
studies will value what one early reader called "a point of
departure for all future research on Brazilian queer cinema.
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