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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
How is affective experience produced in the cinema? And how can we
write a history of this experience? By asking these questions, this
study by Hauke Lehmann aims at rethinking our conception of a
critical period in US film history - the New Hollywood: as a moment
of crisis that can neither be reduced to economic processes of
adaption nor to a collection of masterpieces. Rather, the
fine-grained analysis of core films reveals the power of cinematic
images to affect their audiences - to confront them with the new.
The films of the New Hollywood redefine the divisions of the
classical genre system in a radical way and thereby transform the
way spectators are addressed affectively in the cinema. The study
describes a complex interplay between three modes of affectivity:
suspense, paranoia, and melancholy. All three, each in their own
way, implicate spectators in the deep-seated contradictions of
their own feelings and their ways of being in the world: their
relations to history, to society, and to cultural fantasy. On this
basis, Affect Poetics of the New Hollywood projects an original
conception of film history: as an affective history which can be
re-written up to the present day.
In Luchino Visconti and the Fabric of Cinema, Joe McElhaney
situates Visconti's films as privileged and deeply expressive
instances of a trope that McElhaney identifies as the ""cinema of
fabric"": a reoccurrence in film in which textiles-clothing,
curtains, tablecloths, bedsheets-determine the filming process. An
Italian neorealist, Visconti emerges out of a movement immediately
following WWII wherein fabric assumes crucial functions, yet
Visconti's use of fabric surpasses his colleagues in many ways,
including its fluid, multifaceted articulations of space and time.
Visconti's homosexuality is central to this theory in that it
assumes metaphoric potential in addressing ""forbidden"" sexual
desires that are made visible in the films. Visconti's cinema of
fabric gives voice to desires not simply for human bodies draped in
fabric but also for entire environments, a world of the senses in
which fabric becomes a crucial method for giving form to such
desires. McElhaney examines Visconti's neorealist origins in
Ossessione, La terra trema, and Rocco and His Brothers,
particularly through fabric's function within literary realism and
naturalism. Neorealist revisionism through the extravagant drapings
of the diva film is examined in Bellissima and Senso whereas White
Nights and The Stranger are examined for the theatricalizing
through fabric of their literary sources. Visconti's interest in
German culture vis-?a-vis The Damned, Death in Venice, and Ludwig,
is articulated through a complex intertwining of fabric,
aesthetics, politics, and transgressive sexual desire. Finally,
Visconti's final two films, Conversation Piece and The Innocent,
assess through fabric both the origins of Italian fascism and the
political tensions contemporaneous with the films' productions.
Fabric in Visconti is often tied to the aesthetic impulse itself in
a world of visionaries attempting to dominate their surrounding
environments and where a single piece of fabric may come to
represent the raw material for creation. This book will tantalize
any reader with a keen eye and strong interest in film and queer
studies.
Throughout the mid-1970s until the early 1990s, video art as
vehicles for social, cultural, and political analysis were
prominent within global museum based contemporary art exhibitions.
For many, video art during this period stood for contemporary art.
Yet from the outset, video art's incorporation into art museums has
brought about specific problems in relation to its acquisition and
exhibition. This book analyses, discusses, and evaluates the
problematic nature and form of video art within four major
contemporary art museums--the Museum of Modern Art (MoMA) in New
York, the Georges Pompidou National Centre of Art and Culture in
Paris, the Tate Gallery in London, and the Art Gallery of New South
Wales (AGNSW) in Sydney. In this book, the author discusses how
museum structures were redefined over a twenty-two year period in
specific relation to the impetus of video art and contends that
analogue video art would be instrumental in the evolution of the
contemporary art museum. By addressing some of the problems that
analogue video art presented to those museums under discussion,
this study penetratingly reveals how video art challenged
institutional structures and had demanded more flexible viewing
environments from those structures. It first defines the classical
museum structure established by the Louvre Museum in Paris during
the 19th century and then examines the transformation from this
museum structure to the modern model through the initiatives of the
New York Metropolitan Museum to MoMA in New York. MoMA was the
first major museum to exhibit analogue video art in a concerted
fashion, and this would establish a pattern of acquisition and
exhibition that became influential for other global institutions to
replicate. In this book, MoMA's exhibition and acquisition
activities are analysed and contrasted with the Centre Pompidou,
the Tate Gallery, and the AGNSW in order to define a lineage of
development in relation to video art. Extremely well researched and
well written, this book covers an exhaustive, substantive, and
relevant range of issues. These issues include video art (its
origin, significance, significant movements, institutional
challenges, and relationship to television), the establishment of
the museum (its patronage and curatorial strategy) from the Louvre
to MoMA, the relationship of MoMA to the Metropolitan Museum of
Art, a comparative analysis of three museums in three countries on
three continents, a close examination of video art exhibition, a
closer look at three seminal video artists, and, finally, a
critical overview of video art and its future exhibition. This
unique book also covers an important period in the genesis of video
art and its presentation within significant national and global
cultural institutions. Those cultural institutions not only
influence a meaningful part of the cultural life of four unique
countries but also represent the cultural forces emerging in
capital cities on three continents. By itself, this sort of
geographic and institutional breadth challenges any previous study
on the subject. This book successfully provides a historical
explanation for the museum/gallery's relationship to video art from
its emergence in the gallery to the beginnings of its acceptance as
a global art phenomenon. Several prominent video artists are
examined in relation to the challenges they would present to the
institutionalised framework of the modern art museum and the
discursive field surrounding their practice. In addition, the book
contains a theoretical discussion of the problems related to video
art imagery with the period of High Modernism; it examines the
patterns of acquisition and exhibition, and presents an analysis of
global exchange between four distinct major contemporary art
institutions. The Problematic of Video Art in the Museum, 1968-1990
is an important book for all art history and museum collections.
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?
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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.
There is no soundtrack is a study of how sound and image produce
meaning in contemporary experimental media art by artists ranging
from Chantal Akerman to Nam June Paik to Tanya Tagaq. It
contextualises these works and artists through key ideas in sound
studies: voice, noise, listening, the soundscape and more. The book
argues that experimental media art produces radical and new
audio-visual relationships challenging the visually dominated
discourses in art, media and the human sciences. In addition to
directly addressing what Jonathan Sterne calls 'visual hegemony',
it also explores the lack of diversity within sound studies by
focusing on practitioners from transnational and diverse
backgrounds. As such, it contributes to a growing interdisciplinary
scholarship, building new, more complex and reverberating
frameworks to collectively sonify the study of culture. -- .
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.
This updated third edition of Studio Television Production and
Directing introduces readers to the basic fundamentals of studio
and control room production. Accessible and focused, readers of
this updated third edition will gain fluency in essential studio
terms and technology and acquire the necessary skills to make it in
the industry. This book is your back-to-the-basics guide to common
technology-including principles of directing, assistant directing,
technical directing, audio ops, the basics of studio lighting, an
introduction to set design, camera ops, floor directing, story
types (VO, VO/SOT, PKG), basic engineering, and more. Whether an
established professional or a student, this book provides readers
with the technical expertise to successfully coordinate live or
taped studio television today. In this new edition, author Andrew
Hicks Utterback offers an expanded glossary and new material on
visualization walls, alternative camera mounts, basic engineering,
and news narrative diagramming.
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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