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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art

Sounds Like Her - Gender, Sound Art & Sonic Cultures (Hardcover): Christine Eyene Sounds Like Her - Gender, Sound Art & Sonic Cultures (Hardcover)
Christine Eyene; Introduction by Eyene; Contributions by Eyene, Lane, Voegelin; Designed by …
R912 R831 Discovery Miles 8 310 Save R81 (9%) Ships in 10 - 15 working days
The Problematic of Video Art in Museum, 1968-1990 (Hardcover, New): Cyrus Manasseh The Problematic of Video Art in Museum, 1968-1990 (Hardcover, New)
Cyrus Manasseh
R2,499 Discovery Miles 24 990 Ships in 18 - 22 working days

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.

All the Beautiful Sh!t - Word Art in Romance Fiction (Hardcover): J. a. Huss All the Beautiful Sh!t - Word Art in Romance Fiction (Hardcover)
J. a. Huss
R1,294 Discovery Miles 12 940 Ships in 10 - 15 working days
Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover): Ross Clare Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover)
Ross Clare
R3,182 Discovery Miles 31 820 Ships in 10 - 15 working days

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".

For the love of Art - The beginners guide to art (Hardcover): Don Ravi For the love of Art - The beginners guide to art (Hardcover)
Don Ravi
R930 Discovery Miles 9 300 Ships in 18 - 22 working days
Against Ambience and Other Essays (Hardcover): Seth Kim-Cohen Against Ambience and Other Essays (Hardcover)
Seth Kim-Cohen
R3,984 Discovery Miles 39 840 Ships in 10 - 15 working days

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.

The Animated Marx Brothers (hardback) (Hardcover): Matthew Hahn The Animated Marx Brothers (hardback) (Hardcover)
Matthew Hahn; Foreword by Joe Adamson
R904 Discovery Miles 9 040 Ships in 10 - 15 working days
You're A Snarky Darkness - Illustrated Poems For Radical Empowerment (Hardcover): Sage Liskey You're A Snarky Darkness - Illustrated Poems For Radical Empowerment (Hardcover)
Sage Liskey
R979 Discovery Miles 9 790 Ships in 18 - 22 working days
Masters of Contemporary Fine Art Book Collection - Volume 1 (Painting, Sculpture, Drawing, Digital Art) by Art Galaxie... Masters of Contemporary Fine Art Book Collection - Volume 1 (Painting, Sculpture, Drawing, Digital Art) by Art Galaxie (Hardcover)
Art Galaxie
R1,610 Discovery Miles 16 100 Ships in 10 - 15 working days
The Building as Screen - A History, Theory, and Practice of Massive Media (Hardcover, 0): Dave Colangelo The Building as Screen - A History, Theory, and Practice of Massive Media (Hardcover, 0)
Dave Colangelo
R3,358 Discovery Miles 33 580 Ships in 10 - 15 working days

The Building as Screen: A History, Theory, and Practice of Massive Media describes, historicizes, theorizes, and creatively deploys massive media -- a set of techno-social assemblages and practices that include large outdoor projections, programmable architectural facades, and urban screens -- in order to better understand their critical and creative potential. Massive media is named as such not only because of the size and subsequent visibility of this phenomenon but also for its characteristic networks and interactive screen and cinema-like qualities. Examples include the programmable lighting of the Empire State Building and the interactive projections of Montreal's Quartier des spectacles, as well as a number of works created by the author himself. This book argues that massive media enables and necessitates the development of new practices of expanded cinema, public data visualization, and installation art and curation that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image.

Hitler in the Movies - Finding Der Fuhrer on Film (Hardcover): Sidney Homan, Hernan Vera Hitler in the Movies - Finding Der Fuhrer on Film (Hardcover)
Sidney Homan, Hernan Vera
R2,450 Discovery Miles 24 500 Ships in 10 - 15 working days

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?

Similarity - A Photographic Contemplation (Hardcover): Michael Yacavone Similarity - A Photographic Contemplation (Hardcover)
Michael Yacavone
R878 R797 Discovery Miles 7 970 Save R81 (9%) Ships in 18 - 22 working days
The Art of Rich DiSilvio - The Digital Art Collection (Hardcover): Rich Disilvio The Art of Rich DiSilvio - The Digital Art Collection (Hardcover)
Rich Disilvio; Contributions by Rich Disilvio
R1,124 Discovery Miles 11 240 Ships in 18 - 22 working days
Viewing African Cinema in the Twenty-first Century - Art Films and the Nollywood Video Revolution (Hardcover): Mahir Saul,... Viewing African Cinema in the Twenty-first Century - Art Films and the Nollywood Video Revolution (Hardcover)
Mahir Saul, Ralph A. Austen
R2,179 Discovery Miles 21 790 Ships in 18 - 22 working days

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.

Images of Dutchness - Popular Visual Culture, Early Cinema and the Emergence of a National Cliche, 1800-1914 (Paperback, 0):... Images of Dutchness - Popular Visual Culture, Early Cinema and the Emergence of a National Cliche, 1800-1914 (Paperback, 0)
Sarah Dellmann
R1,471 Discovery Miles 14 710 Ships in 10 - 15 working days

Why do early films present the Netherlands as a country full of canals and windmills, where people wear traditional costumes and wooden shoes, while industries and modern urban life are all but absent? Images of Dutchness investigates the roots of this visual repertoire from diverse sources, ranging from magazines to tourist brochures, from anthropological treatises to advertising trade cards, stereoscopic photographs, picture postcards, magic lantern slide sets and films of early cinema. This richly illustrated book provides an in-depth study of the fascinating corpus of popular visual media and their written comments that are studied for the first time. Through the combined analysis of words and images, the author identifies not only what has been considered Ytypically DutchOE in the long nineteenth century, but also provides new insights into the logic and emergence of national cliches in the Western world.

Cyberfeminism Index (Paperback): Mindy Seu Cyberfeminism Index (Paperback)
Mindy Seu; Foreword by Julianne Pierce; Afterword by Legacy Russell
R960 R832 Discovery Miles 8 320 Save R128 (13%) Ships in 10 - 15 working days
Computers in Art, Design and Animation (Hardcover, 1989 ed.): John Lansdown, Rae Earnshaw Computers in Art, Design and Animation (Hardcover, 1989 ed.)
John Lansdown, Rae Earnshaw
R2,701 Discovery Miles 27 010 Ships in 18 - 22 working days

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.

Victoriana - Mixed Media Art of Jennifer Gordon (Hardcover): Jennifer Anne Gordon Victoriana - Mixed Media Art of Jennifer Gordon (Hardcover)
Jennifer Anne Gordon
R745 Discovery Miles 7 450 Ships in 10 - 15 working days
Digital Arts - An Introduction to New Media (Hardcover, Annotated Ed): Cat Hope, John Charles Ryan Digital Arts - An Introduction to New Media (Hardcover, Annotated Ed)
Cat Hope, John Charles Ryan
R3,992 Discovery Miles 39 920 Ships in 10 - 15 working days

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.

Kingdom Hearts Ultimania: The Story Before Kingdom Hearts III (Hardcover): Square Enix, Disney Kingdom Hearts Ultimania: The Story Before Kingdom Hearts III (Hardcover)
Square Enix, Disney
R1,211 R1,058 Discovery Miles 10 580 Save R153 (13%) Ships in 18 - 22 working days
Videogames and Art - Second Edition (Paperback, 2 Ed): Andy Clarke, Grethe Mitchell Videogames and Art - Second Edition (Paperback, 2 Ed)
Andy Clarke, Grethe Mitchell
R1,372 Discovery Miles 13 720 Ships in 10 - 15 working days

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.

At first glance in NFT Investing for Kids and Beginners - Introduction to Non-Fungible Token: Crypto, Bitcoin, Blockchain, and... At first glance in NFT Investing for Kids and Beginners - Introduction to Non-Fungible Token: Crypto, Bitcoin, Blockchain, and Stocks Investing (Hardcover)
Sweet Smart Books
R577 Discovery Miles 5 770 Ships in 18 - 22 working days
Ruti Sela. For the Record (Paperback): Joshua Simon, Ruti Sela Ruti Sela. For the Record (Paperback)
Joshua Simon, Ruti Sela
R578 Discovery Miles 5 780 Ships in 10 - 15 working days
The World According to... Patricia Esquivias (Paperback): Partricia Esquivias The World According to... Patricia Esquivias (Paperback)
Partricia Esquivias
R488 Discovery Miles 4 880 Ships in 10 - 15 working days
Expressive Digital Painting in Procreate - Learn to draw and paint stunningly beautiful, expressive illustrations on iPad... Expressive Digital Painting in Procreate - Learn to draw and paint stunningly beautiful, expressive illustrations on iPad (Hardcover)
Shirish Deshpande
R1,181 Discovery Miles 11 810 Ships in 10 - 15 working days
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