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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
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.
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?
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.
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.
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Cyberfeminism Index
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Mindy Seu; Foreword by Julianne Pierce; Afterword by Legacy Russell
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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.
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