|
Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
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.
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.
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.
Illustrator Pascal Campion shares his professional journey,
galleries of work, and narrative-influenced tutorials, with
charming art inspired by family life. It was after graduating in
2000 from the Arts Decoratifs de Strasbourg, France, with a diploma
in Narrative Illustration, Pascal's brother built him a computer.
This was a new tool for Pascal and a digital artist was born. Roles
in commercial art, animation, games, concept design, visual
development and more have supplied Pascal with unique experience
and skills to share with 3dtotal readers. He has freelanced for
several prestigious clients on exciting projects. But it was his
Sketch of the Day project (every morning, first thing, he creates a
full-color sketch and story) that helped him to build his Instagram
account. More than 860K fans follow Pascal's daily comic strip
stories, with characters and stories inspired by his work and
family life. This discipline combined with the ability to
communicate with such relatable and charming spontaneity will
fascinate readers. Pascal digs deep to pinpoint how his style and
skills have evolved, helped by galleries of work past and present,
including exclusives created just for this book. Tutorials with
tips on storytelling, creating ambiance, and channelling personal
experience will delight artists who want to pursue the storytelling
side of their art.
Pandemic policies have been the focus of fierce lobbying
competition by different social and economic interests. In Viral
Lobbying a team of expert authors from across the social and
natural sciences analyse patterns in and implications of this
'viral lobbying'. Based on elite surveys and focus group interviews
with selected groups, the book provides new evidence on the
lobbying strategies used during the COVID 19 pandemic, as well as
the resulting access to and lobbying influence on public policy.
The empirical analyses reach across eight European countries
(Austria, Denmark, Germany, Ireland, Italy, the Netherlands,
Sweden, United Kingdom), as well as the EU-level. In particular,
the book draws on responses from approximately 1,600 interest
organisations in two waves of a cross-country survey (in 2020 and
2021, respectively). This quantitative data is supplemented by
qualitative evidence from a series of 12 focus groups with
organised interests in Ireland, Denmark and the Netherlands
conducted in spring 2021.
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.
Forty-five of Japan's leading manga artists illustrate Star Wars!
Explore the galaxy through the beautiful artwork of 45 outstanding
Japanese manga artists and illustrators, including Akira Himekawa,
Kamome Shirahama, and Taiyo Matsumoto. Celebrating the universal
appeal of these iconic characters and their timeless stories, this
collection presents each artist's unique tribute to the Star Wars
universe and is a must-have for fans of Star Wars and manga alike!
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. -- .
A tribute to this wonderful series that, during its eight seasons,
has left us holding our breath on more than one occasion as a
result of its unforgettable scenes and characters. In this book you
will find works of fan art by some of the best international
artists, featuring authentic pieces of art accompanied by phrases
and data from the GOT universe!
Arabic Glitch explores an alternative origin story of twenty-first
century technological innovation in digital politics-one centered
on the Middle East and the 2011 Arab uprisings. Developed from an
archive of social media data collected over the decades following
the 2003 U.S. invasion of Iraq, this book interrogates how the
logic of programming technology influences and shapes social
movements. Engaging revolutionary politics, Arab media, and digital
practice in form, method, and content, Laila Shereen Sakr
formulates a media theory that advances the concept of the glitch
as a disruptive media affordance. She employs data analytics to
analyze tweets, posts, and blogs to describe the political culture
of social media, and performs the results under the guise of the
Arabic-speaking cyborg VJ Um Amel. Playing with multiple voices
that span across the virtual and the real, Sakr argues that there
is no longer a divide between the virtual and embodied: both bodies
and data are physically, socially, and energetically actual. Are we
cyborgs or citizens-or both? This book teaches us how a region
under transformation became a vanguard for new thinking about
digital systems: the records they keep, the lives they impact, and
how to create change from within.
This is a book about video art, and about sound art. The thesis is
that sound first entered the gallery via the video art of the 1960s
and in so doing, created an unexpected noise. The early part of the
book looks at this formative period and the key figures within it -
then jumps to the mid-1990s, when video art has become such a major
part of contemporary art production, it no longer seems an
autonomous form. Paul Hegarty considers the work of a range of
artists (including Steve McQueen, Christian Marclay, Ryan
Trecartin, and Jane and Louise Wilson), proposing different
theories according to the particular strategy of the artist under
discussion. Connecting them all are the twinned ideas of intermedia
and synaesthesia. Hegarty offers close readings of video works, as
influenced by their sound, while also considering the institutional
and material contexts. Applying contemporary sound theory to the
world of video art, Paul Hegarty offers an entirely fresh
perspective on the interactions between sound, sound art, and the
visual.
Digital Currents explores the growing impact of digital
technologies on aesthetic experience and examines the major changes
taking place in the role of the artist as social communicator. Just
as the rise of photographic techniques in the mid 1800s shattered
traditional views about representation, so too have contemporary
electronic tools catalysed new perspectives on art, affecting the
way artists see, think, and work, and the ways in which their
productions are distributed and communicated. Digital Currents
explores the growing impact of digital technologies on aesthetic
experience and examines the major changes taking place in the role
of the artist as social communicator. Margot Lovejoy recounts the
early histories of electronic media for art making - video,
computer, the internet - in the new edition of this richly
illustrated book. She provides a context for the works of major
artists in each media, describes their projects, and discusses the
issues and theoretical implications of each to create a foundation
for understanding this developing field. Digital Currents fills a
major gap in our understanding of the relationship between art and
technology, and the exciting new cultu
|
You may like...
Metaforma
Nexumorphic
Hardcover
R889
Discovery Miles 8 890
|