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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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. -- .
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
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.
Despite the prevalence of video games set in or inspired by
classical antiquity, the medium has to date remained markedly
understudied in the disciplines of classics and ancient history,
with the role of women in these video games especially neglected.
Women in Classical Video Games seeks to address this imbalance as
the first book-length work of scholarship to examine the depiction
of women in video games set in classical antiquity. The volume
surveys the history of women in these games and the range of
figures presented from the 1980s to the modern day, alongside
discussion of issues such as historical accuracy, authenticity,
gender, sexuality, monstrosity, hegemony, race and ethnicity, and
the use of tropes. A wide range of games of different types and
modes are discussed, with particular attention paid to the
Assassin's Creed franchise's 21st-century ventures into classical
antiquity (first in Origins (2017), set in Hellenistic Egypt, and
then in Odyssey (2018), set in classical Greece), which have caught
the imagination not only of gamers, but also of academics,
especially in relation to their accompanying educational Discovery
Modes. The detailed case studies presented here form a compelling
case for the indispensability of the medium to both reception
studies and gender studies, and offer nuanced answers to such
questions as how and why women are portrayed in the ways that they
are.
Rejecting broad-brush definitions of post-revolutionary art, What
People Do with Images provides a nuanced account of artistic
practice in Iran and its diaspora during the first part of the
twenty-first century. Careful attention is paid to the effects of
shifts in internal Iranian politics; the influence of US elections,
travel bans and sanctions; and global media sensationalism and
Islamophobia. Drawing widely on critical theory from both cultural
studies and anthropology, Mazyar Lotfalian details an ecosystem for
artistic production, covering a range of media, from performance to
installations and video art to films. Museum curators, it is
suggested, have mistakenly struggled to fit these works into their
traditional-modern-contemporary schema, and political commentators
have mistakenly struggled to position them as resistance,
opposition or counterculture to Islam or the Islamic Republic.
Instead, the author argues that creative artworks neutralize such
dichotomies, working around them, and playing a sophisticated game
of testing and slowly shifting the boundaries of what is
acceptable. They do so in part by neutralizing the boundaries of
what is inside and outside the nation-state, travelling across the
transnational circuits in which the domestic and diasporic arenas
reshape each other. While this book offers the valuable opportunity
to gain an understanding of the Iranian art scene, it also has a
wider significance in asking more generally how identity politics
is mediated by creative acts and images within transnational
socio-political spheres.
Throughout this book we discover what our idea of memory would be
without the moving image. This thought provoking analysis examines
how the medium has informed modern and contemporary models of
memory. The book examines the ways in which cinematic optic
procedures inform an understanding of memory processes. Critical to
the reciprocity of mind and screen is forgetting and the
problematic that it inscribes into memory and its relation to
contested histories. Through a consideration of artworks
(film/video and sound installation) by artists whose practice has
consistently engaged with issues surrounding memory, amnesia and
trauma, the book brings to bear neuro-psychological insight and its
implication with the moving image (as both image and sound) to a
consideration of the global landscape of memory and the politics of
memory that inform them. The artists featured include Kerry Tribe,
Shona Illingworth, Bill Fontana, Lutz Becker, Yervant Gianikian and
Angela Ricci Lucchi, Harun Faorcki, and Eyal Sivan.
The second title in a new series elevates your skills in
composition and narrative with guidance from established
world-class artists. As an established authority on art and design
with a growing stable of high-calibre artist-authors, 3dtotal
Publishing is uniquely placed to produce Artists' Master Series.
Launched in 2021 with Artists' Master Series: Color & Light,
the second volume in this exciting new series takes another deep
dive into key areas of art theory, this time spotlighting
composition and narrative. No matter what medium you work in, this
combination can be the driving force that elevates art from "good"
to "world-class". This book takes these fundamentals and pushes
them to an advanced level of understanding and application. To
achieve this ambitious brief, a select few, hugely popular industry
experts reveal how they plan and execute these techniques. Their
in-depth illustrated advice, detailed step-by-step tutorials,
enlightening case studies, and awe-inspiring inspiration provide a
distinctive and invaluable blend of professional-grade techniques
that can't be found anywhere else. For artists and designers aiming
to raise their game to expert level, the Artists' Masters Series is
the key to success.
Learn how to paint on your iPad like the professionals in
Beginner's Guide to Procreate, a comprehensive introduction to this
industry-standard software. Accessible and versatile, Procreate is
an ideal tool for anyone wanting to give digital painting a go.
Step-by-step tutorials, quick tips, and inspiring artwork ensure
you'll have all you need to create stunning concept art quickly and
easily.
Digital artist Zheng Wei Gu (AKA Guweiz) shares his anime-inspired
world in this beautifully produced and insightful book, leading you
through his fantasy world with a portfolio packed with gritty
detail and a surreal vibe. Guweiz began drawing when he was 17,
inspired by an anime art tutorial on YouTube. Discovering a natural
talent, he carried on drawing and quickly amassed a fan-base for
his edgy illustration style. Throughout this book, readers will
discover his artistic journey from the very beginning, with
behind-the-scenes details about how some of his most popular pieces
were created. He reveals his secrets for turning influences into
truly original digital art, including that all-important narrative
that takes drawing and painting beyond the purely visual.
Step-by-step tutorials share techniques and tips to help you create
these sorts of effects in your art, resulting in images with the
depth of detail and intrigue that Guweiz has made his trademark.
The artist's unique urban take on the popular manga/anime style is
gripping right from the first page, from the surreal take on
Japanese lifestyle to the urban fantasy he creates.
Creating Professional Characters: Develop Spectacular Designs from
Basic Concepts is an inspiring and informative exploration of how
popular professional character designers take the basic concept of
a character in a production brief and develop these ideas into an
original, high-quality design. Suitable for student and
professional character designers alike, this book focuses on how to
approach your character designs in ways that ensure the target
audience and production needs are met while still creating fun,
imaginative characters. This visually appealing book includes
twenty thorough tutorials guiding you through the design and
decision making processes used to create awesome characters.
Replicating the processes used in professional practice today, this
book demonstrates the types of brief a professional designer might
receive, the iterative design process used to explore the brief,
the influence of production feedback on the final design, and how
final designs are presented to clients. This detailed, enlightening
book is an excellent guide to creating incredible imaginative
characters suitable for your future professional projects.
Sounding the Gallery explores the first decade of creative video
work, focusing on the ways in which video technology was used to
dissolve the boundaries between art and music. Becoming
commercially available in the mid 1960s, video quickly became
integral to the intense experimentalism of New York City's music
and art scenes. The medium was able to record image and sound at
the same time, which allowed composers to visualize their music and
artists to sound their images in a quick and easy manner. But video
not only provided artists and composers with the opportunity to
produce unprecedented forms of audiovisuality; it also allowed them
to create interactive spaces that questioned conventional habits of
music and art consumption. Early video's audiovisual synergy could
be projected, manipulated and processed live. The closed-circuit
video feed drew audience members into the heart of the audiovisual
experience, from where they could influence the flow, structure and
sound of the video performance. Such activated spectatorship
resulted in improvisatory and performative events in which the
space between artists, composers, performers and visitors collapsed
into a single, yet expansive, intermedial experience. Many believed
that such audiovisual video work signalled a brand-new art form
that only began in 1965. Using early video work as an example, this
book suggests that this is inaccurate. During the twentieth
century, composers were experimenting with spatializing their
sounds, while artists were attempting to include time as a creative
element in their visual work. Pioneering video work allowed these
two disciplines to come together, acting as a conduit that
facilitated the fusion and manipulation of pre-existing elements.
Shifting the focus from object to spatial process, Sounding the
Gallery uses theories of intermedia, film, architecture, drama and
performance practice to create an interdisciplinary history of
music and art that culminates in the rise of video art-music in the
late 1960s.
Seeing the Apocalypse: Essays on Bird Box is the first volume to
explore Josh Malerman's best-selling novel and its recent film
adaptation, which broke streaming records and became a cultural
touchstone, emerging as a staple in the genre of contemporary
horror. The essays in this collection offer an interdisciplinary
approach to Bird Box, one that draws on the fields of gender
studies, cultural studies, and disability studies. The contributors
examine how Bird Box provokes questions about a range of issues
including the human body and its existence in the world, the
ethical obligations that shape community, and the anxieties arising
from technological development. Taken together, the essays of this
volume show how a critical examination of Bird Box offers readers a
guide for thinking through human experience in our own troubled,
apocalyptic times.
Technological advancements have influenced many fields of study,
and the visual arts are no exception. With the development of new
creative software and computer programs, artists and designers are
free to create in a digital context, equipped with precision and
efficiency. Analyzing Art, Culture, and Design in the Digital Age
brings together a collection of chapters on the digital tools and
processes impacting the fields of art and design, as well as
related cultural experiences in the digital sphere. Including the
latest scholarly research on the application of technology to the
study, implementation, and culture of creative practice, this
publication is an essential reference source for researchers,
academicians, and professionals interested in the influence of
technology on art, design, and culture. This publication features
timely, research-based chapters discussing the connections between
art and technology including, but not limited to, virtual art and
design, the metaverse, 3D creative design environments, cultural
communication, and creative social processes.
The book provides an open and integrated view of creativity in the
21st century, merging theories and case studies from design,
psychology, sociology, computer science and human-computer
interaction, while benefitting from a continuous dialogue within a
network of experts in these fields. An exploratory journey guides
the reader through the major social, human, and technological
changes that influence human creative abilities, highlighting the
fundamental factors that need to be stimulated for creative
empowerment in the digital era. The book reflects on why and how
design practice and design research should explore digital
creativity, and promote the empowerment of creativity, presenting
two flexible tools specifically developed to observe the influences
on multiple level of human creativity in the digital transition,
and understand their positive and negative effect on the creative
design process. An overview of the main influences and
opportunities collected by adopting the two tools are presented
with guidelines to design actions to empower the process for
innovation.
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