|
|
Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
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.
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.
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.
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.
Emerging technologies enable a wide variety of creative expression,
from music and video to innovations in visual art. These
aesthetics, when properly explored, can enable enhanced
communication between all kinds of people and cultures. The
Handbook of Research on Digital Media and Creative Technologies
considers the latest research in education, communication, and
creative social expression using digital technologies. By exploring
advances in art and culture across national and sociological
borders, this handbook serves to provide artists, theorists,
information communication specialists, and researchers with the
tools they need to effectively disseminate their ideas across the
digital plane.
The Crash Bandicoot(TM) series has remained a beloved staple of
platform gaming ever since the first game's release in 1996. The
Art of Crash Bandicoot(TM)4: It's About Time(TM)is a rich
repository overflowing with interviews, quotes, observations and
anecdotes, accompanied by a treasure trove of concept art detailing
the characters and environments of the game. Gamers of every type
will cherish this all-encompassing look into the zany, wild and
unpredictable world of Crash Bandicoot(TM) .
The New Cinematic Weird argues that weird fiction is rising also in
audiovisual culture. Presenting several detailed analyses of weird
cinematic works, the book shows how the new cinematic weird is best
understood as atmospheric worldings - affective intensities that
suffuse the experience of the cinematic weird. The weird exists as
an experiential field, an inflation of the world. These worldings
disclose a variety of experiences. The book engagingly shows how
creepy, unsettling, ominous, uneasy, and eerie atmospheres provide
a way into the weird experience. This book is important to anyone
interested in the audiovisual weird, cinematic atmospheres, how
audiovisual media produce worlds, and how weird fiction challenges
our conception of the way the world is.
Just as the AutoCAD software continues to be improved and
perfected, so does the Beginning AutoCAD (R) Exercise Workbook.
This work is truly the ideal package from which to learn AutoCAD,
whether you're a complete beginner, or simply learning about the
latest features. The new AutoCAD 2022 software includes features
such as Installer, which reduces the number of steps needed for the
initial install, Share Current Drawing, allowing other users to
view or edit a drawing in the online AutoCAD Web application, and
Trace, encouraging collaboration on drawing changes using the
AutoCAD Web and Mobile apps. Readers can download the provided
templates used for drawings in the book from the Industrial Press
website. Expert author duo Shrock and Heather share their knowledge
with students and instructors, including plenty of inside tips and
dozens of exercises to help users get comfortable and see real
progress. NEW AND/OR IMPROVED FEATURES IN BEGINNING AUTOCAD 2022:
Redesigned Start Tab-There are three main sections that provide
access to recent work, enabling users to carry on where they left
off, and offering them access to online saved drawing files.
(Included in Lesson 1) Count-The new Count feature allows users to
count the instances of objects and Blocks that are placed in their
drawing. (Included in Lesson 29) Floating Drawing Tabs-Users can
now drag a drawing file Tab from the main AutoCAD application
window to make it a separate drawing file window. This is extremely
useful for those with two or more monitors. (Included in Lesson 2)
Set to generate and influence discussions in the field for years to
come, this is an encyclopaedic work on the ever-evolving genre of
poetry film. It will set the benchmark for all subsequent works on
the subject, being the first book of its kind. Poetry films are a
genre of short film, usually combining the three main elements: the
poem as verbal message; the moving film image and diegetic sounds;
and additional non-diegetic sounds or music, which create a
soundscape. This book examines the formal characteristics of the
poetic in poetry film, film poetry and video poetry, particularly
in relation to lyric voice and time. Provides an introduction to
the emergence and history of poetry film in a global context,
defining and debating terms both philosophically and materially.
Examines the formal characteristics of the poetic in poetry film,
particularly in relation to lyric voice and time. Includes
interviews, analysis and a rigorous and thorough investigation of
the poetry film from its origins to the present. This is a very
important, groundbreaking work on film poetry. The ideas discussed
here are of great importance, and the diversity and breadth of the
volume is especially impressive and very useful. This book brings
together in one place crucial ideas and information for
practitioners, students and academics, and is clearly and
accessibly written. Including over 40 contributors and showcasing
the work of an international array of practitioners, this will be
an industry bible for anyone interested in poetry, digital media,
filmmaking, art and creative writing, as well as poetry filmmakers.
It explores working practices, processes of collaboration and the
mechanisms which make these possible. It also reveals the network
of festivals disseminating and theorizing poetry film and presents
a compelling bibliography. This is the most incisive and complete
analysis of filmic poetry to date. It is poised to become a major
text in the field. Essential reading for academics teaching poetry
filmmaking, moving image, film, media and media poetry, writing and
art. Undergraduate and postgraduate students in those fields. Great
potential for textbook adoption. Also relevant to poets,
filmmakers, visual artists, graphic artists and theorists,
filmmakers, screenwriters, art historians, philosophers, cultural
commentators, arts journalists.
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.
Religion and Technology into the Future: From Adam to Tomorrow's
Eve examines the broad significance of the current trends and
accomplishments in technology (AI/robots) against the long history
of the human imagination of making sentient beings. It seeks to
enrich our understanding of the present as it is trending into the
future against the richly relevant and surprisingly long past.
Creatively considered in some depth are a wide range of specific
examples drawn especially from contemporary film and television, as
well as from cosmology, ancient mythology, biblical literature,
classical literature, folklore, evolution, popular culture,
technology, and futurist studies. This book is distinctive, in
part, in drawing on a wide range of resources demonstrating the
indispensable interrelationship among these disparate materials.
Science, technology, economics, and philosophy are seamlessly
interwoven with history, gender, culture, religion, literature, pop
culture, art, and film. Written for general as well as academic
readers, it offers fascinating and provocative insights into who we
are and where we are going.
|
|