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Books > Arts & Architecture > History of art / art & design styles > From 1900
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.
As part of a large oral history project of the Research Center
for Arts and Culture of Columbia University aimed at compiling
information on the training, career choices, and patterns of
development of artists, twelve insightful narrative interviews were
edited and collected for this volume. The painters were selected to
provide demographic, ethnic, and gender balance and to represent
three broad career stages: emerging, established, and mature. In
vivid strokes, they discuss their family backgrounds, education,
gatekeepers, experiences, and personal and artistic development.
Each interview is prefaced by brief career data and followed by
honors and exhibit sources, and a representative painting is
illustrated in color. The volume introduction offers a capsule
history of art in America, and a bibliography is included.
A racy account of the London contemporary art scene by celebrated
art critic Matthew Collings, giving a snapshot of the new Bohemia
of the 90s interwoven with episodes from the author's own life in
London. From Francis Bacon to Damien Hirst, specially-commissioned
photographs by documentary film-maker Ian MacMillan brings London's
artists, dealers and critics face to face with the reader.
The Art of the Dead showcases the vibrant, charismatic poster art
that emerged from the streets of San Francisco in 1964 and 1966. It
traces the cultural, political, and historical influences of
posters as art back to Japanese wood blocks through Bell Epoque, on
to the Beatniks, the Free Speech Movement, and the Acid Tests.
Featuring interviews and profiles of the key artists, including
Rick Griffin, Stanley Mouse Miller, Alton Kelley, Wes Wilson, and
Victor Moscoso.
The book uses Grateful Dead as the vehicle to tell the story of
poster art as The Dead were the band that ultimately proved to be
the most substantive and engaged partner for the artists and hence
featured the best art of any rock 'n' roll band ever. The book will
follow a chronological evolution of the art from the band's
origination in 1965 through Jerry Garcia's death in 1995.
The book is in four-color throughout, featuring iconic and rare
images as well as extensive process material, including sketches,
original art, blue lines, film, and printing plates that show how
the art was created. It will also include essays by Greil Marcus,
Peter Coyote, and Victoria Binder, as well as essays on the
elements of the printing process from the original art to the final
poster.
Ultimately, the Art of the Dead makes the case that poster art is
truly an original form of American fine art.
This volume explores connections between architecture and theatre,
and encourages imagination in the design of buildings and social
spaces. Imagination is arguably the architect's most crucial
capacity, underpinning memory, invention and compassion. No simple
power of the mind, architectural imagination is deeply embodied,
social and situational. Its performative potential and holistic
scope may be best understood through the model of theatre. Theatres
of Architectural Imagination examines the fertile relationship
between theatre and architecture with essays, interviews and
entr'actes arranged in three sections: Bodies, Settings and
(Inter)Actions. Contributions explore a global spectrum of examples
and contexts, from ancient Rome and Renaissance Italy to modern
Europe, North America, India and Japan. Topics include: the central
role of the human body in design; the city as a place of political
drama, protest and phenomenal play; and world-making through
language, gesture and myth. Chapters also consider sacred and
magical functions of theatre in Balinese and Persian settings;
eccentric experiments at the Bauhaus and 1970 Osaka World Expo; and
ecological action and collective healing amid contemporary climate
chaos. Inspired by architect and educator Marco Frascari, the book
performs as a Janus-like memory theatre, recalling and projecting
the architect's perennial task of reimagining a more meaningful
world. This collection will delight and provoke thinkers and makers
in theatrical arts and built environment disciplines, especially
Architecture, Landscape and Urban Design.
The Drowned Muse is a study of the extraordinary destiny, in the
history of European culture, of an object which could seem, at
first glance, quite ordinary in the history of European culture. It
tells the story of a mask, the cast of a young girl's face entitled
"L'Inconnue de la Seine," the Unknown Woman of the Seine, and its
subsequent metamorphoses as a cultural figure. Legend has it that
the "Inconnue" drowned herself in Paris at the end of the
nineteenth century. The forensic scientist tending to her
unidentified corpse at the Paris Morgue was supposedly so struck by
her allure that he captured in plaster the contours of her face.
This unknown girl, also referred to as "The Mona Lisa of Suicide",
has since become the object of an obsessive interest that started
in the late 1890s, reached its peak in the 1930s, and continues to
reverberate today. Aby Warburg defines art history as "a ghost
story for grown-ups." This study is similarly "a ghost story for
grown-ups", narrating the aura of a cultural object that crosses
temporal, geographical, and linguistic frontiers. It views the
"Inconnue" as a symptomatic expression of a modern world haunted by
the earlier modernity of the nineteenth century. It investigates
how the mask's metamorphoses reflect major shifts in the cultural
history of the last two centuries, approaching the "Inconnue" as an
entry point to understand a phenomenon characteristic of 20th- and
21st-century modernity: the translatability of media. Doing so,
this study mobilizes discourses surrounding the "Inconnue", casting
them as points of negotiation through which we may consider the
modern age.
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.
Contemporary Chinese art has played a significant role in
contributing to art globalisation; meanwhile, the trajectory of
modernisation of art in China has not been rendered explicitly.
This book aims to explore the context of Chinese art from the 20th
to the 21st century, from three aspects: society, the individual
and art forms. It is hoped to inject new vitality into the current
obscure art historiography. The complicated issue regarding how to
position globalisation and national identity is well discussed
throughout the book, addressing the hardcore research questions in
the field. This research selects the nine most representative
artists: Lin Fengmian, Wu Dayu, Sanyu, Zao Wou-ki, Wu Guanzhong, Su
Tianci, Wang Jieyin, Zhang Enli and Chen Yujun.
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Art Deco
(Hardcover)
Victoria Charles, Klaus H. Carl
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R517
Discovery Miles 5 170
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Ships in 10 - 15 working days
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Cubism
(Hardcover)
Guillaume Apollinaire, Dorothea Eimert
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R517
Discovery Miles 5 170
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Ships in 10 - 15 working days
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Dada
(Hardcover)
G. Appolinaire, Victoria Charles
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R517
Discovery Miles 5 170
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Ships in 10 - 15 working days
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What did it mean for painter Lee Krasner to be an artist and a
woman if, in the culture of 1950s New York, to be an artist was to
be Jackson Pollock and to be a woman was to be Marilyn Monroe? With
this question, Griselda Pollock begins a transdisciplinary journey
across the gendered aesthetics and the politics of difference in
New York abstract, gestural painting. Revisiting recent exhibitions
of Abstract Expressionism that either marginalised the artist-women
in the movement or focused solely on the excluded women, as well as
exhibitions of women in abstraction, Pollock reveals how theories
of embodiment, the gesture, hysteria and subjectivity can deepen
our understanding of this moment in the history of painting
co-created by women and men. Providing close readings of key
paintings by Lee Krasner and re-thinking her own historic
examination of images of Jackson Pollock and Helen Frankenthaler at
work, Pollock builds a cultural bridge between the New York
artist-women and their other, Marilyn Monroe, a creative actor
whose physically anguished but sexually appropriated star body is
presented as pathos formula of life energy. Monroe emerges as a
haunting presence within this moment of New York modernism, eroding
the policed boundaries between high and popular culture and
explaining what we gain by re-thinking art with the richness of
feminist thought. -- .
Radicals and Realists is the first book in any language to discuss
Japan's avant-garde artists, their work, and the historical
environment in which they produced it during the two most creative
decades of the twentieth century, the 1950s and 1960s. After
surveying censorship and arts policy during the American occupation
of Japan (1945-1952), the narrative divides into two chronological
sections dealing with the 1950s and 1960s, bisected by the rise of
an artistic underground in Shinjuku and the security treaty crisis
of May 1960.
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.
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