Screen based Art

Screen based Art
Author: Anonim
Publsiher: BRILL
Total Pages: 184
Release: 2021-08-04
Genre: Art
ISBN: 9789004495005

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In the 21st century, the screen - the Internet screen, the television screen, the video screen and all sorts of combinations thereof - will be booming in our visual and infotechno culture. Screen-based art, already a prominent and topical part of visual culture in the 1990s, will expand even more. In this volume, digital art - the new media - as well as its connectedness to cinema will be the subject of investigation. The starting point is a two-day symposium organized by the Netherlands Media Art Institute Montevideo/TBA, in collaboration with the L&B (Lier en Boog) series and the Amsterdam School of Cultural Analysis (ASCA). Issues which emerged during the course of investigation deal with questions such as: How could screen-based art be distinguished from other art forms? Could screen-based art theoretically be understood in one definite model or should one search for various possibilities and/or models? Could screen-based art be canonized? What are the physical and theoretical forms of representation for screen-based art? What are the idiosyncratic concepts geared towards screen-based art? This volume includes various arguments, positions, and statements by artists, curators, philosophers, and theorists. The participants are Marie-Luise Angerer, Annette W. Balkema, René Beekman, Raymond Bellour, Peter Bogers, Joost Bolten, Noël Carroll, Sean Cubitt, Cãlin Dan, Chris Dercon, Honoré d'O, Anne-Marie Duquet, Ken Feingold, Ursula Frohne, hARTware curators, Heiner Holtappels, Aernout Mik, Patricia Pisters, Nicolaus Schafhausen, Jeffrey Shaw, Peter Sloterdijk, Ed S. Tan, Barbara Visser and Siegfried Zielinski.

The Art of Screen Time

The Art of Screen Time
Author: Anya Kamenetz
Publsiher: Public Affairs
Total Pages: 0
Release: 2020-07-14
Genre: Families
ISBN: 1541750896

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"Screens have become an essential part of modern childhood. This book will show you how to parent with them instead of against them."--Page 4 of cover

On Comparing and Evaluating Scientific Theories

On Comparing and Evaluating Scientific Theories
Author: Adam Jonkisz,Leon Koj
Publsiher: Rodopi
Total Pages: 280
Release: 2000
Genre: Philosophy
ISBN: 9042012633

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Contents: Leon KOJ: Methodology and values. - Leon KOJ: Science as system. - Adam GROBLER: Explanation and epistemic virtue. - Piotr GIZA: Intelligent computer systems and theory comparison. - Henryk OGRYZKO-WIEWIEROWSKI: Methods of social choice of scientific theories. - Kazimierz JODKOWSKI: Is the causal theory of reference a remedy for ontological incommensurability? - Wolfgang BALZER: On approximative reduction. - C. ULISES MOULINES: Is there genuinely scientific progress? - Adam JONKISZ: On relative progress in science."

Screens

Screens
Author: Kate Mondloch
Publsiher: U of Minnesota Press
Total Pages: 369
Release: 2013-11-30
Genre: Art
ISBN: 9781452942667

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Media screens—film, video, and computer screens—have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. Screens addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Snow, Kate Mondloch traces the construction of screen spectatorship in art from the seminal film and video installations of the 1960s and 1970s to the new media artworks of today’s digital culture. Mondloch identifies a momentous shift in contemporary art that challenges key premises of spectatorship brought about by technological objects that literally and metaphorically filter the subject’s field of vision. As a result she proposes that contemporary viewers are, quite literally, screen subjects and offers the unique critical leverage of art as an alternative way to understand media culture and contemporary visuality.

Surface

Surface
Author: Giuliana Bruno
Publsiher: University of Chicago Press
Total Pages: 312
Release: 2014-06-09
Genre: Art
ISBN: 9780226114835

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What is the place of materiality—the expression or condition of physical substance—in our visual age of rapidly changing materials and media? How is it fashioned in the arts or manifested in virtual forms? In Surface, cultural critic and theorist Giuliana Bruno deftly explores these questions, seeking to understand materiality in the contemporary world. Arguing that materiality is not a question of the materials themselves but rather the substance of material relations, Bruno investigates the space of those relations, examining how they appear on the surface of different media—on film and video screens, in gallery installations, or on the skins of buildings and people. The object of visual studies, she contends, goes well beyond the image and engages the surface as a place of contact between people and art objects. As Bruno threads through these surface encounters, she unveils the fabrics of the visual—the textural qualities of works of art, whether manifested on canvas, wall, or screen. Illuminating the modern surface condition, she notes how façades are becoming virtual screens and the art of projection is reinvented on gallery walls. She traverses the light spaces of artists Robert Irwin, James Turrell, Tacita Dean, and Anthony McCall; touches on the textured surfaces of Isaac Julien’s and Wong Kar-wai’s filmic screens; and travels across the surface materiality in the architectural practices of Diller Scofidio + Renfro and Herzog & de Meuron to the art of Doris Salcedo and Rachel Whiteread, where the surface tension of media becomes concrete. In performing these critical operations on the surface, she articulates it as a site in which different forms of mediation, memory, and transformation can take place. Surveying object relations across art, architecture, fashion, design, film, and new media, Surface is a magisterial account of contemporary visual culture.

Research in the Creative and Media Arts

Research in the Creative and Media Arts
Author: Desmond Bell
Publsiher: Routledge
Total Pages: 348
Release: 2019-04-01
Genre: Social Science
ISBN: 9780429959417

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In Research in the Creative and Media Arts, Desmond Bell looks at contemporary art and design practice, arguing that research activity is now a vital part of the creative dynamic. Today, creative arts and media students are expected to develop a range of research competencies and critical capacities in their creative project work. This book plots the basis for a research culture in the creative and media arts. It provides an illuminating genealogy of artistic research, revealing the intimate connections between art and science over the centuries and identifying some of the founding figures of practice-based artistic research. Bell explores the research that artists undertake through a number of case studies, talking to a range of contemporary artists and media makers about their work and the role research plays in this. He also traces the dialogues between art practice and a range of other humanity disciplines, such as history, anthropology and critical theory. His analysis reveals how contemporary art practice is now so locked into a set of interlocutions about process and purpose that it increasingly resembles a research practice in and of itself. Research in the Creative and Media Arts is a comprehensive overview of the relationship between research and practice that is ideal for undergraduate and postgraduate students, as well as researchers in the fields of art and design, art history and visual culture.

Screens

Screens
Author: Kate Mondloch
Publsiher: U of Minnesota Press
Total Pages: 155
Release: 2010
Genre: Art
ISBN: 9780816665211

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Media screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. Screens addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Snow, Kate Mondloch traces the construction of screen spectatorship in art from the seminal film and video installations of the 1960s and 1970s to the new media artworks of today's digital culture. Mondloch identifies a momentous shift in contemporary art that challenges key premises of spectatorship brought about by technological objects that literally and metaphorically filter the subject's field of vision. As a result she proposes that contemporary viewers are, quite literally, screen subjects and offers the unique critical leverage of art as an alternative way to understand media culture and contemporary visuality.

Designing for Screen

Designing for Screen
Author: Georgina Shorter
Publsiher: Crowood
Total Pages: 236
Release: 2012-08-01
Genre: Performing Arts
ISBN: 9781847974464

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Design is at the essence of storytelling, but how does a production find its style and identity? This book explains how to approach design, whether for film, television, video promo or commercial making, and introduces the techniques needed to make ideas happen. Through theory and practical exercises, it looks at design in a different way and shows how the simplest decisions can become powerful ideas on screen. Explains the roles of the design team, including the production designer and art director; Explains how to extract design information from a script and how to identify key themes that can be used to support the telling of the story; Looks at how and where to research ideas, and suggests ways to illustrate them; Explores the importance of images, colour, texture and space to captivate an audience; Shows how to prepare drawings and models using various media; Refers to film and television productions, and shows how design decisions contribute to the story.