Photorealism in the Digital Age

Photorealism in the Digital Age
Author: Louis K. Meisel
Publisher: Abrams
Total Pages: 320
Release: 2018-12-15
Genre: Art
ISBN: 1683355555

This luxurious volume—the fourth in a series by Louis K. Meisel—is a comprehensive documentation of 21st-century Photorealism, one of the most popular art movements since the late 1960s. Photorealists work painstakingly from photographs to create startlingly realistic paintings, and where they once used film for gathering information, they now rely on digital technology, which has vastly expanded the amount of detail that can be captured. In these visual marvels they bring insights to vernacular subjects—cars, cityscapes, portraits—and make the commonplace uncommon. Illustrating the book with more than 850 works created since 2000, Meisel covers every major Photorealist still active (including Ralph Goings, Richard Estes, Tom Blackwell, Richard McLean, and John Salt) as well as remarkable newcomers. For the first time he also includes Verist sculptors such as John De Andrea and Duane Hanson.

Communicating the Past in the Digital Age

Communicating the Past in the Digital Age
Author: Sebastian Hageneuer
Publisher: Ubiquity Press
Total Pages: 223
Release: 2020-02-06
Genre: Social Science
ISBN: 1911529862

Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.

Photorealism Since 1980

Photorealism Since 1980
Author: Louis K. Meisel
Publisher: Harry N Abrams Incorporated
Total Pages: 368
Release: 1993
Genre: Art
ISBN: 9780810937208

For the past decade, Meisel has examined all the exhibitions, catalogues, books, and articles pertaining to Photorealism, and he has included every significant one here.

Puppetry, Puppet Animation and the Digital Age

Puppetry, Puppet Animation and the Digital Age
Author: Rolf Giesen
Publisher: Routledge
Total Pages: 133
Release: 2018-09-27
Genre: Computers
ISBN: 1351209299

Rolf Giesen’s Puppetry, Puppet Animation and the Digital Age explores the unique world of puppetry animation and its application in the digital age. With the advent of digital animation, many individuals see puppetry and 2D animation as being regulated to a niche market. Giesen’s text argues against this viewpoint, by demonstrating the pure aesthetic value they have, as well as examples of some of the greatest cinematic uses of puppets. Such samples include, The Adventures of Prince Achmed, Ladislas Starevich, O’Brien, Harryhausen and Danforth, Trnka and Švankmajer, Aardman and Laika Studios, ParaNorman, and the Boxtrolls. Even live-action blockbusters, such as the Star Wars saga utilize puppetry for costume applications as noted within the text. The use of puppets not only helps create a wonderous world and memorable characters, but is also one of the purest extensions of an artist. Key Features Includes interviews with past and present practitioners of model animation as well as computer animation Reviews of classic and recent entries in both fields Comparison of what is better in stop motion versus computer animation A detailed history of animation and stop motion films

Deleuze and Film

Deleuze and Film
Author: David Martin-Jones
Publisher: Edinburgh University Press
Total Pages: 249
Release: 2012-04-04
Genre: Performing Arts
ISBN: 0748650911

Engages Deleuze's philosophy with a range of popular films and explores the degree to which a film's popularity impacts upon its ability to 'think' (in the manner that Deleuze described in relation to examples of the art of film in his Cinema books), and

Analyzing Art, Culture, and Design in the Digital Age

Analyzing Art, Culture, and Design in the Digital Age
Author: Mura, Gianluca
Publisher: IGI Global
Total Pages: 352
Release: 2015-09-23
Genre: Art
ISBN: 1466686804

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.

Clash of Realities 2015/16

Clash of Realities 2015/16
Author: Clash of Realities
Publisher: transcript Verlag
Total Pages: 639
Release: 2017-10-31
Genre: Social Science
ISBN: 3839440319

Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

PC Mag

PC Mag
Author:
Publisher:
Total Pages: 120
Release: 2006-05-23
Genre:
ISBN:

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

The End of Cinema?

The End of Cinema?
Author: André Gaudreault
Publisher: Columbia University Press
Total Pages: 257
Release: 2015-04-14
Genre: Performing Arts
ISBN: 023153938X

Is a film watched on a video screen still cinema? Have digital compositing, motion capture, and other advanced technologies remade or obliterated the craft? Rooted in their hypothesis of the "double birth of media," André Gaudreault and Philippe Marion take a positive look at cinema's ongoing digital revolution and reaffirm its central place in a rapidly expanding media landscape. The authors begin with an overview of the extreme positions held by opposing camps in the debate over cinema: the "digitalphobes" who lament the implosion of cinema and the "digitalphiles" who celebrate its new, vital incarnation. Throughout, they remind readers that cinema has never been a static medium but a series of processes and transformations powering a dynamic art. From their perspective, the digital revolution is the eighth major crisis in the history of motion pictures, with more disruptions to come. Brokering a peace among all sides, Gaudreault and Marion emphasize the cultural practice of cinema over rigid claims on its identity, moving toward a common conception of cinema to better understand where it is headed next.

How Photography Became Contemporary Art

How Photography Became Contemporary Art
Author: Andy Grundberg
Publisher: Yale University Press
Total Pages: 554
Release: 2021-02-23
Genre: Photography
ISBN: 0300259891

A leading critic’s inside story of “the photo boom” during the crucial decades of the 1970s and 80s When Andy Grundberg landed in New York in the early 1970s as a budding writer, photography was at the margins of the contemporary art world. By 1991, when he left his post as critic for the New York Times, photography was at the vital center of artistic debate. Grundberg writes eloquently and authoritatively about photography’s “boom years,” chronicling the medium’s increasing role within the most important art movements of the time, from Earth Art and Conceptual Art to performance and video. He also traces photography’s embrace by museums and galleries, as well as its politicization in the culture wars of the 80s and 90s. Grundberg reflects on the landmark exhibitions that defined the moment and his encounters with the work of leading photographers—many of whom he knew personally—including Gordon Matta-Clark, Cindy Sherman, and Robert Mapplethorpe. He navigates crucial themes such as photography’s relationship to theory as well as feminism and artists of color. Part memoir and part history, this perspective by one of the period’s leading critics ultimately tells a larger story about the crucial decades of the 70s and 80s through the medium of photography.