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"This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from traditional animated film shorts to animation installation. The collection aims to foreground new critical perspectives on animation, and connect them to both historical and current production practice. Throughout, contributors from a range of disciplines offer a roadmap of new directions in Animation Studies, discussing animation in relationship to aesthetics, ideology, visualization, representation, digital technology, and material culture"--
Animated films --- Films d'animation --- Animation (cinéma) --- History and criticism. --- Histoire et critique --- Animation (Cinematography). --- Histoire et critique. --- eenentwintigste eeuw --- film --- animatie --- installaties --- kunst --- digitale kunst --- digitale film --- 791.46 --- History and criticism
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Providing a clear, systematic account of the evolution of Bellour's thought on the nature of cinematic representation, the impact of digital technology and the response of the spectator, this is an essential guide to the work of a major contemporary thinker.
Bellour, Raymond. --- Film criticism --- film --- filmtheorie --- Frankrijk --- twintigste eeuw --- eenentwintigste eeuw --- Bellour Raymond --- filmanalyse --- kunst --- videokunst --- digitale kunst --- nieuwe media --- 791.41 --- Motion picture criticism --- Motion pictures --- Moving-picture criticism --- Criticism --- Evaluation --- Film criticism. --- Filmkritik. --- Bellour, Raymond, --- Bellour, Raymond
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Learning Processing, Second Edition, is a friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages. Requiring no previous experience, this book is for the true programming beginner. It teaches the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. Step-by-step examples, thorough explanations, hands-on exercises, and sample code, supports your learning curve. A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. The book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media. This book is ideal for graphic designers and visual artists without programming background who want to learn programming. It will also appeal to students taking college and graduate courses in interactive media or visual computing, and for self-study. A friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages No previous experience required—this book is for the true programming beginner! Step-by-step examples, thorough explanations, hands-on exercises, and sample code supports your learning curve
Processing (Computer program language) --- Interactive multimedia. --- Hypermedia systems --- Interactive media --- Computer software --- Object-oriented programming languages --- Programmeertaal --- Programmeren --- Digitale kunst --- Audiovisuele media --- Beeldbewerking --- Interactive multimedia --- Processing (Langage de programmation) --- Multimédias interactifs
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A leading figure in the world of networked culture explores the artists and events that defined the mass medium of our timeSince 1989, the year the World Wide Web was born, the art world has grappled with the rise of networked culture. This unprecedented survey of the artists and innovators in this area from 1989 to today is interwoven with the personal narrative of one of the leading voices on the digital world. In this book, Omar Kholeif, whose prolific career parallels the growth of the internet, tells the story of this mass medium and how it has fostered new possibilities for artists, both analog and digital.The book showcases work spanning a range of media from legendary artists including Lawrence Abu Hamdan, Lynn Hershman Leeson, Nam June Paik, Heather Phillipson, and Wu Tsang. Tracing the key artists and innovators from the emergence of browser-based art to the dawn of NFTs, this is a tale for the present and the future.Specifications:
Computer art --- NFTs (Tokens) --- kunst --- internetkunst --- internet --- nieuwe media --- computerkunst --- eenentwintigste eeuw --- twintigste eeuw --- digitale kunst --- digitale cultuur --- kunst en technologie --- cybercultuur --- 7.039 --- 791.5 --- Non-fungible tokens --- Nonfungible tokens --- Tokens --- Art, Computer --- Computer craft --- Digital art --- New media art --- History --- Internet --- Digitale kunst --- Digitale ontwikkeling --- ART / Criticism & Theory. --- ART / Digital. --- ART / History / Contemporary (1945-). --- Art and computers. --- Art and society. --- Art and the Internet. --- Art et Internet. --- Art et ordinateurs. --- Art et société. --- Computer art. --- NFTs (Tokens).
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Mass communications --- Sociology of culture --- Semiotics --- anno 2000-2009 --- kunst --- beeldcultuur --- nieuwe media --- eenentwintigste eeuw --- internet --- digitale kunst --- 791.5 --- New media art. --- Visual sociology. --- Sociology --- Visual communication --- Arts, Modern --- New media art --- Visual sociology --- Art, Architecture & Applied Arts --- Fine Arts - General
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Internet --- Art --- globalization --- new media art --- anno 2000-2009 --- anno 2010-2019 --- Art and the Internet. --- Social aspects. --- kunst --- nieuwe media --- computers --- computerkunst --- internetkunst --- digitale kunst --- eenentwintigste eeuw --- 7.039 --- ART --- Internet. --- Konst och Internet. --- Kunst. --- Neue Medien. --- Digital. --- Art and the Internet --- Social aspects --- MAD-faculty 16 --- kunst en internet --- Internet - Social aspects
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"Proposes a revolutionary approach to the interpretation of art, film, and the digital. In Touch, Laura U. Marks develops a critical approach more tactile than visual, an intensely physical and sensuous engagement with works of media art that enriches our understanding and experience of these works and of art itself. These critical, theoretical, and personal essays serve as a guide to developments in nonmainstream media art during the past ten years-sexual representation debates, documentary ethics, the shift from analog to digital media, a new social obsession with smell. Marks takes up well-known artists like experimental filmmaker Ken Jacobs and mysterious animators the Brothers Quay, and introduces groundbreaking, lesser-known film, video, and digital artists. From this emerges a materialist theory-an embodied, erotic relationship to art and to the world. Marks's approach leads to an appreciation of the works' mortal bodies: film's volatile emulsion, video's fragile magnetic base, crash-prone Net art; it also offers a productive alternative to the popular understanding of digital media as "virtual" and immaterial. Weaving a continuous fabric from philosophy, fiction, science, dreams, and intimate experience, Touch opens a new world of art media to readers."--Publisher's website.
Experimental films --- Video art. --- History and criticism. --- Video art --- film --- filmtheorie --- video --- kunst --- kunsttheorie --- nieuwe media --- digitale cultuur --- digitale kunst --- internetkunst --- animatie --- twintigste eeuw --- eenentwintigste eeuw --- lichamelijkheid --- 7.01 --- Electronic art --- Experimental television --- Art, Modern --- Performance art --- Television --- History and criticism --- Time-based art
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Digital media --- Social aspects. --- #SBIB:309H103 --- 791.5 --- computers --- cultuurgeschiedenis --- cybercultuur --- digitale kunst --- Edited by Gunnar Liestol, Andrew Morrison, and Terje Rasmussen --- eenentwintigste eeuw --- games --- internet --- kunst --- kunst en maatschappij --- kunst en technologie --- kunstonderwijs --- netwerken --- networks --- nieuwe media --- theorie --- twintigste eeuw --- virtual reality --- Social aspects --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten
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What is the role of the curator when organizing digital art exhibitions in offline and online spaces? Analyzing the influence and impact of curating digital art, the book focuses on how the experiments of curators, artists and designers opened the possibility to reconfigure traditional models and methods for presenting and accessing digital art. In the process, it addresses how web-based practices challenge certain established museological values and precipitate alternative ways of understanding art's stewardship, curatorial responsibility, public access and art history. Through more than twenty interviews with artists and curators in the course of the last ten years, and flanked by an extensive timeline, the reader of this publication is given an insight into the discourse on digital art and its curation today
Museology --- Art --- exhibitions [events] --- digital art [visual works] --- exhibition curators --- artists [visual artists] --- New media art --- Computer art --- Art and the Internet --- Curatorship --- kunst --- 069 --- 7.039 --- eenentwintigste eeuw --- museologie --- tentoonstellingen --- digital art --- digitale kunst --- kunsttheorie --- Arts, Modern --- Internet and art --- Internet --- Art exhibition techniques --- Display techniques in art --- Exhibition techniques in art --- Exhibitions --- Art, Computer --- Computer craft --- Digital art --- Curating --- Curatorial practice --- Exhibition techniques --- Display techniques --- curating --- computer art [visual works] --- new media art --- New media art. --- Computer art. --- Art and the Internet. --- Curatorship. --- Art museum curators. --- Exhibition techniques. --- net art --- Video art --- Installations (Art) --- Museologie ; cureren van tentoonstellingen --- Nieuwe media ; digitale kunsten --- Kunst; Digitale kunst --- 069.4 --- Museologie ; werkwijzen mbt het opzetten van tentoonstellingen --- Art numérique --- Commissaires d'exposition. --- Expositions artistiques. --- Expositions.
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Generative design is a revolutionary new method of creating artwork, models, and animations from sets of rules, or algorithms. By using accessible programming languages such as Processing, artists and designers are producing extravagant, crystalline structures that can form the basis of anything from patterned textiles and typography to lighting, scientific diagrams, sculptures, films, and even fantastical buildings. Opening with a gallery of thirty-five illustrated case studies, Generative Design takes users through specific, practical instructions on how to create their own visual experiments by combining simple-to-use programming codes with basic design principles. A detailed handbook of advanced strategies provides visual artists with all the tools to achieve proficiency. Both a how-to manual and a showcase for recent work in this exciting new field, Generative Design is the definitive study and reference book that designers have been waiting for.
Computer art. --- Computer drawing. --- Graphic arts --- Generative programming (Computer science) --- 72.012 --- Computer programming --- Art, Graphic --- Arts, Graphic --- Graphic design (Graphic arts) --- Graphics --- Art --- Visual communication --- Computer graphics --- Drawing --- Image processing --- Art, Computer --- Computer craft --- Digital art --- Art, Modern --- Data processing. --- Architectuur. Bouwkunst --- Digital techniques --- Computer art --- New media art --- Generative programming (Computer science). --- Architectuur. Bouwkunst. --- Computer drawing --- Data processing --- MAD-faculty 15 --- grafisch design --- grafische technieken --- Digitale beeldbewerking --- Digitale beeldverwerking --- Digitale kunst --- Programmeertalen --- Programmeertaal
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