Contrary to popular belief, the practice of art isnt just a product of innate talent or artistic vision; artwork emerges from an intentionally constructed and maintained artistic practice.
Bridging art and innovation, this book invites readers into the processes of artists, curators, cultural producers and historians who are working within new contexts that run parallel to or against the phenomenon of 'maker culture'.
Bridging art and innovation, this book invites readers into the processes of artists, curators, cultural producers and historians who are working within new contexts that run parallel to or against the phenomenon of 'maker culture'.
In this short book, Evans interrogates the implications of VR's re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises.
In this short book, Evans interrogates the implications of VR's re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises.
Just as punk created a space for bands such as the Slits and Poly Styrene to challenge 1970s norms of femininity, through a transgressive, strident new female-ness, it also provoked experimental feminist film makers to initiate a parallel, lens-based challenge to patriarchal modes of film making.
Just as punk created a space for bands such as the Slits and Poly Styrene to challenge 1970s norms of femininity, through a transgressive, strident new female-ness, it also provoked experimental feminist film makers to initiate a parallel, lens-based challenge to patriarchal modes of film making.
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome.
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome.
Children and horror are often thought to be an incompatible meeting of audience and genre, beset by concerns that children will be corrupted or harmed through exposure to horror media.
Children and horror are often thought to be an incompatible meeting of audience and genre, beset by concerns that children will be corrupted or harmed through exposure to horror media.
Therapeutic Aesthetics focuses on moving image artworks as expressive of social psychopathological symptoms that arise in a climate of neoliberal cognitive capitalism, such as anxiety, depression, post- traumatic stress disorder and burnout.
Therapeutic Aesthetics focuses on moving image artworks as expressive of social psychopathological symptoms that arise in a climate of neoliberal cognitive capitalism, such as anxiety, depression, post- traumatic stress disorder and burnout.
As social, locative, and mobile media render the intimate public and the public intimate, this volume interrogates how this phenomenon impacts art practice and politics.
As social, locative, and mobile media render the intimate public and the public intimate, this volume interrogates how this phenomenon impacts art practice and politics.
This volume explores one of the central issues that has been debated in internet studies in recent years: locality, and the extent to which cultural production online can be embedded in a specific place.
This volume explores one of the central issues that has been debated in internet studies in recent years: locality, and the extent to which cultural production online can be embedded in a specific place.
This book investigates the notion of beauty in participatory art, an interdisciplinary form that necessitates the audience's agential participation and that is often seen in interactive art and technology-driven media installations.
This book investigates the notion of beauty in participatory art, an interdisciplinary form that necessitates the audience's agential participation and that is often seen in interactive art and technology-driven media installations.
While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "e;default setting"e; for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production.
While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "e;default setting"e; for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production.
The topic of biopolitics is a timely one, and it has become increasingly important for scholars to reconsider how life is objectified, mobilized, and otherwise bound up in politics.
The topic of biopolitics is a timely one, and it has become increasingly important for scholars to reconsider how life is objectified, mobilized, and otherwise bound up in politics.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them.
The Routledge Companion to Sound Studies is an extensive volume presenting a comparative and historically informed understanding of the workings of sound in culture, while also mapping potential future directions for research in the field.
The Routledge Companion to Sound Studies is an extensive volume presenting a comparative and historically informed understanding of the workings of sound in culture, while also mapping potential future directions for research in the field.
Mobility and Migration in Film and Moving Image Art explores cinematic and artistic representations of migration and mobility in Europe from the 1990s to today.
Mobility and Migration in Film and Moving Image Art explores cinematic and artistic representations of migration and mobility in Europe from the 1990s to today.
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "e;when,"e; but "e;how"e; and "e;why.
This book focuses on the artistic process, creativity and collaboration, and personal approaches to creation and ideation, in making digital and electronic technology-based art.
This book focuses on the artistic process, creativity and collaboration, and personal approaches to creation and ideation, in making digital and electronic technology-based art.
The first book of its kind, Gestures of Seeing in Film, Video and Drawing engages broadly with the often too neglected yet significant questions of gesture in visual culture.