Expanded Cinema

Expanded Cinema

Author: Gene Youngblood

Publisher: Fordham University Press

Published: 2020-03-03

Total Pages: 485

ISBN-13: 0823287432

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Fiftieth anniversary reissue of the founding media studies book that helped establish media art as a cultural category. First published in 1970, Gene Youngblood’s influential Expanded Cinema was the first serious treatment of video, computers, and holography as cinematic technologies. Long considered the bible for media artists, Youngblood’s insider account of 1960s counterculture and the birth of cybernetics remains a mainstay reference in today’s hypermediated digital world. This fiftieth anniversary edition includes a new Introduction by the author that offers conceptual tools for understanding the sociocultural and sociopolitical realities of our present world. A unique eyewitness account of burgeoning experimental film and the birth of video art in the late 1960s, this far- ranging study traces the evolution of cinematic language to the end of fiction, drama, and realism. Vast in scope, its prescient formulations include “the paleocybernetic age,” “intermedia,” the “artist as design scientist,” the “artist as ecologist,” “synaesthetics and kinesthetics,” and “the technosphere: man/machine symbiosis.” Outstanding works are analyzed in detail. Methods of production are meticulously described, including interviews with artists and technologists of the period, such as Nam June Paik, Jordan Belson, Andy Warhol, Stan Brakhage, Carolee Schneemann, Stan VanDerBeek, Les Levine, and Frank Gillette. An inspiring Introduction by the celebrated polymath and designer R. Buckminster Fuller—a perfectly cut gem of countercultural thinking in itself—places Youngblood’s radical observations in comprehensive perspective. Providing an unparalleled historical documentation, Expanded Cinema clarifies a chapter of countercultural history that is still not fully represented in the arthistorical record half a century later. The book will also inspire the current generation of artists working in ever-newer expansions of the cinematic environment and will prove invaluable to all who are concerned with the technologies that are reshaping the nature of human communication.


The Children's Bach

The Children's Bach

Author: Helen Garner

Publisher: Random House

Published: 2024-10-01

Total Pages: 177

ISBN-13: 0593470761

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The New York Times Book Review Editors' Choice • Now in a new edition with a foreword by Rumaan Alam, a modern classic from one of Australia’s greatest writers • "It’s high time American readers knew her generous, category-defying imagination."—New York Times "The Children’s Bach is [Garner’s] masterpiece."—Public Books Set in suburban Melbourne in the early 1980s, The Children’s Bach centers on Dexter and Athena Fox, their two sons, and the insulated world they’ve built together. Despite the routine challenges of domestic life, they are largely happy. But when a friend from Dexter’s past resurfaces and introduces the couple to the city’s bohemian underground—unbound by routine and driven by desire—Athena begins to wonder if life might hold more for her, and the tenuous bonds that tie the Foxes together start to fray. A literary institution in Australia, Helen Garner’s perfectly formed novels embody the tumultuous 1970s and 1980s. Drawn on a small canvas and with a subtle musical backdrop, The Children’s Bach is “a jewel” (Ben Lerner) within Garner’s revered catalogue, a beloved work that solidified her place among the masters of modern letters, a finely etched masterpiece that weighs the burdens of commitment against the costs of liberation.


The Well of the Unicorn

The Well of the Unicorn

Author: Fletcher Pratt

Publisher:

Published: 1948

Total Pages: 338

ISBN-13: 9780575072671

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When young Alvar Alvarson is evicted from his farm for non-payment of taxes, he sets out to make his own way in the world. Charged by the sinister old enchanter Doctor Meliboe with delivering a message to a secret band of conspirators, he finds himself caught up in a plot against the ruling military caste. His life becomes a whirlwind of action, colour and conflict as he first falls for the passionate girl-soldier, Evadne, and then is forced to head up a desperate rebellion against the country¿s rulers. Colourful characters and swashbuckling adventures abound as Alvar makes his way from adolescence to manhood.


The Hamilton Case

The Hamilton Case

Author: Michelle de Kretser

Publisher: Back Bay Books

Published: 2007-09-03

Total Pages: 253

ISBN-13: 0316028185

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A flamboyant beauty who once partied with the Prince of Wales and who now, in her seventh decade, has "gone native" in a Ceylonese jungle. A proud, Oxford-educated lawyer who unwittingly seals his own professional fate when he dares to solve the sensational Hamilton murder case that has rocked the upper echelons of local society. A young woman who retreats from her family and the world after her infant brother is found suffocated in his crib. These are among the linked lives compellingly portrayed in a novel everywhere hailed for its dazzling grace and savage wit -- a spellbinding tale of family and duty, of legacy and identity, a novel that brilliantly probes the ultimate mystery of what makes us who we are.


Roleplaying Game

Roleplaying Game

Author: Paizo Publishing

Publisher:

Published: 2017-06-20

Total Pages: 0

ISBN-13: 9781601259493

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"Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison"--Title page verso.


Visionary Film

Visionary Film

Author: P. Adams Sitney

Publisher: Oxford University Press

Published: 2002-10-03

Total Pages: 773

ISBN-13: 0199882037

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Critics hailed previous editions of Visionary Film as the most complete work written on the exciting, often puzzling, and always controversial genre of American avant-garde film. This book has remained the standard text on American avant-garde film since the publication of its first edition in 1974. Now P. Adams Sitney has once again revised and updated this classic work, restoring a chapter on the films of Gregory J. Markopoulos and bringing his discussion of the principal genres and major filmmakers up to the year 2000.


Stan Brakhage

Stan Brakhage

Author: David James

Publisher: Temple University Press

Published: 2011-01-19

Total Pages: 250

ISBN-13: 1439905290

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The art and legacy of a towering figure in the independent film movement.


Avant-garde Videogames

Avant-garde Videogames

Author: Brian Schrank

Publisher: MIT Press

Published: 2014-04-18

Total Pages: 231

ISBN-13: 0262027143

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An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.