Video, Architecture, Television

Video, Architecture, Television

Author: Dan Graham

Publisher:

Published: 2012-08

Total Pages: 0

ISBN-13: 9783037783009

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This title was first published in 1979. The original book was released in the series of publications Source Materials of the Contemporary Arts initiated by Kasper Konig and produced by the Press of the Nova Scotia College of Art and Design. The publication represents an important document in Dan Graham's artistic examination of the video medium. Graham's installations and performances with video from the years 1970 - 1978 are documented with numerous illustrations, photos, and brief descriptions. In addition, the volume contains an essay by the artist in which he examines the various possibilities and forms of representation offered by the video medium, and draws the boundaries between these and representational spaces in television, film, or architecture. The book also offers contributions by Michael Asher and Dara Birnbaum, as well as an annex with a biography and bibliography.


High Definition Television

High Definition Television

Author: United States. Congress. House. Committee on Science, Space, and Technology. Subcommittee on International Scientific Cooperation

Publisher:

Published: 1989

Total Pages: 162

ISBN-13:

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High Definition Television

High Definition Television

Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Telecommunications and Finance

Publisher:

Published: 1993

Total Pages: 140

ISBN-13:

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TV by Design

TV by Design

Author: Lynn Spigel

Publisher: University of Chicago Press

Published: 2008

Total Pages: 404

ISBN-13: 0226769682

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From the Publisher: While critics have long disparaged commercial television as a vast wasteland, TV has surprising links to the urbane world of modern art that stretch back to the 1950s and '60s during that era, the rapid rise of commercial television coincided with dynamic new movements in the visual arts-a potent combination that precipitated a major shift in the way Americans experienced the world visually. TV by Design uncovers this captivating story of how modernism and network television converged and intertwined in their mutual ascent during the decades of the cold war. Whereas most histories of television focus on the way older forms of entertainment were recycled for the new medium, Lynn Spigel shows how TV was instrumental in introducing the public to the latest trends in art and design. Abstract expressionism, pop art, art cinema, modern architecture, and cutting-edge graphic design were all mined for staging techniques, scenic designs, and an ever-growing number of commercials. As a result, TV helped fuel the public craze for trendy modern products, such as tailfin cars and boomerang coffee tables, that was vital to the burgeoning postwar economy. And along with influencing the look of television, many artists-including Eero Saarinen, Ben Shahn, Saul Bass, William Golden, and Richard Avedon-also participated in its creation as the networks put them to work designing everything from their corporate headquarters to their company cufflinks. Dizzy Gillespie, Ernie Kovacs, Duke Ellington, and Andy Warhol all stop by in this imaginative and winning account of the ways in which art, television, and commerce merged in the first decades of the TV age.


An Architectural Approach to Level Design

An Architectural Approach to Level Design

Author: Christopher W. Totten

Publisher: CRC Press

Published: 2018-09-03

Total Pages: 474

ISBN-13: 1351982923

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Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.


American Television

American Television

Author: Nick Browne

Publisher: Routledge

Published: 2013-07-18

Total Pages: 309

ISBN-13: 1135020221

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This work brings together writings on television published in Quarterly Review of Film and Video, from essays by Nick Browne and Beverle Houston to the latest historical and critical research. It considers television's economics, technologies, forms and audiences from a cultural perspective that links history, theory and criticism. The authors address several key issues: the formative period in American television history; the relation between television's political economy and its cultural forms; gender and melodrama; and new technologies such as video games and camcorders. Originally published in 1993.


Zoomscape

Zoomscape

Author: Mitchell Schwarzer

Publisher: Princeton Architectural Press

Published: 2004-03

Total Pages: 316

ISBN-13: 9781568984414

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Although a few among us are intrepid architectural tourists, visiting buildings and landscapes our cameras at the ready, most of us experience architecture through the windshield of a moving vehicle, the architectural experience reduced to a blurry and momentary drive-by. And the rest of our architectural "tourism" is through the images of cameras, movies, and television programs -- that is, through the lens of another's eye. Architectural hisotrian Mitchell Schwarzer calls this new mediated architectural experience the "zoomscape." In this thought-provoking book, he argues that the perception of architecture has been fundamentally altered by the technologies of transportation and the camera -- we now look at buildings, neighborhoods, cities, and even entire continents as we ride in trains, cars, and planes, and/or as we view photographs, movies, and television. Zoomscape shows how we now perceive buildings and places at high speeds, across great distances, through edited and multiple reproductions. Nowadays, our views of the architectural landscape are modulated by the accelerator pedal and the remote control, by studio production techniques and airplane flight paths. Using examples from high art and popular culture -- from the novels of Don Delillo to the opening credits of The Sopranos -- Mitchell Schwarzer shows that the zoomscape has brought about unprecedented and often marvelous new ways of perceiving the built environment.


Against Immediacy

Against Immediacy

Author: William Kaizen

Publisher: Dartmouth College Press

Published: 2016-07-05

Total Pages: 250

ISBN-13: 1611689465

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Against Immediacy is a history of early video art considered in relation to television in the United States during the 1960s and 1970s. It examines how artists questioned the ways in which "the people" were ideologically figured by the commercial mass media. During this time, artists and organizations including Nam June Paik, Juan Downey, and the Women's Video News Service challenged the existing limits of the one-to-many model of televisual broadcasting while simultaneously constructing more democratic, bottom-up models in which the people mediated themselves. Operating at the intersection between art history and media studies, Against Immediacy connects early video art and the rise of the media screen in gallery-based art to discussions about participation and the activation of the spectator in art and electronic media, moving from video art as an early form of democratic media practice to its canonization as a form of high art.


Konrad Wachsmann's Television

Konrad Wachsmann's Television

Author: Mark Wigley

Publisher: National Geographic Books

Published: 2021-02-02

Total Pages: 0

ISBN-13: 3956795350

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A novel reading of the work of one of the most influential designers of the twentieth century. In this provocative intellectual biography, architectural historian Mark Wigley makes the surprising claim that the thinking behind modernist architect Konrad Wachsmann's legendary projects was dominated by the idea of television. Investigating the archives of one of the most influential designers of the twentieth century, Wigley scrutinizes Wachsmann's design, research, and teaching, closely reading a succession of unseen drawings, models, photographs, correspondence, publications, syllabi, reports, and manuscripts to argue that Wachsmann is an anti-architect—a student of some of the most influential designers of the 1920s who dedicated thirty-five post–Second World War years to the disappearance of architecture. Wachsmann turned architecture against itself. His hypnotic projects for a new kind of space were organized around the thought that television enables a different way of living together. While architecture is typically embarrassed by television, preferring to act as if it never happened, Wachsmann fully embraced it. He dissolved buildings into pulsating mirages that influenced the experimental avant-gardes of the 1960s and 1970s; but Wigley demonstrates that this work was even more extreme than the experiments it inspired. Wigley's forensic analysis of a career shows that Wachsmann developed one of the most compelling manifestos of what architecture would need to become in the age of ubiquitous electronics.


Video Revolutions

Video Revolutions

Author: Michael Z. Newman

Publisher: Columbia University Press

Published: 2014-04-15

Total Pages: 160

ISBN-13: 0231169515

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Since the days of early television, video has been an indispensable part of culture, society, and moving-image media industries. Over the decades, it has been an avant-garde artistic medium, a high-tech consumer gadget, a format for watching movies at home, a force for democracy, and the ultimate, ubiquitous means of documenting reality. In the twenty-first century, video is the name we give all kinds of moving images. We know it as an adaptable medium that bridges analog and digital, amateur and professional, broadcasting and recording, television and cinema, art and commercial culture, and old media and new digital networks. In this history, Michael Z. Newman casts video as a medium of shifting value and legitimacy in relation to other media and technologies, particularly film and television. Video has been imagined as more or less authentic or artistic than movies or television, as more or less democratic and participatory, as more or less capable of capturing the real. Techno-utopian rhetoric has repeatedly represented video as a revolutionary medium, promising to solve the problems of the past and the presentÑoften the very problems associated with television and the society shaped by itÑand to deliver a better future. Video has also been seen more negatively, particularly as a threat to movies and their culture. This study considers video as an object of these hopes and fears and builds an approach to thinking about the concept of the medium in terms of cultural status.