George Shaw: My Back to Nature
In 2014, the contemporary painter George Shaw (b. 1966) began a two-year post as associate artist in the National Gallery, London. This book documents his experiences there, as well as the work he produced in response to the Gallery’s collection. Shaw is known for his minutely detailed and luminously atmospheric depictions of the urban landscape and woodlands of central England. Painting scenes from his native region, Shaw meditates on the central themes of relationships, ancestry, and love. His preferred medium, Humbrol enamel paint, is a deliberate means of distancing himself from the traditions of oil painting-and, it might seem, from the values embedded in the National Gallery itself. Yet as a teenager in Coventry, Shaw was fascinated by the Gallery, traveling regularly to London to draw from those artists he found inspiring. This engaging volume reproduces his first series of paintings on canvas, together with working drawings and an essay by the artist himself.
About the Author
George Shaw is the ninth Rootstein Hopkins Associate Artist and Colin Wiggins is special projects curator at the National Gallery, London.
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About the Author
Sachiko Umoto, born in 1970, graduated with a degree in oil painting from Tama Art University (Tokyo). In addition to her work as an illustrator, she also produces animation works for Usagi-Ou Inc. She is the author of An Introduction to Making Illustrations with One Pencil Workbook and An Introduction to Sketching with One Pencil Workbook (both published by MDN Corporation). She dearly loves dogs and Hawaii. Visit her online at http: //umotosachiko.com.
“Creative Activities for Young Children, International Edition”, is an invaluable resource for any teacher, pre-service or experienced, as well as for parents and child-care providers. Featuring a wealth of information covering every conceivable content area encountered in an early childhood classroom as well as up to grade 5, this combined art/curriculum text promotes creativity in children and encourages readers to exercise their own creativity. The sound theoretical base is applied in hundreds of practical activities. The Tenth Edition features expanded coverage of developmentally appropriate practice (DAP), Web tools in the arts, and brain research, and nearly all photos are new. All references, including websites, software recommendations, and additional readings have been updated. The final section on Creativity and Multicultural Education covers the place of creativity in the anti-bias curriculum, and provides a multitude of creative activity ideas for use in today’s multicultural classrooms. Students will find this book to be a helpful resource throughout their professional careers.
About the Author
Sarah Lazarovic is a writer, illustrator, and artist based in Toronto. She is the founding editor of the popular website torontoist.com.
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.