Hieronymus Bosch, Painter and Draughtsman: Catalogue Raisonné Slp Edition
Compiled by members of the Bosch Research and Conservation Project and published on the 500th anniversary of Hieronymus Bosch’s death, this is the definitive new catalogue of all of Bosch’s extant paintings and drawings. His mastery and genius have been redefined as a result of six years of research on the iconography, techniques, pedigree, and conservation history of his paintings and on his life. This stunning volume includes all new photography, as well as up-to-date research on the individual works. For the first time, the incredible creativity of this late medieval artist, expressed in countless details, is reproduced and discussed in this book. Special attention is being paid to Bosch as an image maker, a skilled draughtsman, and a brutal painter, changing the game of painting around 1500 by his innovative way of working.
About the Author
Matthijs Ilsink is project coordinator of the Bosch Research and Conservation Project and teaches at Radboud University, Nijmegen. Jos Koldeweij is professor in art history of the Middle Ages at the University of Nijmegen, the Netherlands. Ron Spronk is professor in art history at Queen’s University, Kingston, Ontario, Canada, and Radboud University, Nijmegen, the Netherlands. Luuk Hoogstede is a paintings conservator at SRAL, Maastricht.
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This is the story of how the xerographic copier, or “Xerox machine,” became a creative medium for artists and activists during the last few decades of the twentieth century. Paper jams, mangled pages, and even fires made early versions of this clunky office machine a source of fear, rage, dread, and disappointment. But eventually, xerography democratized print culture by making it convenient and affordable for renegade publishers, zinesters, artists, punks, anarchists, queers, feminists, street activists, and others to publish their work and to get their messages out on the street. The xerographic copier adjusted the lived and imagined margins of society, Eichhorn argues, by supporting artistic and political expression and mobilizing subcultural movements. Eichhorn describes early efforts to use xerography to create art and the occasional scapegoating of urban copy shops and xerographic technologies following political panics, using the post-9/11 raid on a Toronto copy shop as her central example. She examines New York’s downtown art and punk scenes of the 1970s to 1990s, arguing that xerography — including photocopied posters, mail art, and zines — changed what cities looked like and how we experienced them. And she looks at how a generation of activists and artists deployed the copy machine in AIDS and queer activism while simultaneously introducing the copy machine’s gritty, DIY aesthetics into international art markets. Xerographic copy machines are now defunct. Office copiers are digital, and activists rely on social media more than photocopied posters. And yet, Eichhorn argues, even though we now live in a post-xerographic era, the grassroots aesthetics and political legacy of xerography persists.
About the Author
Kate Eichhorn is Associate Professor of Culture and Media Studies at the New School. She is the author of The Archival Turn in Feminism.
This milestone volume maps fifty years of artists’ engagement with sound. Since the beginning of the new millennium, numerous historical and critical works have established Sound Art as an artistic genre in its own right, with an accepted genealogy that begins with Futurism, Dada, and Fluxus, as well as disciplinary classifications that effectively restrict artistic practice to particular tools and venues. This book, companion volume to a massive 2012-2013 exhibition at ZKM | Center for Art and Media, Karlsruhe, goes beyond these established disciplinary divides to chart the evolution and the full potential of sound as a medium of art. The book begins with an extensive overview by volume editor and ZKM CEO Peter Weibel that considers the history of sound as media art, examining work by visual artists, composers, musicians, and architects alike. Subsequent essays examine sound experiments in antiquity, sonification of art and science, and Internet-based sound art. Experts then survey the global field of sound art research and practice, in essays that describe the past, present, and future of sound art in Germany, Japan, China, the United States, the United Kingdom, Russia, Canada, and Scandinavia. The texts are accompanied by hundreds of color images drawn from the ZKM exhibition. Essays byAlvaro Barbosa, Dmitry Bulatov, Germano Celant, Seth Cluett, Christoph Cox, Jim Drobnick, Brandon LaBelle, Tony Myatt, Achille Bonito Oliva, Linnea Semmerling, Morten Sondergaard, Alexandra Supper, Atau Tanaka, David Toop, Peter Weibel, Dajuin Yao, Siegfried Zielinsky
About the Author
Peter Weibel is Chairman and CEO of the ZKM | Center for Art and Media, Karlsruhe, and Professor at the University of Applied Arts Vienna. He has edited other ZKM volumes published by the MIT Press, including, most recently, The Global Contemporary and the Rise of New Art Worlds.
Organized around common rhetorical situations that occur all around us, INVENTING ARGUMENTS shows you that argument is a living process rather than a form to be modeled. Through the text’s prominent focus on invention, you will learn to recognize the rhetorical elements of any argumentative situation and apply the tools of argument effectively in your own writing. The basic layers of argument are introduced in early chapters, with material arranged into increasingly sophisticated topics beginning with the most obvious or explicit layers (claims) and moving to more implied or “hidden” layers (assumptions, values, beliefs, ideology). By the time you finish Part I, you will have a thorough understanding of argument, which you can then apply not just to the invention projects in Chapters 7-12, but also to your writing for other college courses and beyond.
About the Author
John Mauk has a Ph.D. in rhetoric and writing from Bowling Green State University and a Masters in language and literature from the University of Toledo. Scholarship includes an article on critical geography and composition (COLLEGE ENGLISH, March 2003). Mauk now teaches composition and rhetoric courses at Northwestern Michigan College. In 2007, he served on the NCTE Nominating Committee. John Metz has a B.A. in English from Slippery Rock University of Pennsylvania (1983) and an M.A. in English from the University of Toledo (1985). He has taught first-year writing for over 20 years and currently teaches at Kent State University at Geauga in Twinsburg, Ohio.
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.