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This engaging introduction to art appreciation for kids explores art history, themes in art, and art techniques, from cave paintings to modern art. Art and How It Works takes children on a journey through the history of art, from prehistoric paintings, Impressionism, and abstract art, through to the art of today. This bright and colorful book includes biographies of major artists, such as Fra Angelico and David Hockney, and cuts through the jargon that surrounds the art world to offer a fresh and accessible approach for children. Young readers will begin to notice and explore shapes, colors, patterns, styles, themes, and techniques. By taking a close look at famous paintings and answering the open-ended question prompts dotted throughout the book, kids will discover a new way to see and appreciate the art all around them.
"How Art Works explores puzzles that have preoccupied philosophers as well as the general public: Can art be defined? How do we decide what is good art? Why do we gravitate to sadness in art? Why do we devalue a perfect fake? Could 'my kid have done that'? Does reading fiction enhance empathy? Drawing on careful observations, probing interviews, and clever experiments, Ellen Winner reveals surprising answers to these and other artistic mysteries. We may come away with a new understanding of how art works on us."--Jacket.
The creative collaborations of engineers, artists, scientists, and curators over the past fifty years. Artwork as opposed to experiment? Engineer versus artist? We often see two different cultural realms separated by impervious walls. But some fifty years ago, the borders between technology and art began to be breached. In this book, W. Patrick McCray shows how in this era, artists eagerly collaborated with engineers and scientists to explore new technologies and create visually and sonically compelling multimedia works. This art emerged from corporate laboratories, artists' studios, publishing houses, art galleries, and university campuses. Many of the biggest stars of the art world--Robert Rauschenberg, Yvonne Rainer, Andy Warhol, Carolee Schneemann, and John Cage--participated, but the technologists who contributed essential expertise and aesthetic input often went unrecognized.
This exquisitely presented hardback art book showcases the finest works and helpful thoughts of popular Finnish artist, Heikala.
What goes into creating art? How can we learn to "read" paintings? What are the key elements of composition? An art ebook like no other, How Art Works uses practical graphics to demonstrate the techniques, styles, materials, and concepts that lie behind great art. It shows you how to interpret paintings, drawings, and sculptures, and reveals how art is made, laying out the key techniques and materials in visual detail. It also explains the nuts and bolts of the technical aspects behind art, such as perspective and composition, and shows how to identify major artistic styles and movements. Providing all you need to know to build on your artistic understanding and appreciation, this is the perfect ebook for art lovers - and for anyone who wants to know more about art but isn't sure where to begin.
What is art? Where do artists get their ideas from? How do artists make pictures look "real"? This lively book answers these questions and many more, to explore how art works. It features scores of cartoons and over 65 full-colour reproductions, including works by Leonardo da Vinci, Pablo Picasso, Frida Kahlo, Bridget Riley and Damien Hirst. Illustrations: Full colour throughout
‘a game-changer, a must-read for scholars, students and artists alike’ – Tom Finkelpearl At a time when art world critics and curators heavily debate the social, and when community organizers and civic activists are reconsidering the role of aesthetics in social reform, this book makes explicit some of the contradictions and competing stakes of contemporary experimental art-making. Social Works is an interdisciplinary approach to the forms, goals and histories of innovative social practice in both contemporary performance and visual art. Shannon Jackson uses a range of case studies and contemporary methodologies to mediate between the fields of visual and performance studies. The result is a brilliant analysis that not only incorporates current political and aesthetic discourses but also provides a practical understanding of social practice.
In a world filled with great museums and great paintings, Leonardo da Vinci’s Mona Lisa is the reigning queen. Her portrait rules over a carefully designed salon, one that was made especially for her in a museum that may seem intended for no other purpose than to showcase her virtues. What has made this portrait so renowned, commanding such adoration? And what of other works of art that continue to enthrall spectators: What makes the Great Sphinx so great? Why do iterations of The Scream and American Gothic permeate nearly all aspects of popular culture? Is it because of the mastery of the artists who created them? Or can something else account for their popularity? In Famous Works of Art—And How They Got That Way, John B. Nici looks at twenty well-known paintings, sculptures, and photographs that have left lasting impressions on the general public. As Nici notes, there are many reasons why works of art become famous; few have anything to do with quality. The author explains why the reputations of some creations have grown over the years, some disproportionate to their artistic value. Written in a style that is both entertaining and informative, this book explains how fame is achieved, and ultimately how a work either retains that fame, or passes from the public consciousness. From ancient artifacts to a can of soup, this book raises the question: Did the talent to promote and publicize a work exceed the skills employed to create that object of worship? Or are some masterpieces truly worth the admiration they receive? The creations covered in this book include the Tomb of Tutankhamun, Botticelli’s Birth of Venus, Raphael’s Sistine Madonna, El Greco’s The Burial of Count Orgaz, Rodin’s The Thinker, Van Gogh’s Starry Night, and Picasso’s Guernica. Featuring more than sixty images, including color reproductions, Famous Works of Art—And How They Got That Way will appeal to anyone who has ever wondered if a great painting, sculpture, or photograph, really deserves to be called “great.”
There is no single masterpiece in art galleries or with people—we’re all works of art in our own special way! Our skin tones might all vary; we're every shade and hue. Some people think we look surreal, and frankly, yes, we do! But we can make you tilt your head, and see the world anew. Pairing bright and engaging illustrations with relatable rhymes, this beautiful hardbound book celebrates diversity while teaching kids about different styles of art: from prehistoric cave art to surrealism, cubism, pop art, and contemporary art. Includes an appendix that provides brief descriptions of different art styles along with mentions of their most significant works and practitioners to encourage further exploration, including: Stonehenge the bust of Nefertiti Leonardo da Vinci Henri Matisse Joan Miró Rene Magritte Roy Lichtenstein Pauline Boty Rachel Whiteread Steve McQueen Lexile: AD490L
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.