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Artists: Vito Acconci, Jerri Allyn, Luis Alonso, Emma Amos, Benny Andrews, Ida Applebroog, Tomie Arai, Robert Arneson, Eric Avery, Luis Cruz Azaceta, Sonia Balassanian, Rudolf Baranik, Romare Bearden, Nan Becker, Rudy Begay, Leslie Bender, Jonathan Borofsky, Louise Bourgeois, Vivian Browne, Chris Burden, Luis Camnitzer, Josely Carvalho, Sabra Moore, Elizabeth Catlett, Judy Chicago, Miriam Schapiro, Eva Cockcroft, Sue Coe, Michael Corris, Carlos Cortez, Anton van Dalen, Jane Dickson, Jim Dine, James Dong, Mary Beth Edelson, Melvin Edwards, Marguerite Elliot, John Fekner, Mary Frank, Antonio Frasconi, Rupert Garcia, Sharon Gilbert, MIke Glier, Leon Golub, Nancy Spero, Peter Gourfain, Ilona Granet, Dolores Guerrero-Cruz, Marina Gutiérrez, Hans Haacke, David Hammons, Keith Haring, Edgar Heap of Birds, Jenny Holzer, Rebecca Howland, Arlan Huang, Robert Indiana, Carlos Irezarry, Alfredo Jaar, Luis Jimenez, Jasper Johns, Jerry Kearns, Edward Kienholz, Janet Koenig, Margia Kramer, Barbara Kruger, Suzanne Lacy, Jean LaMarr, Jacob Lawrence, Michael Lebron, Colin Lee, Jack Levine, Les Levine, Robert Longo, Paul Marcus, Marisol, Dona Ann McAdams, Yong Soon Mim, Richard Mock, Josely Carvalho, Robert Morris, Bruce Nauman, Joseph Nechvatal, Claes Oldenburg, Ed Paschke, Adrian Piper, Susan Pyzow, Robert Rauschenberg, Faith Ringgold, Larry Rivers, Elizabetth Rodriguez, Tim Rollins, Rachael Romero, Leon Klayman, James Rosenquist, Martha Rosler, Erika Rothenberg, Christy Rupp, Jos Sances, Juan Sánches, Peter Saul, Ben Shahn, Marguerite Elliot, Mimi Smith, Vincent Smith, Nancy Spero, Frank Stella, May Stevens, Mark di Suvero, Dennis Thomas, Day Gleeson, Francesc Torres, Andy Warhol, John Pitman Weber, William Wiley, John Woo, Qris Yamashita.
From author Rosie Cranie-Higgs comes a masterpiece of psychological horror and suspense set against the snowy and stark Swiss Alps. Deftly mixing Scandinavian folklore and dark fairy tales, Rosie’s creepy and atmospheric Whiteland series “takes readers down a terror-filled rabbit hole…” (Publishers Weekly) to a realm that is impossible to leave. Humanity is questionable...and so is life itself. Some witches never die. Dragged back into the strange realm of Whiteland, Kira McFadden is on her own. The Whispers want her out. The Chlause have her sister. The Kyo are subdued...for now. Kira is determined to return to Urnäsch to find her missing friends and family. Joining forces with the help of Freya, a huldra monster turned human, Freya promises they’ll find a way to get the others back. But Kira and Freya are not who they once were. When Kira was here last, she was naïve and human. When Freya was here last, she wasn’t even human at all. As they traverse the bizarre world of Whiteland with only threads to go on, they’ll need to resist the seduction of the creatures and unravel their riddles. As Urnäsch starts to break and the Whispers turn their backs, Kira and Freya will have to outmaneuver and overcome the plots of witches and ghosts as worlds collide in this mind-bending series finale.
James Adler's Memento Mori: An AIDS Requiem is an oratorio for soloists, men's chorus, and orchestra. It is dedicated to those who have succumbed to AIDS. A 75-minute work in nine movements, Memento Mori combines traditional English, Hebrew, and Latin texts with original prose and poetry by Quentin Crisp, Philip Justin Smith, Denise Stokes, and Bill Weaver. Memento Mori was commissioned by the Atlanta Gay Men's Chorus. Of its 1996 world premiere in Atlanta, Derrick Henry (The Atlanta Journal-Constitution) wrote, "Employing an eclectic, predominately lyrical musical language, Adler writes for both chorus and orchestra with uncommon imagination."
Sisters Of Survival (S.O.S.) is an anti-nuclear performance art group founded in 1981 by Jerri Allyn, Nancy Angelo, Anne Gauldin, Cheri Gaulke and Sue Maberry. Clothing themselves in the colors of the rainbow, their imagery evoked hope, humor and a celebration of diversity. Inspired by anti-nuclear war demonstrations in Europe, S.O.S. created END OF THE RAINBOW, a three-part conceptual art project that generated dialogue between the people of North America and Western Europe about the nuclear threat. Their work included public performance art staged for the media as well as the general public, artists' books, a billboard, slide lectures, networking with artist and activist groups, a radio program and a traveling exhibition. Learn more about this pioneering group whose art and media strategies addressed global issues that remain urgent today.This catalogue is published by Otis College of Art and Design in conjunction with the exhibition "Doin' It in Public: Feminism and Art at the Woman's Building," October 1, 2011 - February 26, 2012, organized by the Ben Maltz Gallery and supported by the Getty initiative "Pacific Standard Time: Art in L.A. 1945-1980." Contributing writers include Linda Frye Burnham, Marlena Doktorczyk-Donohue, and Michelle Moravec.
Memento Mori is a follow-up to the author's previous book, Dies Irae, and is devoted to the modern settings of memorial music. Included is a wide variety of music from various religious and secular music traditions.
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.