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Although usually associated with the 1920s and the '30s, in fact the Art Deco style had begun to emerge in France prior to the advent of the First World War. But it was during the interwar years that the style, reaching full maturity, was adopted by the international elite as the perfect expression of modern opulence and elegance, and to this day Art Deco designs are redolent of the age of Jazz, cocktails, the Charleston, speakeasies, Hollywood glamour, New York skyscrapers and, above all, style. The '20s was also a period of great technological advances in engineering and transportation, and the perpetual modernity and futuristic aura of Art Deco are evocative of this too. Here, BBC Antiques Roadshow expert Eric Knowles provides a lavishly illustrated guide to this most alluring and timeless of styles.
A flexible, high-interest program that can be used with all regulare and special students, grades 10-12. Each volume provides over 45 factual stories with related teaching materials, 15 at each level.
This exhibition catalog documents the emergence of modern American design in the second quarter of the 20th century. Cranbrook was one of the few institutions in the United States that offered instruction in design during the 1920s and 30s and its influence on architecture, interior design, art and crafts after World War II was crucial and extensive. The exhibition includes over 200 objects and photo-panels and surveys the history of the Cranbrook facility, as well as the achievements of the teachers and students. Presenting the history of the Cranbrook community, it covers Eliel Saarinen's contribution to architecture and urban design, interior design and furniture, metalwork and bookbinding, textiles, ceramics, sculpture and painting. ISBN 0-89558-097-7 (pbk.); ISBN 0-87099-341-0 (pbk.) : $45.00 (For use only in the library).
The Bioshock series looms large in the industry and culture of video games for its ambitious incorporation of high-minded philosophical questions and retro-futuristic aesthetics into the ultraviolent first-person shooter genre. Beyond the Sea marks ten years since the release of the original game with an interdisciplinary collection of essays on Bioshock, Bioshock 2, and Bioshock Infinite. Simultaneously lauded as landmarks in the artistic growth of the medium and criticized for their compromised vision and politics, the Bioshock games have been the subject of significant scholarly and critical discussion. Moving past well-trodden debates, Beyond the Sea broadens the conversation by putting video games in dialogue with a diverse range of other disciplines and cultural forms, from parenting psychology to post-humanism, from Thomas Pynchon to German expressionist cinema. Offering bold new perspectives on a canonical series, Beyond the Sea is a timely contribution to our understanding of the aesthetics, the industry, and the culture of video games. Contributors include Daniel Ante-Contreras (Miracosta), Luke Arnott (Western Ontario), Betsy Brey (Waterloo), Patrick Brown (Iowa), Michael Fuchs (Graz), Jamie Henthorn (Catawba), Brendan Keogh (Queensland), Cameron Kunzelman (Georgia), Cody Mejeur (Michigan State), Matthew Thomas Payne (Notre Dame), Gareth Schott (Waikato), Karen Schrier (Marist), Sarah Stang (York/Ryerson), Sarah Thorne (Carleton), John Vanderhoef (California State, Dominguez Hills), Matthew Wysocki (Flagler), Jordan R. Youngblood (Eastern Connecticut State), and Sarah Zaidan (Emerson).
“Very original...Banes draws on her lifelong interest in found objects and ethnic ornaments... [There are] photos of many of her...necklaces, with diagrammed patterns...unique approach to jewelry design.”—Library Journal. “The results are spectacular...the necklaces become true works of art, not just macram� look-alikes.”—Booklist.
In 1916, at an unpropitious time, Thomas Wallis founded a new practice, Wallis, Gilbert & Partners, primarily to collaborate with an American company in the design of factories to be constructed of reinforced concrete. Up to this time, the designing of factories was not popular among architects and many manufacturers regarded the employment of an architect as a wanton extravagance. Wallis's move could in this light be seen as a reckless gamble, but the subsequent achievements of him and his partners suggest that his choice had been well considered. They became prolific designers of factories and some of the best known inter-war industrial buildings – Firestone, Hoover, The Gramophone Company, Glaxo Laboratories to name only a few – were their work. Skinner looks first at the biographical background of Wallis, at the history and organization of the partnership he founded, and at the many factors that contributed to its reputation in the inter-war years. She then offers a perspective on architectural thought and activity in that period, and of the attitudes and influences on factory design. Designs by the partnership for over one hundred factories and factory buildings have been discovered and, at the core of the book is a third chapter which analyses and assesses them under four headings: the early "daylight/masonry" style; the "fancy" factories of the mid-term years of 1927–35; the more sculptural and geometrical "British modern" later works up to 1939; and designs, including overseas commissions, that do not easily fit within the three style groups. Skinner concludes with an evaluation of the philosophy of Wallis, Gilbert & Partners, which was to contribute through the architectural design of factories to the successful pursuit of business by the companies that commissioned them. Although factories have played an influential role in society for more than two centuries, their design has rarely caught the imagination of architectural historians. Their neglect of the field is now being rectified to some extent and this book will contribute to the further stimulation of interest in the architectural history of factories.
What should a television look like? How should a dial on a radio feel to the touch? These were questions John Vassos asked when the Radio Corporation of America (RCA) asked him to design the first mass-produced television receiver, the TRK-12, which had its spectacular premier at the 1939 New York World’s Fair. Vassos emigrated from Greece and arrived in the United States in 1918. His career spans the evolution of central forms of mass media in the twentieth century and offers a template for understanding their success. This is Vassos’s legacy—shaping the way we interact with our media technologies. Other industrial designers may be more celebrated, but none were more focused on making radio and television attractive and accessible to millions of Americans. In John Vassos: Industrial Design for Modern Life, Danielle Shapiro is the first to examine the life and work of RCA’s key consultant designer through the rise of radio and television and into the computer era. Vassos conceived a vision for the look of new technologies still with us today. A founder of the Industrial Designers Society of America, he was instrumental in the development of a self-conscious industrial design profession during the late 1920s and 1930s and into the postwar period. Drawing on unpublished records and correspondence, Shapiro creates a portrait of a designer whose early artistic work in books like Phobia and Contempo critiqued the commercialization of modern life but whose later design work sought to accommodate it. Replete with rich behind-the-product stories of America’s design culture in the 1930s through the 1950s, this volume also chronicles the emergence of what was to become the nation’s largest media company and provides a fascinating glimpse into its early corporate culture. In our current era of watching TV on an iPod or a smartphone, Shapiro stimulates broad discussions of the meaning of technological design for mass media in daily life.
The only anthology of its kind, this collection brings together classic and recent essays by thirteen leading geographers exploring American popular culture. The essays examine music, food, sports, politics, architecture, clothing, and religion within the context of five themes of cultural geography: region, diffusions, ecology, integration, and landscape. A list of suggested readings follows each section. Fast Food, Stock Cars, and Rock-n-Roll is an excellent text for introductory courses, appealing to students through its discussion of such topics as "grunge" rock, fast food, and blue jeans.