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Learn about fundamental concepts such as light and color, pattern and composition, narrative, style, and movement, and much more. Inventive paper engineering brings the subjects to life with pop-ups and lift-the-flaps. From the Dutch masters to the impressionists up through Picasso, this fun and informative activity book will inspire all ages. This book presents art in a way that is understandable, entertaining, and exciting for older children and art lovers. • 60 art masterpieces—25 of them with lift-the-flaps—and all of them illustrating something about the process of making and appreciating art. • 12 three-dimensional models showing perspective, color-mixing, the illusion of movement, abstract composition and more. • 18-page removable Activity Book with instructions for composing pictures and making prints, collages, scratch pictures, potato prints, sculptures, and more.
Nathaniel Stern's 'Interactive Art and Embodiment' defies the world of interactive art and new media from the perspective of the body and identity. It presents the ongoing and emergent processes of embodiment in art and includes immersive descriptions of interactive artworks.
An ingenious interactive art book that uses simple shapes to create stunning creative designs. Ophelia Pang is a Hong Kong-based illustrator who loves to talk with colour and shape. These two key elements are central to all her own work and she has produced this interactive art book to encourage readers to start designing, drawing and colouring using colour and shape as starting points. Ophelia Pang's Interactive Art Book is an art exercise book aimed at creating simple yet striking design work using accessible exercises such as colouring, collage and simple shape drawings. From finding sophisticated colour combinations to mark-making, and paper cut-outs to simple drawings, this book will inspire anyone with a creative mind. Focusing on colour and shape throughout, the book includes exercises on designing with variations in one colour, starting with a square and a Matisse-style exercise of paper cut-outs. Also included is a section of colour strips that can be used as a reference for colour combinations, or pulled out and cut up.
This text helps counselors and therapists empower their client to become an active participant in the therapeutic process, allowing the flexibility of drawings to be adaptive to the client's cognitive and developmental abilities.
The first edition of Group Interactive Art Therapy presented the first theoretical formation of a model integrating the change-enhancing factors of both interactive group psychotherapy and art therapy, demonstrating its use in practice through a series of illustrated case examples. This long-awaited second edition updates the content of the original in light of the major social, cultural and political changes of the past two decades and presents new examples of the model in practice. The new edition includes a brand-new section on the use of group interactive art therapy in research with people with dementia, with schizophrenia, and those in rehabilitation from a stroke. The book also features two chapters on the use of the model in a broader context. The book is presented in four parts: Introducing group interactive art therapy The model in practice: case examples The wider context Group interactive art therapy used in research Each section demonstrates the flexibility and adaptability of the model in different cultural and social settings and with a variety of client groups. The development of knowledge about the skills required for conducting an interactive art therapy group and its suitability for different clients has been incorporated throughout the book, as well as practical information on working in areas where there is limited access to art materials.
An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art. Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork and then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance—with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.
Walk with veteran author Andrew Glassner; see exactly how each of his pieces evolves, including the mistakes he's made along the way (and how to fix them!), and the times when he changed direction. As your knowledge and skills grow, you'll understand why Processing is such a powerful tool for self-expression. It offers a 21st-century medium for expressing new ideas. This book gives you everything you need to know to explore new frontiers in your own images, animations, and interactive experiences.
Interactive Art Workshop guides you step-by-step through the creation of more than 20 projects, each with a unique interactive element ranging from paper wheels that magically change images as they are turned, to fully functioning pull tabs, to flapping doors and slide puzzles. A gallery of inspirational examples from a wide variety of talented contributors (including Claudine Hellmuth) follow each tutorial. The author and contributing artists go beyond moving parts to include techniques that also engage the senses of touch, smell and sound for an overall sensory experience. You will be moved to create art that moves, both literally and figuratively.
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
This go-to guide can be your handbook as you enter the art world and navigate the nuances of becoming self-sufficient. Instead of feeding you new techniques, it will provide you with insights to help you make decisions based on your specific situation and goals. By the end of this book, you will have a set of guidelines for scenarios that range from taking on commission work and conducting negotiations to dealing with rejection and improving your organization. Be the Artist is designed to help up-and-coming creatives educate themselves on essential yet seldom-discussed strategies, learn about new and relevant artists, and gather the resources they need to build their business.