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A Convergence of Birds: Original Fiction and Poetry Inspired by Joseph Cornell


Jonathan Safran Foer - 2001
    This book features writing from 22 of the best American writers working today; authors such as Joyce Carol Oates, Robert Pinsky, Rick Moody, Howard Norman and Barry Lopez, all invited to participate by editor and contributor Jonathan Safran Foer. The limited edition of only 225 copies is linen-bound and slipcased, and signed by each author on individual sheets of vellum that are bound into the book at the beginning of their contributions. A wonderful and highly collectable edition that will be treasured by lovers of contemporary writing and fine books.In order to insure safe delivery for this item we can only ship Federal Express 3rd Day. An additional charge of $25.00 will be added to your purchase.

Memoirs of a Geisha: A Portrait of the Film


David James - 2005
    The story begins in the years before WWII when a penniless Japanese child is torn from her family to work as a servant in a geisha house. Despite a treacherous rival who nearly breaks her spirit, the girl blossoms into the legendary geisha Sayuri (Ziyi Zhang). Beautiful and accomplished, Sayuri captivates the most powerful men of her day, but is haunted by her secret love for the one man who is out of her reach (Ken Watanabe).The Newmarket Pictorial Moviebook explores the intricate process of re-creating the period and world of the geisha. Special sections showcase production design, makeup, choreography, and costumes, featuring kimonos created especially for the movie by five-time Oscar®-nominated costume designer Colleen Atwood. Sidebars throughout also provide fascinating historical background on the geisha culture.

Why Is That Art?: Aesthetics and Criticism of Contemporary Art


Terry Barrett - 2007
    Introducing students to a variety of established theories of art, he presents the traditional sets of criteria of Realism, Expressionism, and Formalism, which are in turn updated by recent sources of Poststructuralism. Barrett applies each of these theories to challenging works of contemporary art, pointing out the strengths and weaknesses of each mode of interpretation. He encourages students to consider many criteria when evaluating an artwork, to critically examine judgments made by others, and to make informed judgments of their own. Ideal for courses in aesthetics, art theory, art criticism, and the philosophy of art, Why Is That Art? is organized chronologically according to the history of aesthetics. It features sixty-seven illustrations (twenty-six in a full-color insert), discusses a wide range of American and European artists, and includes an exceptional overview of postmodern pluralism. This unique book will provide students with a newfound appreciation for contemporary art, scholarship, and reasoned argumentation, giving them the confidence to join the fascinating discourse on contemporary art.

The Essential Gombrich


E.H. Gombrich - 1996
    Gombrich is acknowledged as one of the most influential scholars and thinkers of the 20th century. His writings include three major narrative works - The Story of Art, Art and Illusion and The Sense of Order - and ten volumes of collected essays and reviews. This anthology presents a selection from all these books, as well as six pieces which have previously not been published by Phaidon.

Assassin's Creed: The Complete Visual History


Matthew Miller - 2015
    A sweeping and visually rich narrative covering the Crusades in medieval Jerusalem, the pirate-infested oceans of the Caribbean, the height of the French Revolution, and more, Assassin’s Creed immerses fans in the most dramatic periods in human history and brings to life some of its most intriguing and influential characters. This comprehensive book explores the history and legacy of Assassin’s Creed, its rich mythology, and the vivid artwork of the entire franchise, including works created for the graphic novels and downloadable content. With never-before-seen concept and character art, Assassin’s Creed: The Complete Visual History reveals the creative process behind the immersive historical settings as well as the development of such iconic characters as Altair, Ezio, Connor, and Arno, to name a few, chronicling how the franchise has evolved over the years while retaining its bold, signature look. Written by gaming journalist Matthew Miller and featuring commentary from key Ubisoft developers and artists, this comprehensive visual history offers unparalleled insight into one of the industry’s most acclaimed franchises. The ultimate word on the blockbuster gaming phenomenon, Assassin’s Creed: The Complete Visual History is a must read for fans of the franchise and those interested in discovering the astounding artistry behind the creation of a major contemporary video game series.

Weirdo Deluxe: The Wild World of Pop Surrealism Lowbrow Art


Matt Dukes Jordan - 2005
    Found everywhere from wine labels and high-end bar accessories to major motion pictures (Teacher's Pet, the upcoming Pink Panther), the visibility of this dynamic work has rapidly increased in the last few years to worldwide recognition and acclaim. Weirdo Deluxe is the first significant manifesto of the genrea riotous blend of pop culture, street culture, pop art, and surrealismand includes profiles of and interviews with 23 leading artists and hundreds of outrageous examples of their work. Special features include an expansive timeline, and peeks at the artists' collections and influences. Weirdo Deluxe is at once a primer and lowbrow art sourcebook as well as a visual homage to pop culture.

OS X Lion: the Ars Review


John Siracusa - 2011
    

Striped Pears and Polka Dots: The Art of Being Happy


Kirsten Sevig - 2018
    She paints rainbow-colored rooftops, striped pears, birds in hats, teacups, cats, and more—all drawn to bring joy to anyone who views them. When the weather is rainy and gray, Sevig paints herself some sunshine. When she feels sad, she paints something colorful to cheer herself up; when anxious, something soothing and repetitive; when overwhelmed, she makes a series of small decisions about what to put on the page and begins to feel empowered.In Striped Pears and Polka Dots, Sevig invites readers into her cozy, sunny world of snail mail, patterned socks and knitted sweaters, ice cream and flaky croissants, and dachshunds in sweaters. This perfect gift book will inspire readers to look around and notice all the little happy-makers that surround them in their daily lives.

Comic Artist's Reference: People and Poses


Buddy Scalera - 2006
    It features six step-by-step demonstrations by well-known artists, so readers can learn firsthand from the pros.

Essay on Typography


Eric Gill - 1931
    In 1925, he had started drawing alphabets and printing books, and in 1931, this plainspoken little book was a fustian and forceful argument for common sense in design, composed for anyone remotely interested in the subtle and evolving challenge of the typographic arts. Set rag right, with tight word spacing, it is a model of composition. The text, like most of Gill's, is exasperating, exorbitant, and exciting. But Gill was, above all, a craftsman, whose work always reflected his philosophy and whose hand always followed his moral convictions.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

Teardrops and Tiny Trailers


Douglas Keister - 2008
    The demand for vintage trailers-the smaller the better-has risen dramatically in recent years, with the most in-demand trailers being "teardrops," first manufactured in the 1930s and containing just indoor sleeping space and an outdoor exterior kitchen. Also profiled in the book are "canned ham" trailers, whose shape resembles the profile of a can of ham; small-size examples of America's most beloved vintage trailer, the Airstream; miniscule gypsy caravans in Europe; and fiberglass trailers made in Canada. Two hundred color photographs showcase these trailers' sleek exteriors, retro-styled interiors, and, in many cases, the restored classic cars that tow them. Teardrops and Tiny Trailers includes a resource section chock-full of places to locate vintage trailers, clubs to join, and rallies to attend.

The Arts and the Creation of Mind


Elliot W. Eisner - 2002
    Offering a rich array of examples, he describes different approaches to the teaching of the arts and shows how these refine forms of thinking that are valuable in dealing with our daily life“Not since John Dewey has an American author written about art, education, and the creation of mind with such power and sensitivity.”—Michael Day, International Journal of Arts Education“A primer for the future. . . . This book will serve as an inspiration for those needing the language to convince policy makers and curriculum developers of the value of the arts in education, while also serving as a vehicle for illustrating the educational aspirations the very best education can offer.”—Rita L. Irwin, Journal of Critical Inquiry Into Curriculum and Instruction“[Eisner] has composed a text that is as insightful and inspirational as the educational research he envisions.”—James G. Henderson, International Journal of Education & the Arts

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.