Book picks similar to
A Book of Surrealist Games by Mel Gooding
art
surrealism
poetry
non-fiction
Color Theory: An essential guide to color--from basic principles to practical applications
Patti Mollica - 2013
Regardless of your medium, a solid understanding of color and its applications is essential. Petite in size but packed with information, this fresh, contemporary take on the subject of color features step-by-step projects and practical tips and techniques to put color knowledge to effective use. From pigment characteristics and color mixing to color psychology, you’ll find all the insight you need to make dynamic, harmonious, and meaningful color choices in your own works of art. You’ll find within: discussions and illustrations of the complexities of color and how to use it as a tool for communication; tips for creating vibrant mixes, lively blacks, realistic greens, and flesh tones; and an inspiring collection of fresh and contemporary artwork.Begin with an overview of color in the history of art and the science behind color.Then learn color basics: the color wheel; hue, saturation, and value; color and value; color temperature; color relativity; and color schemes.Everything you need to know about pigments and paints is detailed next.With these essentials covered, move on to integrate color with your compositions and painting style as a means of expression.Harness the power of color in your painting with Color Theory!
Art and Fear: Observations on the Perils (and Rewards) of Artmaking
David Bayles - 1993
Ordinary art. Ordinary art means something like: all art not made by Mozart. After all, art is rarely made by Mozart-like people; essentially-statistically speaking-there aren't any people like that. Geniuses get made once-a-century or so, yet good art gets made all the time, so to equate the making of art with the workings of genius removes this intimately human activity to a strangely unreachable and unknowable place. For all practical purposes making art can be examined in great detail without ever getting entangled in the very remote problems of genius."--from the Introduction
The Art of Failure: An Essay on the Pain of Playing Video Games
Jesper Juul - 2013
When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.
The Pun Also Rises: How the Humble Pun Revolutionized Language, Changed History, and Made Wordplay More Than Some Antics
John Pollack - 2011
But this attitude is a relatively recent development in the sweep of history. In The Pun Also Rises, John Pollack — a former Presidential Speechwriter for Bill Clinton, and winner of the world pun championship — explains how punning revolutionized language and made possible the rise of modern civilization. Integrating evidence from history, pop culture, literature, comedy, science, business and everyday life, this book will make readers reconsider everything they think they know about puns.
The Amateur's Mind: Turning Chess Misconceptions Into Chess Mastery
Jeremy Silman - 1995
Most amateurs possess erroneous thinking processes that remain with them throughout their chess lives. These flaws in their mental armour result in stinging defeats and painful reversals. Books can be bought and studied, lessons can be taken -- but in the end, these elusive problems always prove to be extremely difficult to eradicate. Seeking a solution to this dilemma, the author wrote down the thoughts of his students while they played actual games, analysed them, and catalogued the most common misconceptions that arose. This second edition greatly expands on the information contained in the popular first edition.
Grapefruit: A Book of Instructions and Drawings
Yoko Ono - 1970
Back in print for the first time in nearly thirty years, here is Yoko Ono's whimsical, delightful, subversive, startling book of instructions for art and for life."A dream you dream alone may be a dream, but a dream two people dream together is a reality.""Burn this book after you've read it." -- Yoko Ono"This is the greatest book I've ever burned." -- John Lennon
Idols of Perversity: Fantasies of Feminine Evil in Fin-de-Siècle Culture
Bram Dijkstra - 1986
Throughout Europe and America, artists and intellectuals banded together to portray women as static and unindividuated beings who functioned solely in a sexual and reproductive capacity, thus formulating many of the anti-feminine platitudes that today still constrain women's potential. Bram Dijkstra's Idols of Perversity explores the nature and development of turn-of-the-century misogyny in the works of hundreds of writers, artists, and scientists, including Zola, Strindberg, Wedekind, Henry James, Rossetti, Renoir, Moreau, Klimt, Darwin, and Spencer. Dijkstra demonstrates that the most prejudicial aspects of Evolutionary Theory helped to justify this wave of anti-feminine sentiment. The theory claimed that the female of the species could not participate in the great evolutionary process that would guide the intellectual male to his ultimate, predestined role as a disembodied spiritual essence. Darwinists argued that women hindered this process by their willingness to lure men back to a sham paradise of erotic materialism. To protect the male's continued evolution, artists and intellectuals produced a flood of pseudo-scientific tracts, novels, and paintings which warned the world's males of the evils lying beneath the surface elegance of woman's tempting skin. Reproducing hundreds of pictures from the period and including in-depth discussions of such key works as Dracula and Venus in Furs, this fascinating book not only exposes the crucial links between misogyny then and now, but also connects it to the racism and anti-semitism that led to catastrophic genocidal delusions in the first half of the twentieth century. Crossing the conventional boundaries of art history, sociology, the history of scientific theory, and literary analysis, Dijkstra unveils a startling view of a grim and largely one-sided war on women still being fought today.
The Seven Basic Plots: Why We Tell Stories
Christopher Booker - 2004
Using a wealth of examples, from ancient myths and folk tales via the plays and novels of great literature to the popular movies and TV soap operas of today, it shows that there are seven archetypal themes which recur throughout every kind of storytelling. But this is only the prelude to an investigation into how and why we are 'programmed' to imagine stories in these ways, and how they relate to the inmost patterns of human psychology. Drawing on a vast array of examples, from Proust to detective stories, from the Marquis de Sade to E.T., Christopher Booker then leads us through the extraordinary changes in the nature of storytelling over the past 200 years, and why so many stories have 'lost the plot' by losing touch with their underlying archetypal purpose. Booker analyses why evolution has given us the need to tell stories and illustrates how storytelling has provided a uniquely revealing mirror to mankind's psychological development over the past 5000 years.This seminal book opens up in an entirely new way our understanding of the real purpose storytelling plays in our lives, and will be a talking point for years to come.
Design as Art
Bruno Munari - 1966
Munari insisted that design be beautiful, functional and accessible, and this enlightening and highly entertaining book sets out his ideas about visual, graphic and industrial design and the role it plays in the objects we use everyday. Lamps, road signs, typography, posters, children's books, advertising, cars and chairs - these are just some of the subjects to which he turns his illuminating gaze.How do we see the world around us? The Penguin on Design series includes the works of creative thinkers whose writings on art, design and the media have changed our vision forever.Bruno Munari (1907-1998), born in Milan, was the enfant terrible of Italian art and design for most of the twentieth century, contributing to many fields of both visual (paint, sculpture, film, industrial design, graphics) and non-visual arts (literature, poetry). He was twice awarded the Compasso d'Oro design prize for excellence in his field.If you enjoyed Design as Art, you might like John Berger's Ways of Seeing, also available in Penguin Modern Classics.'One of the most influential designers of the twentieth century ... Munari has encouraged people to go beyond formal conventions and stereotypes by showing them how to widen their perceptual awareness'International Herald Tribune
The Dialogic Imagination: Four Essays
Mikhail Bakhtin - 1975
The Dialogic Imagination presents, in superb English translation, four selections from Voprosy literatury i estetiki (Problems of literature and esthetics), published in Moscow in 1975. The volume also contains a lengthy introduction to Bakhtin and his thought and a glossary of terminology.Bakhtin uses the category "novel" in a highly idiosyncratic way, claiming for it vastly larger territory than has been traditionally accepted. For him, the novel is not so much a genre as it is a force, "novelness," which he discusses in "From the Prehistory of Novelistic Discourse." Two essays, "Epic and Novel" and "Forms of Time and of the Chronotope in the Novel," deal with literary history in Bakhtin's own unorthodox way. In the final essay, he discusses literature and language in general, which he sees as stratified, constantly changing systems of subgenres, dialects, and fragmented "languages" in battle with one another.
Such, Such Were the Joys
George Orwell - 1952
A collection of essays by Orwell.Contents:Why I WriteSuch, Such Were the JoysWriters and LeviathanAnti-Semitism in BritainPoetry and the MicrophoneMarrakechLooking Back on the Spanish WarInside the WhaleEngland Your England
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
The Book of Qualities
J. Ruth Gendler - 1984
J. Ruth Gendler's evocative book has as its cast of familiar characters our own emotions, brought to life with a poet's wisdom and an artist's perceptive eye. In The Book of Qualities' magical community, Excitement wears orange socks, Faith lives in the same apartment building as Doubt, and Worry makes lists of everything that could go wrong while she is waiting for the train. In portraying the complexities of the psyche, Gendler uses the Qualities to bridge the distinctions between literature and psychology, and has created an original work that challenges us to look at our emotions in new and inspiring ways.
Art as Experience
John Dewey - 1934
Based on John Dewey's lectures on esthetics, delivered as the first William James Lecturer at Harvard in 1932, Art as Experience has grown to be considered internationally as the most distinguished work ever written by an American on the formal structure and characteristic effects of all the arts: architecture, sculpture, painting, music, and literature.
Visual Explanations
Edward R. Tufte - 1997
Through computers, the Internet, the media, and even our daily newspapers, we are awash in a seemingly endless stream of charts, maps, infographics, diagrams, and data. Visual Explanations is a navigational guide through this turbulent sea of information. The book is an essential reference for anyone involved in graphic, web, or multimedia design, as well as for educators and lecturers who use graphics in presentations or classes.Jacket design: Dmitry Krasny.Other artwork by Bonnie Scranton, Dmitry Krasny, and Weilin Wu.