TWÓJ KOSZYK

Koszyk jest pusty
 
 

SERIA WYDAWNICZA TAJNYCH KOMPLETÓW

POLECAMY NASZE KSIĄŻKI!!!

 
 

PSALMY

Nagroda Literacka  im. Wisławy Szymborskiej 2018

 
 

DOLNY ŚLĄSK. PAMIĘTAM POWÓDŹ

tak o powodzi z 1997 r. jeszcze nie opowiadano!

 
 

Kalendarz 2018 Zombie

4 EDYCJA KALENDARZA Z RYSUNKAMI ANTKA WAJDY W LAWINOWEJ PROMOCJI PO 25 ZŁO

 
 

MONATEN

Nowa książka Jacka Gutorowa. Polecamy!

 
 

PAWILONY

Polecamy: Nowy tom Dominika Bielickiego

 

 
 

DNO CEKINA

 

Nowy tom poetycki Ewy Jarockiej. Polecamy!
 
 

POWSTANIE GRUDNIOWE

 

NOWA POWIEŚĆ JACKA BIERUTA

 
 

Karol Maliszewski - Przemyśl-Szczecin

"Przemyśl-Szczecin" to nowa proza literackiego człowieka-orkiestry i zarazem pierwsza, która została zbudowana jak rasowy film drogi. Zamiast kabiny cadillaca mamy jednak wysłużone przedziały PKP, w roli przydrożnych mordowni występuje tu Wars, a w zastępstwie szeryfa napotkamy w tej książce kontrolera biletów.

 

Lista tytułów z wydawnictwa "M.I.T. Press "

Wyniki wyszukiwania
Znaleziono 9 pasujących rekordów dla kryteriów wyszukiwania
Cinema Effect, Sean Cubitt
Cinema Effect
148,00 zł 125,00 zł

A history of images in motion that explores the "special effect" of cinema. It has been said that all cinema is a special effect. In this highly original examination of time in film Sean Cubitt tries to get at the root of the uncanny effect produced by images and sounds that don't quite align with reality. What is it that cinema does? Cubitt proposes a history of images in motion from a digital perspective, for a digital audience. From the viewpoint of art history, an image is discrete, still. How can a moving image―constructed from countless ... więcej

Documentary across disciplines, Red. Erika Balsom, Hila Peleg

Artists, filmmakers, art historians, poets, literary critics, anthropologists, theorists, and others, investigate one of the most vital areas of cultural practice: documentary. Contemporary engagements with documentary are multifaceted and complex, reaching across disciplines to explore the intersections of politics and aesthetics, representation and reality, truth and illusion. Discarding the old notions of "fly on the wall" immediacy or quasi-scientific aspirations to objectivity, critics now understand documentary not as the neutral picturing of reality ... więcej

Moving innovation: a history of computer animation, Tom Sito

A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: "Since motion can be put into Sketchpad drawings ... więcej

Of remixology: ethics and aesthetics after remix, David J. Gunkel

A new theory of moral and aesthetic value for the age of remix, going beyond the usual debates over originality and appropriation. Remix―or the practice of recombining preexisting content―has proliferated across media both digital and analog. Fans celebrate it as a revolutionary new creative practice; critics characterize it as a lazy and cheap (and often illegal) recycling of other people's work. In Of Remixology, David Gunkel argues that to understand remix, we need to change the terms of the debate. The two sides of the remix controversy ... więcej

The Filming of Modern Life: European Avant-Garde Film of the 1920s., Malcolm Turvey

The complex stance toward modernity taken by 1920s avant-garde cinema, as exemplified by five major films. In the 1920s, the European avant-garde embraced the cinema, experimenting with the medium in radical ways. Painters including Hans Richter and Fernand Léger as well as filmmakers belonging to such avant-garde movements as Dada and surrealism made some of the most enduring and fascinating films in the history of cinema. In The Filming of Modern Life, Malcolm Turvey examines five films from the avant-garde canon and the complex, sometimes contradictory ... więcej

Third person: authoring and exploring vast narratives, Pat Harrigan, Noah Wardrip-Fruin

The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives―featuring an ongoing and intricately developed storyline, many characters, and multiple settings―did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of ... więcej

Video: the reflexive medium, Yvonne Spielmann

An argument that video is not merely an intermediate stage between analog and digital but a medium in its own right; traces the theoretical genealogy of video and examines the different concepts of video seen in works by Vito Acconci, Ulrike Rosenbach, Steina and Woody Vasulka, and others. Video is an electronic medium, dependent on the transfer of electronic signals. Video signals are in constant movement, circulating between camera and monitor. This process of simultaneous production and reproduction makes video the most reflexive of media, distinct ... więcej

The Experience Machine: Stan VanDerBeek's Movie-Drome and Expanded Cinema, Gloria Sutton

An argument that the collaborative multimedia projects produced by Stan VanDerBeek in the 1960s and 1970s anticipate contemporary new media and participatory art practices. In 1965, the experimental filmmaker Stan VanDerBeek (1927–1984) unveiled his Movie-Drome, made from the repurposed top of a grain silo. VanDerBeek envisioned Movie-Drome as the prototype for a communications system―a global network of Movie-Dromes linked to orbiting satellites that would store and transmit images. With networked two-way communication, Movie-Dromes were meant ... więcej

How games move us: emotion by design, Katherine Isbister

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated ... więcej

 
 
 

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