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powerpoint 4a

powerpoint 4a. photography and design Sayre Chapters 12 & 16. time-based media. the progression of time-based media exploring the fourth dimension  time photographic still images cinematography captures motion eventually combines the image with sound developing photography

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powerpoint 4a

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  1. powerpoint 4a photography and design Sayre Chapters 12 & 16

  2. time-based media • the progression of time-based media • exploring the fourth dimension  time • photographic still images • cinematography captures motion • eventually combines the image with sound • developing photography • early forms of photography included daguerreotypes, tintypes, cyanotypes and collodion process • principles based on the camera obscura • the calotype process is the basis for modern photography chapter 12

  3. photography • form and content • every photographic image is a simplification of reality; capturing a single moment from a single angle, thus “flattening” the image • photographic composition allows for recording history, capturing emotion and likeness, and creating vivid realism • photographic prints and manipulation • zone system (rule of thirds) breaks up a composition’s balance and emphasis in a 3x3 grid • aperture: measured in f/stops is the size of the opening in a camera and determines how much light is let in • shutterspeed: the length of time the shutter is left open, measure in fractions of seconds • burning and dodging: tools used in the darkroom to darken or lighten a print, respectively chapter 12

  4. photography • Black and white photography • Original images recorded objects/figures monochromatically • Many were sepia, a brown tinted image developed for archival purposes • Color photography • Color adds a new dimension to the light quality, the contrast, and tension produced in the image • Originally used in advertising and was considered less fine-art than traditional black and white • After developments in the technology color offered greater fidelity and luminosity • Digital photography • Film has become obsolete; the image sensor replaces the film cartridge/roll • Digital removes the need for printing and decreases cost, but tends to mimic film photography in many ways – such as terminology, measurements and settings chapter 12

  5. film • film and the popular cinema • shapes repeat themselves in motion creating rhythm • shots: full-shot, close-up, long-shot, pan, flashback, cross-cutting, montage • duration creates experience; audiences expect a narrative • animation and storyboarding • video makes film inexpensive, allowing for more opportunity • performance art: theatrical works performed in galleries or museum spaces chapter 12

  6. digital arts • computer- and internet-based art media • digital technologies break the boundaries of space and time in new, innovative ways • work can be reached by anyone at anytime, globally • allows for interaction with the viewer, where in some cases the viewer is the artist or has control over the content • breaks the “fourth-wall” allowing the artist and the viewer to communicate, literally • create images which would be impossible, otherwise, without the computing power or limitless dimension chapter 12

  7. the critical process • thinking about camera arts • transformative power of the camera, of film and of digital art • using time and space to convey messages no longer limited by the boundaries of the canvas or print • Jeff Wall, A Sudden Gust of Wind, 1993 • How does Wall’s image compare to Hokusai’s ShunshuuEjiri, 1831? • How does Wall comment on this image by placing businessmen in this Japanese scene? • How does Wall’s format invoke cinema? • What does this image say about the nature of film as a media – not only photographic film but motion picture film as well? chapter 12

  8. the design profession • what is a designer? • artists who identify themselves as being involved in: graphic arts, industrial arts, commercial art, craft arts, product developers and architects • arts and crafts movement • a backlash against mass production • reinstating an aesthetic and quality to goods and products • emphasis on simplicity and utility • elevate the circumstances of the common man • design purpose influences the ultimate aesthetic, style and look chapter 16

  9. design movements • art nouveau • style of applied art and decorative arts • dynamic curves, undulating lines and an emphasis on rhythm • art deco • modernist, constructivist movement • emphasized modern, geometric aesthetic • avante-garde • experimental and innovative look which rebelled against convention • pushing modernism forward • the bahuas • german school of design and architecture • absence of ornamentation, emphasizing simplicity and geometry • harmony between function and aesthetic • radical experimentalism chapter 16

  10. postmodern design • postmodernism • a plurality of styles • individualistic taste • definition of identity through visuals and form • contemporary design • emphasis on the importance of craftsmanship and skills • mainstream design developed through computer and digital art • laborious pace of hand-crafted design has been replaced by the speed of electronic media • limitless possibility for rendering size, proportion and a variety of media contexts • new design medias • graphics, logos, corporate identities, branding • multimedia, web design, game design, interactive design • product development, three-dimensional design, animation chapter 16

  11. the critical process • thinking about design • Most useful ways to think about the difference between art and design is to consider their relative relationships to their audiences • Design: Innovative approach, critical thinking, and creative problem solving • Ronnie Stuvier, PlayPump, 1996 • How does socially conscience projects change the meaning and purpose of design? • How does the art market differ from the marketplace? • What demands are placed on the designer which are not necessarily placed on the artist? chapter 16

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