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powerpoint 4a photography and design SAYRE CHAPTERS 12 & 16
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Feb 25, 2016

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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 - PowerPoint PPT Presentation
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Page 1: powerpoint  4a

powerpoint 4a

photography and design

SAYRE CHAPTERS 12 & 16

Page 2: powerpoint  4a

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

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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

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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

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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

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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

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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 Shunshuu Ejiri,

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

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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

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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

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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

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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