Mrs. Hudson has been through a lot as the landlady of Sherlock Holmes. But nothing has worried her as much as the private detective being too sick to leave his bed. She calls for his partner, Dr. John Watson, to attend him. Can Watson bring a specialist to cure this dying detective or was it all an act?
Western Art and the Wider World explores the evolving relationship between the Western canon of art, as it has developed since the Renaissance, and the art and culture of the Islamic world, the Far East, Australasia, Africa and the Americas. Explores the origins, influences, and evolving relationship between the Western canon of art as it has developed since the Renaissance and the art and culture of the Islamic world, the Far East, Australasia, Africa and the Americas Makes the case for ‘world art’ long before the fashion of globalization Charts connections between areas of study in art that long were considered in isolation, such as the Renaissance encounter with the Ottoman Empire, the influence of Japanese art on the 19th-century French avant-garde and of African art on early modernism, as well as debates about the relation of ‘contemporary art’ to the past. Written by a well-known art historian and co-editor of the landmark Art in Theory volumes
"Impressionism and Post-Impressionism at the Dallas Museum of Art" offers a series of intimate case studies in the history of 19th-century European art. Inspired by a series of public lectures given at the Dallas Museum of Art between 2009 and 2013, the volume comprises twelve beautifully illustrated essays from leading academics and museum specialists. Opening with a new reading of one of Gustave Courbet's great hunting scenes, "The Fox in the Snow", and ending with an exploration of a group of interior scenes by Edouard Vuillard, each essay stands alone as a richly contextualized reading of a single work or group of works by one artist. The authors approach their subjects from a range of methodological perspectives, but all pay close attention to the experience of making and viewing works of art.
The Art of Titanfall 2 is the ultimate guide to the development of Respawn Entertainment's fast-paced, visually stunning first-person shooter. Featuring an exclusive array of highly stylised concept art, sketches, 3D renders, maquette modelling, and commentary from key Respawn Entertainment team members, this is a must-have for any fan of the dynamic and destructive world of Titanfall. Each exquisite piece of art illustrates the painstaking efforts taken to create the visually stunning world of Titanfall 2 and the conflict between the Frontier Militia and the opressive IMC.
"The Art of War is a Chinese military treatise written during the 6th century BC by Sun Tzu. Composed of 13 chapters, each of which is devoted to one aspect of warfare, it has long been praised as the definitive work on military strategies and tactics of its time. The Art of War is one of the oldest and most famous studies of strategy and has had a huge influence on both military planning and beyond. The Art of War has also been applied, with much success, to business and managerial strategies." (summary from Wikipedia)
Art and finance coalesce in the elite world of fine art collecting and investing. Investors and collectors can’t protect and profit from their collections without grappling with a range of complex issues like risk, insurance, restoration, and conservation. They require intimate knowledge not only of art but also of finance. Clare McAndrew and a highly qualified team of contributors explain the most difficult financial matters facing art investors. Key topics include: Appraisal and valuation Art as loan collateral Securitization and taxation Investing in art funds Insurance The black-market art trade Clare McAndrew has a PhD in economics and is the author of The Art Economy. She is considered a leading expert on the economics of art ownership.
What is the purpose of a work of art? What drives us to make art? Why do we value art and consume it? Nick Zangwill argues that we cannot understand the nature of art without first having answers to these fundamental questions. On his view, which he dubs 'the Aesthetic Creation Theory', a work of art is something created for a particular aesthetic purpose. More specifically, the function of art is to have certain aesthetic properties in virtue of its non-aesthetic properties, and this function arises because of the artist's insight into the nature of these dependence relations and her intention to bring them about. In defending this view, Zangwill provides an account of aesthetic action and aesthetic creative thought and shows how the Aesthetic Creation Theory can accommodate two kinds of seeming counterexamples to aesthetic theories of art: narrative art and twentieth-century avant-garde art. Aesthetic Creation also contains a detailed exposition and critique of a range of rival views, including Dickie's institutional theory of art, accounts of art that make essential reference to an audience, and sociological theories which purport to explain the nature of art without recourse to the notion of the aesthetic.
Dance of the tartars: from Asafiev's The Fountain of Bakhchisaray Spanish dance: from Tchaikovsky's Swan Lake Spring waters: after Rachmaninov's song from op. 14 Polonaise and cracovienne: fram Giinka`s A life for the tsar Walpurgisnacht: fromGounod`s faust The dying swan: after Saint - Saens' The Carnival of AnimalsPaul Czinner's Osear - nominated film, indispensable for ballet lovers, records the Bolshoi's 1956 London visit -featuring the legendary Galina Uianova as Giselle and the "Dying Swan".In Dance Magazine, critic Clive Barnes eulogized the artistry documented here: "Everything the Russian critics have written about her is true. The impeccable technique, the expressive body, the intellect, the informed face; yet Uianova has something criticism could never define, something you might look for in Shakespeare's sonnets."
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and exciting form of representational art