Week 4 Flashcards

1
Q

Realism

A

associated with different styles and meanings and has been permeated w/ question about authenticity, changes over time

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2
Q

What is perspective?

A

set of techniques for depicting 3d spatial depth within 2d pictorial space, signified realism

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3
Q

1 point perspective

A

all converging to one vantage point

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4
Q

2 point perspective

A

one center point and vanishing outwards

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5
Q

3 point perspective

A

looking up to top of building or down on building, vanishing upwards or downwards

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6
Q

Filippo Brunelleschi

A

1337-1446
In early 1400, demonstrated linear perspective as way of organizing 2d visual space, 1417 he designed the Sante Maria del Fiore Cathedral, in 1420 when being built he developed the theory. Horizon line

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7
Q

Perspective and Body

A

linear perspective great for architecture but not human form

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8
Q

Foreshortening

A

technique used to make body appear to be receding. The Lamentation over the Dead Christ- legs shorter, torso longer

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9
Q

What is idealism?

A

not based on real world, but how cultural worldview says it should be (ex. instagram influencers, ads) Polyclitus, Doryphorous~ Spear Bearer
Albrecht Durer, Adam and Eve~ ideal image from multiple models

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10
Q

What is the camera obscura?

A

based on phenomenon that light rays bouncing off an object or scene when passing through a tiny hole in a dark chamber, inverted projection that can be seen on a surface in a chamber. 1800s are when walk in ones started, Santa Monica. Vermeer used one for his artwork?

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11
Q

Characteristics of impressionism ~ 1865-1900, Paris, France

A
  1. Interest in optical experience: time of day, weather, vantage point, and other factors affect how we see the world
  2. Plain-Air painting: painting outdoors to subjectively record light and color changes in the world
  3. Visible strokes to capture specific lighting conditions
    ex. Monet- set of two paintings at different times of day
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12
Q

Characteristics of cubism ~ 1907-1920, Paris, France

A

depicting objects from several different points of view simultaneously, not interested in linear perspective, perspective lines bent and spatial planes fragmented and dislocated. Human eye always in motion
ex. Pablo Picasso, Les Demoiselles D’Avignon 1907 ~ african masks
19th century fang mask
ex. Georges Braque Woman with a Guitar 1913, color drained
ex. David Hockney, Pearblossom Hwy 1986

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13
Q

“Primitivism” in 20th Century Art: Affinity of the Tribal and the Modern

A

1984, exhibit at Museum of Modern Art in New York, form of colonialism, approproation

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14
Q

Characteristics of metaphysical paintings 1911-1920

A

depict “metaphysical towns” consisting of vast open squares and public monuments during late afternoons with long shadows created by setting sun
- use linear and isometric perspective
-contrast of light and shadows
- evoke mystery and ambiguity
- extremely influential to realism
Giorgio De Chirico- The Soothdayers Recompense 1913

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15
Q

Italian Neorealism 1942-1951

A

Stories that value lives of ordinary people, poverty, unemployment, child labor, Italian Fascist government
ex. Open City dir. Roberto Rossellini, 1945

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16
Q

Characteristics of Abstract Expressionism

A

not interested in representing something from our world, document of painter’s physical and emotional experience, painting records activity/action being made, “action painting”
ex. Jackson Pollock

17
Q

Conceptual Art

A

idea/concept is more important than visual product, some artwork is only a picture of words. ex. Lawrence Weiner ~ instructions

18
Q

Video Games

A

introduced in 1950s, used display screens and radar technology, early games had military themes

19
Q

How do video games engage the player?

A

emphasis on experience of producer’s body like Jason Pollock’s paintings, players action drive the outcome

20
Q

Sexism in Video Games

A

game industry’s power is white, secondarily asian men, women are treated as outsiders, given demeaning roles, marginalized in industry and used as booth babes at expos, 2015 hottest and sexiest female character list

21
Q

Isometric Perspective

A

does not use vanishing points so forms presented as flattened, lines describing each plane are parallel and dont converge, used in early 2000 video games used to show movement through space Sims

22
Q

Virtual image

A

simulation that represent ideal or constructed conditions, break with the convention of what is seen, film use digital special effects to represent virtual worlds that are simulated on screen.