Launching The Imagination
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Launching the Imagination treats design as both a verb and a noun—as both a process and a product. Design is deliberate—a process of exploring multiple solutions and choosing the most promising option. Through an immersion in 2-D concepts, students are encouraged to develop methods of thinking visually that will serve them throughout their studies and careers. Building on strengths of the previous four editions, Launching the Imagination, 5e, is even more: •Concise. Every sentence has been refined, so that maximum content can be communicated as clearly and concisely as possible. •Colorful. In addition to full-color throughout the book, the writing livelier than that in most textbooks. Analogies are often used to expand communication, and every visual example has been carefully selected for maximum impact. •Comprehensive. LTI is the only foundational text will full sections devoted to Critical and Creative Thinking and to Time-based Design. Photo program is global, represents a myriad of stylistic approaches, and prominently features design and media arts as well as more traditional art forms. •Contemporary. Over half of the visual examples now represent artworks completed since 1970. •Compelling. Four new Applied Creativity interviews have been added to this edition. With at least four visual examples per interview, this new feature follows the process by which leading artists and designers have developed their artworks. In Chapter 5 designer Steve Quinn describes the seven-step sequence he uses in developing websites, logos, and motion graphics. In Chapter 6, Jim Elniski describes Greenhouse Chicago, an adaptive re-use home that is both highly energy-efficient and beautiful. In Chapter 7, Kendall Buster describes stages in the completion of a complex sculpture, from preliminary drawing to installation. In Chapter 8, painter Carrie Ann Baade discusses the sources of her images and four major steps in their development. Five artist Profiles have also been retained from previous editions: Illustrator Bob Dacey, painter Suzanne Stryk, metalsmith Marilyn da Silva, ceramicist David MacDonald, and composer Michael Remson. Up to eight additional interviews can be added to through custom editions. Working together, the Applied Creativity interviews and the Profiles give students direct access to a wonderful range of practicing artists and designers.
Launching the Imagination treats design as both a verb and a noun—as both a process and a product. Design is deliberate—a process of exploring multiple solutions and choosing the most promising option. Through an immersion in 3D concepts, students are encouraged to develop methods of thinking visually that will serve them throughout their studies and careers.
New Media and Popular Imagination offers a highly original account of the ways in which successive media of electronic communication - radio, television, and digital media - have been anticipated, debated, and taken up in the twentieth-century United States. Intended as an intervention in the emerging scholarly and policy debates around contemporary digital culture, the book analyses popular responses to earlier moments of technological innovation in the twentieth-century. Successive electronic media have challenged the borders between private and public, disturbed notions of national identity, and disrupted the gendered routines and spaces of the private home. Illuminating both the continuities and disjunctions between old media and new, New Media and Popular Imagination offers new insights into the relationship between technological change and cultural form.
The First Space Race reveals the inside story of an epic adventure with world-altering stakes. From 1955 to 1958, American and Soviet engineers battled to capture the world’s imagination by successfully launching the world’s first satellite. The race to orbit featured two American teams led by rival services—the Army and the Navy—and a Soviet effort so secret that few even knew it existed. This race ushered in the Space Age with a saga of science, politics, technology, engineering, and human dreams. Before 1955, the concept of an artificial satellite had been demonstrated only on paper. The first nation to transform theory into practice would gain advantages in science, the Cold War propaganda contest, and the military balance of power. Visionaries such as America’s Wernher von Braun and Russia’s Sergey Korolev knew these fields of endeavor would be affected by the launch of a satellite. Moved by patriotism, inquisitiveness, and pride, people on both sides of the Iron Curtain put forth heroic efforts to make that first satellite possible. Some aspects of this story, like the Navy’s NOTSNIK satellite project, are almost unknown. Even some details of well-known programs, such as the appearance of America’s pioneering Explorer 1 satellite and the contributions made by its rival, Project Vanguard, are generally misremembered. In this book, authors Matt Bille and Erika Lishock tell the whole story of the first space race. They trace the tale from the origins of spaceflight theory and through the military and political events that engendered the all-out efforts needed to turn dreams into reality and thus shape the modern world.
Designed for courses in Creativity or Three-Dimensional Design,Launching the Imagination: A Guide to Three-Dimensional Designoffers a comprehensive framework on which students, teachers, and administrators can build. The approach in this second edition is refined, distilled, and updated, using hundreds of examples drawn from traditional and contemporary sources.Profileswith interviews of artists and designers introduce students to working processes, career choices, and criteria for excellence from a remarkable group of masters. Launching the Imaginationis available in a comprehensive volume treating 2D design, Creativity and Problem-solving, 3D design, and time-based (4D) design; or in split volumes containing either 2D or 3D design, plus the material on Creativity and Problem-solving. Launching the Imaginationâ€™sCore Concepts in Art CD-ROM, version 2.0, which engages students interactively with the elements and principles of art through numerous interactive exercises, has been re-organized and expanded. A copy of this CD-ROM is included free with every copy of the textbook purchased from McGraw-Hill, a student-value of over $30, and is also available individually through your local bookstore.
Prescriptions for imaginative living in today’s noisy and ever-narrowing world Our social conversation has gone awry. We are surrounded by noise and retreating to social media bubbles. As conversations across ideological divides become increasingly difficult, we as a society need to rethink what it means to listen, to think, to create, and to be democratically engaged citizens. Fifteen Paths documents the journey of a disillusioned business professor who came to realize that in order to transcend the noise, we need more imaginative expressions and fewer argumentative ones. David Weitzner sought the counsel of fourteen iconoclastic artists, including Lee Ranaldo (Sonic Youth), Jeff Coffin (Dave Matthews Band), Mike Mignola (Hellboy), Lydia Lunch, and Del the Funky Homosapien. The book offers 15 concrete courses of action to reimagine a socially engaged life and an afterword documenting the surprising outcome of the author’s personal journey.