艺术史
观音与神僧 豆瓣
作者:
姚崇新
出版社:
商务印书馆
2019
- 7
本书以考古材料为基础,在中国本土、西域及南海范围内,以中古时期艺术宗教为主要研究对象,不仅深入探讨中国本土资料所反映的佛教、景教的“中国化”逻辑,而且以文化交流的视角切入,探讨域内与域外以及域内不同区域之间、乃至不同宗教之间的交流与互动。选题由遗迹、遗物而发,或以遗迹、遗物为依托,既有对新材料与新问题的考察,也有对传统学术问题的重新审视。
全书收录作者论文14篇,就主体而言,大致可以分为佛教传入路径,西域佛寺、佛教艺术与僧尼社会生活,来华传教僧人,周边(扶南、柬埔寨)佛教艺术,观音信仰和观音造像,以及唐元时期景教(基督教)艺术中的佛教因素(文化交流)等。
全书收录作者论文14篇,就主体而言,大致可以分为佛教传入路径,西域佛寺、佛教艺术与僧尼社会生活,来华传教僧人,周边(扶南、柬埔寨)佛教艺术,观音信仰和观音造像,以及唐元时期景教(基督教)艺术中的佛教因素(文化交流)等。
归义军時期敦煌石窟考古研究 豆瓣
作者:
沙武田
出版社:
甘肅教育出版社
2017
- 9
《归义军时期敦煌石窟考古研究》是作者围绕归义军时期敦煌石窟考古这一课题长期研究的成果,主要内容包括:莫高窟窟前殿堂建筑遗址的考古学研究,如殿堂建筑的时间、规模、建筑结构特点等;归义军时期代表性洞窟的研究,如对敦煌文献所记莫高窟“太保窟”“天子窟”的具体考证等;归义军时期壁画程式化问题的研究;归义军时期大窟营建影响和意义的研究;围绕敦煌藏经洞的性质、封闭时间和原因的研究。《归义军时期敦煌石窟考古研究》内容涉及面广,研究非常深入,是敦煌学界关于归义军时期敦煌石窟研究的新力作。
Material Culture and Mass Consumption 豆瓣 谷歌图书
作者:
Daniel Miller
出版社:
Oxford: Blackwell
1991
- 12
Drawing on a range of examples from Western and developing cultures, this book offers a re-reading of the contemporary society as the product of both individual and collective identity and behaviour. Marxist interpretations of the expansion in the range and number of material goods have tended to view people as estranged from the objects they produce, while massive consumption reinforces the fragmented and individualistic nature of capitalism. In this book, the author develops a more positive theory of material culture, revealing the creative potential in the relationship between people and goods. He argues that rather than being oppressed by them, people redefine material objects to make them express themselves and their cultures. He shows that everyday objects reflect not only personal tastes and attributes, but also moral principles and social ideals.
《最后的晚餐》为何是杰作?——名画的诞生 豆瓣
作者:
高阶秀尔
译者:
钱一晶
出版社:
中信出版社
2017
- 10
《<最后的晚餐>为何是杰作——名画的诞生》从《圣经》中的七大经典主题,解读历代艺术大师之间的创意较量,以及名画中蕴含的丰富故事和文化内涵。
《<最后的晚餐>为何是杰作——名画的诞生》从对比中解读传世名作,揭示名画中容易被忽视的细节。历史上如此多的《最后的晚餐》,为何只有达• 芬奇的成为杰作?为希律王献舞换取约翰首级的莎乐美,是提香笔下被母亲利用的天真少女,还是莫罗笔下的蛇蝎美人?看似不经意的细节里,隐藏着画家对圣经经典题材的精妙诠释!无需专业的美术知识,在对历代名作的对比分析中,轻松看懂艺术大师的巧妙构思和神来之笔。
《<最后的晚餐>为何是杰作——名画的诞生》从对比中解读传世名作,揭示名画中容易被忽视的细节。历史上如此多的《最后的晚餐》,为何只有达• 芬奇的成为杰作?为希律王献舞换取约翰首级的莎乐美,是提香笔下被母亲利用的天真少女,还是莫罗笔下的蛇蝎美人?看似不经意的细节里,隐藏着画家对圣经经典题材的精妙诠释!无需专业的美术知识,在对历代名作的对比分析中,轻松看懂艺术大师的巧妙构思和神来之笔。
问彼嵩洛 豆瓣
7.3 (6 个评分)
作者:
耿朔
/
仇鹿鸣
…
出版社:
中华书局
2019
- 5
本书以一群出色的青年学者的嵩洛学术游为主线,串起中原大地的名胜古迹,以人文景观为主,非泛泛而谈的游记,而是真正挖掘名胜蕴含的历史意义。因是学术游,行程中多获当地考古所或相关高校院系支持,得以参观不对外开放但极珍贵的文物或考古现场,获取最新考古发现和一手材料。9篇文章或全 面介绍考察过程,或就旅途中涉及之某一具体文物专门论述,或就中原地区的历史地理展开讨论,涵盖文学、历史、考古、美术等多个专业,展现出跨领域联合考察的独特价值,兼具学术性与趣味性、可读性。
书中配有多幅图片,既有珍贵史料,也有旅途实景,更有结合新科技手段的无人机航拍,从而与传统文献结合,彼此印证,互为生发,衍生出新的学术意义。
为保证文物图片的还原度,并提升阅读愉悦感,本书采用进口艺术纸全彩印刷,大量美图独家呈现。
书中配有多幅图片,既有珍贵史料,也有旅途实景,更有结合新科技手段的无人机航拍,从而与传统文献结合,彼此印证,互为生发,衍生出新的学术意义。
为保证文物图片的还原度,并提升阅读愉悦感,本书采用进口艺术纸全彩印刷,大量美图独家呈现。
历史及其图像 豆瓣
History and Its Images: Art and the Interpretation of the Past
作者:
[英] 弗朗西斯·哈斯克尔
译者:
孔令伟
/
杨思梁
…
出版社:
商务印书馆
2018
- 1
《历史及其图像》初版于1993年,是英国著名艺术史家弗朗西斯·哈斯克尔撰写的一部具有开创性的艺术史巨著。本书对西方史学界长久关注的“图像的历史想象”问题做了深入探讨,对“图像证史”的传统进行了全面梳理。
图像在历史阐释中一直扮演着作为史料的重要角色,无论是钱币、绘画、雕刻、建筑,还是其他历史遗物,都在传达着文字记载所无法传递的信息,但图像的意义又不仅仅局限于其史料价值,更在于它背后隐藏的历史事实,甚至“历史本身”。作者以16、17世纪钱币学家、古物学家,18、19世纪历史学家、文化史家、艺术史家在这一领域的重要著作为线索,通过考察瓦萨里、温克尔曼、黑格尔、布克哈特、米什莱、罗斯金和赫伊津哈等历史学家的著作与观点,揭示了“图像证史”的独特魅力,同时也指出了其中无法避免的思维和情感陷阱,这些陷阱既是西方艺术史学史中的经典问题,也是艺术史学科最引人入胜的地方。
图像在历史阐释中一直扮演着作为史料的重要角色,无论是钱币、绘画、雕刻、建筑,还是其他历史遗物,都在传达着文字记载所无法传递的信息,但图像的意义又不仅仅局限于其史料价值,更在于它背后隐藏的历史事实,甚至“历史本身”。作者以16、17世纪钱币学家、古物学家,18、19世纪历史学家、文化史家、艺术史家在这一领域的重要著作为线索,通过考察瓦萨里、温克尔曼、黑格尔、布克哈特、米什莱、罗斯金和赫伊津哈等历史学家的著作与观点,揭示了“图像证史”的独特魅力,同时也指出了其中无法避免的思维和情感陷阱,这些陷阱既是西方艺术史学史中的经典问题,也是艺术史学科最引人入胜的地方。
Clues, Myths and the Historical Method 豆瓣 Goodreads
作者:
Carlo Ginzburg
译者:
Anne C. Tedeschi
出版社:
Johns Hopkins University Press
1992
- 3
其它标题:
Clues, Myths, and the Historical Method
"In the diversity of methods and objects of analysis it offers, Clues, Myths, and the Historical Method offers a fresh perspective on this Italian historian who has become such an essential point of reference in many domains of cultural study today." -- Dana Polan, Camera Obscura.
艺术与错觉 豆瓣 Goodreads
Art & Illusion
9.5 (8 个评分)
作者:
[英国] E·H·贡布里希
/
校注 邵宏
译者:
杨成凯
/
李本正
…
出版社:
广西美术出版社
2012
- 6
被肯尼思•克拉克描述为“我所读过的最才华横溢的艺术批评著作之一”的《艺术与错觉》,是一部有关制像的经典研究。它试图回答一个简单的问题:何以会有被称作风格的东西?这个问题也许简单,却很难回答。贡布里希教授对图画再现的心理学及历史的探索,充满睿智而包罗万象,从而引领他进入许多重要领域。在说明肖像制作远比它看起来要困难这一问题的过程中,贡布里希对许多新老看法作出了考证、质疑与再评价,那些新老观点包括模仿自然、传统的功能、抽象问题、透视的有效性,以及对表现的解释。
本书虽然出版于40多年前,至今仍不失其活力与重要性。贡布里希为理解艺术和处理复杂的观点与理论问题提供了缜密的科学发现。他对人类大脑无穷无尽的能力,对人类观看世界与制作和观看艺术时的微妙关系始终抱有探究之心。当验证各种假说时,他以他深厚的学识和与生俱来的清晰的表达能力,提出了符合科学精神的论辩。再现是艺术史最基本的问题,而《艺术与错觉》是任何对理解艺术有兴趣的人的必读书。《艺术与错觉》第六版包括最新增加的序言,作者在其中讨论了图像与符号的关键差别。
本书虽然出版于40多年前,至今仍不失其活力与重要性。贡布里希为理解艺术和处理复杂的观点与理论问题提供了缜密的科学发现。他对人类大脑无穷无尽的能力,对人类观看世界与制作和观看艺术时的微妙关系始终抱有探究之心。当验证各种假说时,他以他深厚的学识和与生俱来的清晰的表达能力,提出了符合科学精神的论辩。再现是艺术史最基本的问题,而《艺术与错觉》是任何对理解艺术有兴趣的人的必读书。《艺术与错觉》第六版包括最新增加的序言,作者在其中讨论了图像与符号的关键差别。
BAROQUE MUSIC 豆瓣
作者:
John Walter Hill
出版社:
W. W. Norton & Company
2005
- 3
Game Feel 豆瓣
作者:
Steve Swink
出版社:
Morgan Kaufmann
2008
- 10
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
*Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples
*Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle
*Website includes a fully playable interactive playset with ready-made tools for game designers
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
*Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples
*Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle
*Website includes a fully playable interactive playset with ready-made tools for game designers