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  • Marketing Chinese Children's Books : Paratext and the Politics of Authorship
    Marketing Chinese Children's Books : Paratext and the Politics of Authorship

    An exploration of the marketing, presentation and construction of popular Chinese children's authors for their youthful audience, parents and teachers, Marketing Chinese Children's Books surveys the internal and international dissemination of children’s books and of international influences in the marketing of children’s literature. Focusing on the paratextual elements of contemporary Chinese literature written for children such as author photographs, this book reveals the political constraints on the position of popular children's author in the People's Republic of China after the Cultural Revolution. Taking the publications of Cao Wenxuan (the first Chinese recipient of the Hans Christian Anderson Award), Yang Hongying, Shen Shixi and Gerelchimeg Black Crane as case studies, Frances Weightman considers how the marketing of these authors presents them as academic and political authorities to be emulated and trusted, how they are demonstrative of the commercialism in children's literature and what they expose about the different ways in which popular authors are promoted based on their gender, nationality and ethnicity.Also surveying the uses of animals in Chinese literature and the issues relating to language and translation when these works are promoted throughout the West, this is a timely study of the construct of authorship coinciding with the rapid expansion of children's literature publishing in China and its reception on the world stage.

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  • Design Between the Lines
    Design Between the Lines

    The car industry and the way in which cars are created have changed beyond all recognition over the last half-century.Automotive styling was once the grudging afterthought when the engineers had finished their work.Now, following a short flirtation with exotic Italian design houses, it has evolved into sophisticated design carried out by multitalented in-house teams honing carefully crafted brand identities. One of the visionary designers at the forefront of that revolution has been Patrick le Quement.Most widely acclaimed for his 22 years in charge of Renault Design, resulting in such standout models as the Twingo, Scenic and Avantime, le Quement has enjoyed a 50-year career that has also taken in Simca, Ford and Volkswagen-Audi.In his foreword to the book, Stephen Bayley calls le Quement `perhaps the very most original designer working in the conservative car business at the turn of the millennium'.Some 60 million cars across the world now bear the unmistakable stamp of le Quement. Design: Between the Lines is not a straightforward autobiography; rather, le Quement charts his journey through five decades of thoughts, actions, failures and successes.He offers fascinating commentaries on design and the creative process, and on some of the extraordinary automotive brands that make up our shared cultural heritage.As Bayley notes, for le Quement, design is `as much a matter of thinking as a matter of drawing'.On a broader, more philosophical level, le Quement also shares his views about life in general and that remarkable contraption called `the automobile', which has so influenced the lives of millions of people the world over from the late 1800s to the present day.Presented as a series of 50 brief essays or `perspectives', le Quement's thoughtful and astute observations from the street, from the design studio and from his seat in the boardroom give the reader a penetrating and often amusing insight into the high-level workings of a global industry, its triumphs and tragedies, and the foibles of the decision-makers responsible for running it.A lively complementary text by the automotive journalist Stephane Geffray accompanies each of le Quement's perspectives, and illustrations are provided by the automobile designer Gernot Bracht.Design: Between the Lines will appeal to all motoring fans and enthusiasts of good design.As Chris Bangle, the former Director of BMW Design, remarks: `Few car designers have had a career so filled with innovative successes that they have inspired a whole industry; fewer still have the skills to share it.Engaging and revealing, Patrick relates his personal experience and deep knowledge of car design in a very enjoyable manner.'

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  • Between Generations : Collaborative Authorship in the Golden Age of Children's Literature
    Between Generations : Collaborative Authorship in the Golden Age of Children's Literature

    Winner of the 2019 Book Award from the Children's Literature Association.Between Generations is a multidisciplinary volume that reframes children as powerful forces in the production of their own literature and culture by uncovering a tradition of creative, collaborative partnerships between adults and children in nineteenth- and early twentieth-century England.The intergenerational collaborations documented here provide the foundations for some of the most popular Victorian literature for children, from Margaret Gatty's Aunt Judy's Tales to Robert Louis Stevenson's Treasure Island.Examining the publication histories of both canonical and lesser-known Golden Age texts reveals that children collaborated with adult authors as active listeners, coauthors, critics, illustrators, and even small-scale publishers.These literary collaborations were part of a growing interest in child agency evident in cultural, social, and scientific discourses of the time.Between Generations puts these creative partnerships in conversation with collaborations in other fields, including child study, educational policy, library history, and toy culture.Taken together, these collaborations illuminate how Victorians used new critical approaches to childhood to theorize young people as viable social actors.Smith's work not only recognizes Victorian children as literary collaborators but also interrogates how those creative partnerships reflect and influence adult-child relationships in the world beyond books.Between Generations breaks the critical impasse that understands children's literature and children themselves as products of adult desire and revises common constructions of childhood that frequently and often errantly resign the young to passivity or powerlessness.

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  • Art & Language International : Conceptual Art between Art Worlds
    Art & Language International : Conceptual Art between Art Worlds

    In Art & Language International Robert Bailey reconstructs the history of the conceptual art collective Art & Language, situating it in a geographical context to rethink its implications for the broader histories of contemporary art.Focusing on its international collaborations with dozens of artists and critics in and outside the collective between 1969 and 1977, Bailey positions Art & Language at the center of a historical shift from Euro-American modernism to a global contemporary art.He documents the collective’s growth and reach, from transatlantic discussions on the nature of conceptual art and the establishment of distinct working groups in New York and England to the collective’s later work in Australia, New Zealand, and Yugoslavia.Bailey also details its publications, associations with political organizations, and the internal power struggles that precipitated its breakdown.Analyzing a wide range of artworks, texts, music, and films, he reveals how Art & Language navigated between art worlds to shape the international profile of conceptual art.Above all, Bailey underscores how the group's rigorous and interdisciplinary work provides a gateway to understanding how conceptual art operates as a mode of thinking that exceeds the visual to shape the philosophical, historical, and political.

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  • What are the differences between art design and industrial design?

    Art design focuses on creating visually appealing and expressive works of art that evoke emotions and convey messages. It is often more subjective and open to interpretation. On the other hand, industrial design is more functional and practical, focusing on creating products that are user-friendly, efficient, and aesthetically pleasing. Industrial design also considers factors such as production processes, materials, and market demands. Overall, while art design is more about creativity and self-expression, industrial design is more about problem-solving and meeting specific user needs.

  • What is the difference between design and art?

    Design is typically focused on solving a specific problem or meeting a particular need, often with a practical or functional purpose in mind. It involves creating something with a specific goal in mind, such as a product or system. Art, on the other hand, is more about self-expression, creativity, and evoking emotions or ideas. It is often more open to interpretation and can be created for the sake of beauty or expression rather than a specific function. While both design and art involve creativity and skill, the main difference lies in their intended purpose and outcome.

  • What is the difference between design, art, and craft?

    Design is the process of creating a plan or solution for a specific purpose, often with functionality and usability in mind. Art, on the other hand, is the expression of creativity and imagination, often with the intention of evoking emotion or making a statement. Craft refers to the skilled creation of objects by hand, often with a focus on traditional techniques and high-quality craftsmanship. While there can be overlap between these categories, the main difference lies in their primary focus and intention.

  • What is the difference between game design and game art?

    Game design involves creating the overall structure and mechanics of a game, including the rules, objectives, and gameplay elements. It focuses on the user experience and how the game will be played. On the other hand, game art involves creating the visual and audio elements of a game, such as characters, environments, animations, and sound effects. It focuses on the aesthetic and sensory aspects of the game. In summary, game design is about the functionality and interaction of the game, while game art is about the visual and auditory aspects of the game.

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  • Installation Art : Between Image and Stage
    Installation Art : Between Image and Stage

    This book explores how installation art developed into an interdisciplinary genre in the 1960s, and how its special intertwinement of the visual and the performative has acted as a catalyst for the generation of new artistic phenomena.It investigates how it became one of today's most widely used art forms, increasingly expanding into consumer, popular and urban cultures, where the installations' often spectacular appearances ensure that they fit into contemporary demands for sense-provoking and immersive cultural experiences.Making an important contribution to the development of the critical and theoretical discourse on installation art, Ring Petersen addresses a series of basic questions: What is an installation?What techniques does it employ? How does installation art affect its viewers? How can we explain the rise of installation art in a cultural-historical perspective?Answers to these questions are pursued through analyses of installation art's spatial, temporal and discursive aspects as well as its reception aesthetics and cultural-historical contexts, and through analyses of a large number of works from a variety of sub-genres, including performance installations, video installations, installational exhibitions and recent use of installation in commercial contexts, including by artists such as Bruce Nauman, Olafur Eliasson, Mona Hatoum, Pipilotti Rist, Ilya Kabakov, Superflex, Thomas Hirschhorn, Carsten Höller, Terike Haapoja and ART + COM.

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  • Between Worlds : The Art of Bill Traylor
    Between Worlds : The Art of Bill Traylor

    A major new look at the work of one of America’s foremost self-taught artistsBill Traylor (ca. 1853–1949) came to art-making on his own and found his creative voice without guidance; today he is remembered as a renowned American artist.Traylor was born into slavery on an Alabama plantation, and his experiences spanned multiple worlds—black and white, rural and urban, old and new—as well as the crucibles that indelibly shaped America—the Civil War, Reconstruction, Jim Crow, and the Great Migration.Between Worlds presents an unparalleled look at the work of this enigmatic and dazzling artist, who blended common imagery with arcane symbolism, narration with abstraction, and personal vision with the beliefs and folkways of his time. Traylor was about twelve when the Civil War ended.After six more decades of farm labor, he moved, aging and alone, into segregated Montgomery.In the last years of his life, he drew and painted works depicting plantation memories and the rising world of African American culture.Upon his death he left behind over a thousand pieces of art.Between Worlds convenes 205 of his most powerful creations, including a number that have been previously unpublished.This beautiful and carefully researched book assesses Traylor’s biography and stylistic development, and for the first time interprets his scenes as ongoing narratives, conveying enduring, interrelated themes. Between Worlds reveals one man’s visual record of African American life as a window into the overarching story of his nation. Published in association with the Smithsonian American Art Museum

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  • Hello, Robot. : Design between Human and Machine
    Hello, Robot. : Design between Human and Machine

    Hello, Robot. Design between Human and Machine investigates how robotics is increasingly becoming part of our everyday lives.The exhibition shows that design in its traditional function as a mediator is indispensable if robots are to become a visible reality and not just remain hidden in washing machines, cars and cash machines.The catalogue points out where we already encounter these intelligent machines and where we may come across them in the near future: in the industry, in the military and in everyday settings; at nurseries and retirement homes; in our bodies and in the cloud; when shopping and having sex; in video games and, of course, in film and literature.In a series of in-depth essays and interviews, experts such as science-fiction author Bruce Sterling or the design duo Dunne & Raby explore the question of how we deal with an environment that is rapidly becoming more digital, smarter and more autonomous.They highlight our often ambivalent relationship to new technologies and discuss the opportunities and challenges that present themselves to us as individuals and as a society in this context.In this regard, Hello, Robot. broadens the scope of the discussion to include the ethical and political questions with which we are faced today in the light of technological advances in robotics, while confronting us with the contradictions that are often found in the answers to these questions. Authors and interviewees: Bruce Sterling, Fiona Raby, Anthony Dunne, Gesche Joost, Carlo Ratti, Amelie Klein and others.

    Price: 52.00 £ | Shipping*: 0.00 £
  • Literary Mug - "Between The Pages" - Marble Design
    Literary Mug - "Between The Pages" - Marble Design

    This literary mug would make a great gift option for your book shop.Itfeatures a quote that any book lover will relate to. "Between the pages of abook is a lovely place to be".

    Price: 12.99 £ | Shipping*: 3.99 £
  • What are the differences and similarities between design, architecture, and art?

    Design, architecture, and art are all creative fields that involve the use of aesthetics and functionality. Design focuses on solving problems and creating solutions that are both visually appealing and practical. Architecture involves the design and construction of buildings and structures, focusing on spatial relationships and functionality. Art, on the other hand, is more about self-expression and creativity, often without the constraints of functionality. While all three fields involve creativity and aesthetics, design and architecture are more focused on solving specific problems and serving a purpose, while art is often more about personal expression and interpretation.

  • How do I design a cover page for art?

    When designing a cover page for art, consider using a visually striking image that represents the theme or subject of the art. You can also incorporate elements such as bold typography, color schemes, and textures that complement the artwork and create a cohesive design. Additionally, think about the overall mood or feeling you want to convey with the cover page and use design elements to evoke that emotion. Lastly, make sure to balance the visual elements and negative space to create a clean and impactful design.

  • How do I design a cover page in art?

    When designing a cover page in art, consider the purpose and theme of the project or document. Use visual elements such as color, composition, and imagery to create a visually appealing and cohesive design. Incorporate typography that complements the overall aesthetic and effectively communicates the title or main message. Experiment with different techniques and mediums to add depth and interest to the cover page, and don't be afraid to let your creativity shine through.

  • What is the difference between marketing and international marketing?

    Marketing refers to the process of promoting and selling products or services to consumers within a specific market or region. It involves understanding consumer needs, creating and communicating value, and building relationships with customers. International marketing, on the other hand, involves marketing products or services to consumers in multiple countries or across different regions. It requires a deep understanding of cultural, economic, and political differences, as well as the ability to adapt marketing strategies to diverse markets. International marketing also involves navigating trade regulations, currency exchange rates, and global distribution channels.

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