Art Education Applied to Industry


Book Description

Reprint of the original, first published in 1877.




Design Pedagogy


Book Description

Design Pedagogy explains why it is vital that design students education helps them construct a ‘passport’ to enter the professional sphere. This collection explores how design education is, in itself, a passport to practice and showcase how some of the key developments in education use techniques related to collaboration, case studies and experience to motivate students, enable them to express their identity, reflect and learn.




Design for Motion


Book Description

Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. Combine basic art and design principles with creative storytelling to create compelling style frames, design boards, and motion design projects. Here, in one volume, Austin Shaw covers all the principles any serious motion designer needs to know in order to make their artistic visions a reality and confidently produce compositions for clients, including: Illustration techniques Typography Compositing Cinematography Incorporating 3D elements Matte painting Concept development, and much more Lessons are augmented by illustrious full color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders and pioneers, including Karin Fong, Bradley G Munkowitz (GMUNK), Will Hyde, Erin Sarofsky, Danny Yount, and many more, contribute their professional perspectives, share personal stories, and provide visual examples of their work. Additionally, a robust companion website (www.focalpress.com/cw/shaw) features project files, video tutorials, bonus PDFs, and rolling updates to keep you informed on the latest developments in the field.




The Muses Go to School


Book Description

What do Whoopi Goldberg, Phillip Seymour Hoffman, Rosie Perez, and Phylicia Rashad have in common? A transformative encounter with the arts during their school years. Whether attending a play for the first time, playing in the school orchestra, painting a mural under the direction of an art teacher, or writing a poem, these famous performers each credit an experience with the arts at school with helping them discover their inner humanity and putting them on the road to fully realized creative lives. In The Muses Go to School, autobiographical pieces with well-known artists and performers are paired with interpretive essays by distinguished educators to produce a powerful case for positioning the arts at the center of primary and secondary school curriculums. Spanning a range of genres from acting and music to literary and visual arts, these smart and entertaining voices make surprising connections between the arts and the development of intellect, imagination, spirit, emotional intelligence, self-esteem, and self-discipline of young people. With support from a star-studded cast, editors Herbert Kohl and Tom Oppenheim present a memorable critique of the growing national trend to eliminate the arts in public education. Going well beyond the traditional rationales, The Muses Go to School shows that creative arts, as a means of academic and personal development, are a critical element of any education. It is essential reading for teachers, parents, and anyone who really cares about education.







Virtual and Augmented Reality in Education, Art, and Museums


Book Description

Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.