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A BBC Radio 4 Book of the Week 'This is such a great idea for a book, and Michelle Dean carries it off, showing us the complexities of her fascinating, extraordinary subjects, in print and out in the world. Dean writes with vigor, depth, knowledge and absorption, and as a result Sharp is a real achievement' Meg Wolitzer, New York Times Dorothy Parker, Hannah Arendt, Mary McCarthy, Susan Sontag, Joan Didion, Nora Ephron and Janet Malcolm are just some of the women whose lives intertwined as they cut through twentieth-century cultural and intellectual life in the United States, arguing as fervently with each other as they did with the men who so often belittled their work as journalists, novel...
The life of the charismatic, unconventional, unique and surprising Martin Sharp - psychedelic artist, joint founder of the underground magazine Oz and friend to the world's greatest rock musicians of all time.
This could be the most important book you will read this year. Around the office at Chelsea Green it is referred to as the "pharmaceutical Silent Spring." Well-known author, teacher, lecturer, and herbalist Stephen Harrod Buhner has produced a book that is certain to generate controversy. It consists of three parts: A critique of technological medicine, and especially the dangers to the environment posed by pharmaceuticals and other synthetic substances that people use in connection with health care and personal body care. A new look at Gaia Theory, including an explanation that plants are the original chemistries of Gaia and those phytochemistries are the fundamental communications network ...
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and playe...
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Second art book in a 3 art book series,
Retrospective of the comic art of Liam Sharp
This volume marks a fresh inspection of who Sharp was, how and where he was trained as a painter, why he selected the nation's western Native population as a primary subject, what impact his imagery had on audiences across the continent and how his production as a painter of what he referred to as the "real Americans" differed from that of his contemporary peers.