Sentences with phrase «visual challenge of our time»

He saw abstract painting, he told Mr. Ostrow, as «still the primary visual challenge of our time.
For me, the concept of abstract painting is still the primary visual challenge of our time.

Not exact matches

Unleash your inner creative and challenge yourself to try one of these visual formats the next time you need to pitch your idea to a colleague or client.
Like Vine before it, the app is meant to generate visual content in real - time, posing a challenge for brands that require the safety net of planned and polished content.
These longer response times are consistent with models of how visual neurons enhance sensitivity at low light intensities, but they could pose a challenge for moths feeding from swaying flowers.
A lot of times it's challenging to get that «perfect balance» between usability and visual appeal.
A lot of times it's challenging to get that «perfect balance» between superb usability and visual appeal.
Apart from an added local couch co-op mode, new time attack variants, difficult challenge modes, and a boost in visuals, you'd be hard pressed to find anything out of the ordinary.
When Amy (Mila Kunis) opens the movie with an immediate barrage of exposition - dump narration about the two kids she had young and the challenges she faces as a working mother, the clunkiness feels believable, in its way: She doesn't have time to engage in graceful visual storytelling, especially not with the soft - focus, washed - out cinematography.
But the movie makes no attempt to stretch itself, challenge its audience, or even function as a movie most of the time: As a director, MacFarlane gives Ted 2 all the visual panache of a traditional network sitcom, and the film's plot is so muddled, it scans more like three half - hour episodes stitched together.
The film finds dramatic visuals, an invaluable and often challenging part of any documentary, for its conclusion, as the profiled families attend public lotteries where they hope to beat the long odds of getting into a high - performing charter school whose applicants may outnumber its vacancies by more than ten times.
Another challenge saw pendulums hung from interior rearview mirrors as we lapped the track, their gyrations or lack thereof a real - time visual exposer of how smooth our inputs were or were not.
A lot of times it's challenging to get that «perfect balance» between usability and visual appearance.
Developer Krystian Majewski, currently a student at Köln International School of Design, describes Trauma: «It builds upon this established formula by introducing a gesture - based interface, real - time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge
Apart from an added local couch co-op mode, new time attack variants, difficult challenge modes, and a boost in visuals, you'd be hard pressed to find anything out of the ordinary.
What makes the brutal challenge of Tinertia so pleasant, besides the satisfaction of conquering a new level time record, or just beating a level without dying a million times, is its brilliant visuals.
Often working in a cross section between concert theatre and performance the duo challenges the idea of performance as a fixed time frame and often leaves a visual fingerprint that enables the narrative to continue its own life and dialogue with the site on which it takes place.
The Salon rejected the painting because it lacked, or defied, the necessary composition that established a tableau at that time; now, Grotjahn's pieces disrupt and challenge the visual experience that codifies the definition of art.
Featuring essays and unpublished texts by critics in contemporary and media arts, including Joan Fontcuberta, Derrick de Kerckhove, Suzanne Paquet, Fred Ritchin, and David Tomas, the publication was designed to challenge a re-examination of what photography is today, in a time when communication and transmission of visual data in cyberspace, the boundaries of virtual reality, and the Internet as a global public space proliferate images and reflect an imaginal reshaping of the world.
In today's hyper - visual world the concept of image fatigue is familiar and often debated, and it's something that Foam, whose mission statement is «All about photography», challenges with the variety of its programmes, exhibitions, publications and events: «We present diverse forms of photography and we usually have four exhibitions at a time in our museum.»
Whereas artist run centres are always under duress due to their «not for profit» status, there placement as public artist driven organizations also give them their vibrancy, their ability to respond, adapt, question and constantly challenge themselves to «support innovation and experimentation... facilitating the presentation, interpretation, and production of contemporary visual, time - based and interdisciplinary arts.»
To present, today, an exhibition from 1969 just as it was, maintaining its original visual and formal relations and links between the works, has posed a series of questions on the complexity and very meaning of the project, which has developed through a profound debate from various perspectives: the artistic, the architectural and the curatorial.This was the challenge: how could we find and communicate a limit to a non-limit, creating a place that would reflect exactly the architectural structures of the Kunsthalle, but also an asymmetrical space with respect to our time and imbued with an energy and tension equivalent to that felt at Bern?
Serota, one of the most powerful men in the visual arts, has turned Tate into a powerhouse, opening Tate Modern in 2000 and, during the most challenging of economic times, its # 260m extension in June.
Emerging from her studies about the time of the Op Art movement and that seminal exhibition, The Responsive Eye, presented at the Museum of Modern Art in New York in 1965 and organized by William C. Seitz, Rector could not help but be influenced by the hard - edge structures, dizzying lines, geometric forms and high key and high contrast colors that created optical and illusory effects challenging visual perception.
Working around the time of Chicago Imagism, Ito's paintings nod to the group's design - y, humorous tableaux while providing a more sombre, challenging visual cosmology of ovular and cylindrical shapes arranged like slatted furniture, walls and suggestive windows that view some southwestern dream world, in desert reds, yellows and oranges.
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• Eye of Obsidian adds a brand new chapter in the ReCore story • T8 - NK Corebot • 2 New Overworlds • 10 New Dungeons • Dynamic sandstorms in Shifting Sands • 3 new weapon modes for Joule's Energy Rifle • When dying reload times for combat encounters went from 30 - 60 seconds to < 5 seconds • Restarting traversals and arenas are now instantaneous • Added P - Cores for additional game play rewards • P - Core requirements fixed to a single value for the entire E-Tower • The Map displays everything that needs to be collected (audio logs, chests, prismatic cores) • The Map shows all visual parts of dungeon maps • Objective Markers improved • Fast Travel points now allow the player to complete Stash Transfers, Swap Cores and set Companion Party Configuration without having to go back to the Sandcrawler • The player can now warp anywhere there is a Fast Travel node via the Map • Intra-Level (e.g. within The Cradle) fast travel warping is now instantaneous • Added new Fast Travel nodes (Granite Steps, Lonely Basin, The Cradle) • New AoK gear for all Corebots • Armor stats now make each set vastly different from one another • Blueprint Inventory now sorts by Armor Type, Color and LVL requirement • Improved the Combo Meter • Enhanced visuals (increased resolution and HDR) • 20 New Achievements • Increased level cap from 30 to 40 • 4 new bosses and Tank challenges • Dialogue from Corebots and Violet is no longer in the Corebot language and is now readable
PROFESSIONAL SUMMARY Top - performing, tech - savvy and meticulous professional with more than 25 years of design and management experience in areas such as computer troubleshooting, digital signage, audio - visual, security, facilities and electronic systems delivering even the most challenging and high impact projects on time and budget.
A lot of times it's challenging to get that «perfect balance» between usability and visual appearance.
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