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Von der Sprache aus1985 uerte Joseph Beuys in der Reihe Reden ber das eigene Land: Deutschland an den Mnchner Kammerspielen, dass er sein Werk von der Sprache aus entwickelt habe. Er verstand die Sprache den bildnerischen Gestaltungsmitteln ebenbrtig als plastisches Material, durch das jede Einzelne und jeder Einzelne krperlich, intellektuell und kommunikativ an der Neuordnung der Gesellschaft teilhaben knne. Seine Auseinandersetzung mit Sprache reicht vom Schweigen bis
1985 äußerte Joseph Beuys in der Reihe »Reden über das eigene Land: Deutschland« an den Münchner Kammerspielen, dass er sein Werk »von der Sprache aus« entwickelt habe. Er verstand die Sprache – den bildnerischen Gestaltungsmitteln ebenbürtig – als plastisches Material, durch das jede Einzelne und jeder Einzelne körperlich, intellektuell und kommunikativ an der Neuordnung der Gesellschaft teilhaben könne. Seine Auseinandersetzung mit Sprache reicht vom Schweigen bis zur stundenlangen Diskussion, von animalisch klingenden Lauten bis zu präzisen Begriffserörterungen und verrätselten Schriften. Entsprechend gliedern sich die Kapitel in die Themen Schweigen, Laute, Begriffe, Schrift, Geheimnis, Legende und Sprechen. Ausstellung und Katalog versammeln Skulpturen, Zeichnungen, Installationen, Filme, Plakate und Dokumente aus den Beständen der Nationalgalerie, der Sammlung Marx, des Kupferstichkabinetts und der Kunstbibliothek der SMB.JOSEPH BEUYS (1921–1986) war als Zeichner, Bildhauer, Aktions- und Installationskünstler, Lehrer, Politiker und Aktivist einer der bedeutendsten Künstler des 20. Jahrhunderts. Der Einfluss seines universell angelegten Werkes, das sich mit Fragen des Humanismus, der Sozialphilosophie und Anthropologie auseinandersetzte, ist bis heute spürbar.
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4.1 ★★★★★
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Product Reviews
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming.
What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in.
However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size.
Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023
★★★★★ 5
Much thicker than I expected!
Format: Hardcover
This book is massive and could easily be split into two or three volumes, which is great because it covers a very deep topic. It will be a while before I read the book from cover to cover, but the few chapters I've skipped to were able to help me immediately on some problem areas in a game engine that I built last year. I would definitely recommend this to anyone interested in video game development.
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Reviewed in the United States on June 14, 2021
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