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Spanning millennia, Daniel Locke's ambitious graphic novel explores humanity's inherent 'dreaming mind and its impact on our world. Surreal sequences take us from Gutenberg's printing press to Tim Berners-Lee's World Wide Web via Picasso, Einstein, Grandmaster Flash and more. Locke shows hour our basic instinct to observe, record and connect has formed the basis for all human invention and progress.
Die 3. Auflage von Blandy?s Urology ist auf dem besten Weg, ein Klassiker zu werden. Die neueste Auflage eines der populärsten Fachbücher der Urologie vereint erfolgreich alles Wissenswerte zur allgemeinen Urologie und Chirurgie in der Urologie für die Zielgruppe der Urologen und Chirurgen. Hauptmerkmal ist die einzigartige Art und Weise von Blandy, urologische Erkrankungen und deren Management zu beschreiben: - Klare, direkte und unkomplizierte Beschreibungen von Krankheiten und Störungen mit Hunderten klinischer Fotos. - Eine Fülle exzellenter Schaubilder zu chirurgischen Eingriffen, die die besten Operationstechniken verdeutlichen. - Legt den Nachdruck auf die häufigsten Erkrankungen in der klinischen Praxis. - Jedes Thema ist einem anatomischen Bereich zugeordnet. Ein Fachbuch, das wegen seines direkten Zugangs zu dem Fachgebiet vor allem von Urologen und angehenden Chirurgen geschätzt wird. Eignet sich auch für die Prüfungsvorbereitung und als Auffrischung
WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.
This book illuminates the racialized nature of twenty-first century Western popular culture by exploring how discourses of race circulate in the Fantasy genre. It examines not only major texts in the genre, but also the impact of franchises, industry, editorial and authorial practices, and fan engagements on race and representation. Approaching Fantasy as a significant element of popular culture, it visits the struggles over race, racism, and white privilege that are enacted within creative works across media and the communities which revolve around them. While scholars of Science Fiction have explored the genre’s racialized constructs of possible futures, this book is the first examinatio...
A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program. Visit www.luminosoa.org to learn more. Everyone speaks with an accent, but what is an accent? Thinking with an Accent introduces accent as a powerfully coded yet underexplored mode of perception that includes looking, listening, acting, reading, and thinking. This volume convenes scholars of media, literature, education, law, language, and sound to theorize accent as an object of inquiry, an interdisciplinary method, and an embodied practice. Accent does more than just denote identity: from algorithmic bias and corporate pedagogy to migratory poetics and the politics of comparison, accent mediates global economies of discrimination and desire. Accents happen between bodies and media. They negotiate power and invite attunement. These essays invite the reader to think with an accent—to practice a dialogical and multimodal inquiry that can yield transformative modalities of knowledge, action, and care.
'The Live Creature and Ethereal Things: Physics in Culture' is a collection of essays, images and short texts that present fundamental physics and the physics of the universe as human activities and cultural endeavours. Contributions by artists, curators and physicists examine the role of personality, power and culture in physics and discuss the value of cross-pollination between the practices of contemporary art and physics. These reflections shed light on the people and the material practices of physics: from the vast underground particle physics laboratory at CERN, Geneva, used by half of the world's particle physicists, and deep underground neutrino observatories in the UK, Italy and Ant...
As one of the few Pop artists to work primarily with sculpture for over forty years, Barker's creative engagement forms a particularly important part of the Pop Art story. Today, his art continues to surprise with the immediacy and sense of fun that made it so accessible from the start. This publication is the first comprehensive study about Barker's sculpture. It opens with an essay by Marco Livingstone, whose many publications include a definitive study on Pop Art. Thoroughly researched and lavishly illustrated, this book is essential to anybody with an interest in Pop Art.
Brings together new research that lays out the current state of contagion studies, from the perspective of media studies, monster studies, and the medical humanities. Offers fresh perspectives on contagion studies from disciplines such as the social sciences and the medical humanities, introducing new methods of collaboration and avenues of research, and demonstrating how these disciplines have already been working in parallel for several decades. Covers a wide variety of international media and contexts, including literature, film, television, public policy, and social networks. Includes key, recent case studies (including public health documents and the popular Netflix series Santa Clarita Diet) that have not yet been analysed anywhere else in the field. Bucks the current trend of going back to plague literature and historical plagues in the search for meaning to address current and late-20th century epidemics, diseases, and monsters.
Rust is a new systems programming language that combines the performance and low-level control of C and C++ with memory safety and thread safety. Rust’s modern, flexible types ensure your program is free of null pointer dereferences, double frees, dangling pointers, and similar bugs, all at compile time, without runtime overhead. In multi-threaded code, Rust catches data races at compile time, making concurrency much easier to use. Written by two experienced systems programmers, this book explains how Rust manages to bridge the gap between performance and safety, and how you can take advantage of it. Topics include: How Rust represents values in memory (with diagrams) Complete explanations...
The bestselling genre of Frankenfiction sees classic literature turned into commercial narratives invaded by zombies, vampires, werewolves, and other fantastical monsters. Too engaged with tradition for some and not traditional enough for others, these 'monster mashups' are often criticized as a sign of the artistic and moral degeneration of contemporary culture. These hybrid creations are the 'monsters' of our age, lurking at the limits of responsible consumption and acceptable appropriation. This book explores the boundaries and connections between contemporary remix and related modes, including adaptation, parody, the Gothic, Romanticism, and postmodernism. Taking a multimedia approach, case studies range from novels like Pride and Prejudice and Zombies and The Extraordinary Adventures of the Athena Club series, to television programmes such as Penny Dreadful, to popular visual artworks like Kevin J. Weir's Flux Machine GIFs. Megen de Bruin-Molé uses these monstrous and liminal works to show how the thrill of transgression has been contained within safe and familiar formats, resulting in the mashups that dominate Western popular culture.