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In 1945, US intelligence officers in Manila discovered that the Japanese had hidden large quantities of gold bullion and other looted treasure in the Philippines. President Truman decided to recover the gold but to keep its riches secret. These, combined with Japanese treasure recovered during the US occupation, and with recovered Nazi loot, would create a worldwide American political action fund to fight communism. This 'Black Gold' gave Washington virtually limitless, unaccountable funds, providing an asset base to reinforce the treasuries of America's allies, to bribe political and military leaders, and to manipulate elections in foreign countries for more than fifty years.
This title is part of UC Press's Voices Revived program, which commemorates University of California Press’s mission to seek out and cultivate the brightest minds and give them voice, reach, and impact. Drawing on a backlist dating to 1893, Voices Revived makes high-quality, peer-reviewed scholarship accessible once again using print-on-demand technology. This title was originally published in 1987.
This book constitutes the refereed proceedings of the 5th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, held in Vancouver, BC, Canada, in July 2017. The total of 1228 papers presented at the 15 colocated HCII 2017 conferences was carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers addressing the following major topics: designing and evaluating distributed, ambient and pervasive interactions; natural interaction; smart cities; art and cultural heritage in smart environments; smart environments for quality of life; smart environments for learning and creativity; and ambient games and humour.