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A celebration of more than a decade of collecting by the Metropolitan Museum's Department of Arms and Armour since the reinstallation of its permanent galleries in 1991. Fifty-eight of the most important recent acquisitions are featured in this volume.
Twenty-one years after Hildy and Jay were finally united in love and marriage, they are celebrating their anniversary. They have one daughter to show for it: Cammie, a charismatic actress, singer, and dancer. Cammie takes a break from a big show in France to attend their anniversary party; when she arrives, she has big news: she's getting married to a handsome, charming Frenchman by the name of Count Francois Dubonnet II. The whole family flies to France for the joyous wedding, but they can't shake their suspicions. Something is wrong with the count, but Cammie won't hear of it. There's no evidence to prove he's up to anything. Perhaps their suspicions are unfounded—and perhaps they're not...
In this third book of the Stuart Trilogy, the story of the family of Lord Jay and Lady Hilary Stuart rushes to a new level of intrigue. As the daughter of Count and Countess Francois and Cameron Dubonnet and granddaughter of Lord Jay and Lady Hilary, the world has high expectation for Courtney Stuart Dubonnet. She's just put herself on the stage as the author of a new musical that is charming Broadway audiences. But the joy delivered by rave reviews is tainted by another story in the morning paper: two murderers have just been released from prison. And now, they're after revenge. There's a disturbing link between the playwright and the killers—and as a result, Courtney's world is about to ...
The International Gesture Workshops (GW) are interdisciplinary events for those researching gesture-based communication across the disciplines. The focus of these events is a shared interest in understanding gestures and sign language in their many facets, and using them for advancing human–machine interaction. Since 1996, International Gesture Workshops have been held roughly every second year, with fully reviewed proceedings published by Springer. The International Gesture Workshop GW 2009 was hosted by Bielefeld University’s Center for Interdisciplinary Research (ZiF – Zentrum für interdisziplinäre Forschung) during February 25–27, 2009. Like its predecessors, GW 2009 aimed to p...
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Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.
Knowledge work is now the reigning business paradigm and affects even the world of higher education. But what perspective can the knowledge of the humanities and arts contribute to a world of knowledge work whose primary mission is business? And what is the role of information technology as both the servant of the knowledge economy and the medium of a new technological cool? In The Laws of Cool, Alan Liu reflects on these questions as he considers the emergence of new information technologies and their profound influence on the forms and practices of knowledge.
The mobile app as technique and imaginary tool, offering a shortcut to instantaneous connection and entertainment. Mobile apps promise to deliver (h)appiness to our devices at the touch of a finger or two. Apps offer gratifyingly immediate access to connection and entertainment. The array of apps downloadable from the app store may come from the cloud, but they attach themselves firmly to our individual movement from location to location on earth. In The Imaginary App, writers, theorists, and artists—including Stephen Wolfram (in conversation with Paul Miller) and Lev Manovich—explore the cultural and technological shifts that have accompanied the emergence of the mobile app. These contr...
Scholars from science, art, and humanities explore the meaning of our new image worlds and offer new strategies for visual analysis. We are surrounded by images as never before: on Flickr, Facebook, and YouTube; on thousands of television channels; in digital games and virtual worlds; in media art and science. Without new efforts to visualize complex ideas, structures, and systems, today's information explosion would be unmanageable. The digital image represents endless options for manipulation; images seem capable of changing interactively or even autonomously. This volume offers systematic and interdisciplinary reflections on these new image worlds and new analytical approaches to the visu...
A practical guide on how one professor employs the transformative changes of digital media in the research, writing, and teaching of history