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The book comprises biographical notes, of about 1000 words each, with a portrait photo, of 90 influential figures of the famous prewar Viennese school of neuropsychiatry, appearing together for the first time in a single volume. The entries focus on the academic lives and scientific contributions of pioneers in the neurological sciences viewed from a modern perspective. These updated profiles are based on substantial new research. The book includes a wide range of people, some famous Nobel laureates, and others less well known, from the era when Vienna was the epicenter of brain research. Despite the tragic circumstances of two World Wars, these pioneers remained resilient, willing to help o...
This is the second of three volumes devoted to the poll taxes of 1377, 1379, and 1381, covering the counties of Lincolnshire to Westmorland, in which the editor has established the definitive version of the surviving documents of all three poll taxes.
How do artificial neural networks and other forms of artificial intelligence interfere with methods and practices in the sciences? Which interdisciplinary epistemological challenges arise when we think about the use of AI beyond its dependency on big data? Not only the natural sciences, but also the social sciences and the humanities seem to be increasingly affected by current approaches of subsymbolic AI, which master problems of quality (fuzziness, uncertainty) in a hitherto unknown way. But what are the conditions, implications, and effects of these (potential) epistemic transformations and how must research on AI be configured to address them adequately?
Social Support and Health in the Digital Age discusses how theinformation age has revolutionized nearly every facet of human communication—from the ways in which people purchase products to how they meet and fall in love. These exciting new communication technologies can both unite and divide us. People who are separated by great distances can now communicate with each other in real time, whereas parents often find themselves competing with smartphones and tablets for their children’s attention. This book explores the many ways that digital communication media, such as online forums, social networking sites, and mobile applications, enhance and constrain social support in health-related contexts. We already know a great deal about how the Internet has altered how people search for health information, but less about how people seek and receive social support in this new age of information, which is critical for maintaining our physical, mental, and emotional wellbeing.
Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone consider...
In The Reception of Greek Lyric Poetry in the Ancient World: Transmission, Canonization and Paratext, a team of international scholars consider the afterlife of early Greek lyric poetry (iambic, elegiac, and melic) up to the 12th century CE, from a variety of intersecting perspectives: reperformance, textualization, the direct and indirect tradition, anthologies, poets’ Lives, and the disquisitions of philosophers and scholars. Particular attention is given to the poets Tyrtaeus, Solon, Theognis, Sappho, Alcaeus, Stesichorus, Pindar, and Timotheus. Consideration is given to their reception in authors such as Aristophanes, Herodotus, Plato, Plutarch, Athenaeus, Aelius Aristides, Catullus, Horace, Virgil, Ovid, and Statius, as well as their discussion by Peripatetic scholars, the Hellenistic scholia to Pindar, Horace’s commentator Porphyrio, and Eustathius on Pindar.
In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.
The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book fo...
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.