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Undoubtedly this symposium will prove to be an important landmark in the development of our understanding of the psychopathology of human adaptation in general, as well as of the general adaptation syndrome and stress in particular. It was organized to give an opportunity to an international group of experts on adaptation and stress research to present summaries of their research that could then later be exhaustively analyzed. The carefully structured program brings out three major aspects of adapta tion to stress in experimental animals and man. The first section deals with the neurophysiology of stress responses, placing major emphasis upon the neuroanatomical and neurochemical aspects inv...
This book explores the relationships between popular music, technology, and the changing media ecosystem. More precisely, it looks at infrastructures and practices of music making and consuming primarily in the post-Napster era of digitization – with some chapters looking back on the technological precursors to digital culture – marked by the emergence of digital tools and platforms such as YouTube or Spotify. The first section provides a critical overview of theories addressing popular music and digital technology, while the second section offers an analysis of the relationship between musical cultures, taste, constructions of authenticity, and technology. The third section offers case studies on the materialities of music consumption from outside the western core of popular music production. The final section reflects on music scenes and the uses and discourses of social media.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
This book addresses the control of electronic properties of carbon nanotubes. It presents thermodynamic calculations of the formation of impurities and defects in the interaction of nanotubes with hydrogen, oxygen, nitrogen and boron, based on theoretical models of the formation of defects in carbon nanotubes. It is shown that doping and adsorption lead to changes in the electronic structure of the tubes as well as to the appearance of impurity states in the HOMO-LUMO gap. The book presents examples of specific calculations for doping of carbon nanotubes with oxygen, hydrogen, nitrogen and boron, together with numerous experimental results and a comparison with the author’s thermodynamic c...
From bestselling author of Fermat's Last Theorem, a must-have for number lovers and Simpsons fans
A novel with nineteen authors. In this collaborative novel of international science fiction, Frederik Pohl and Elizabeth Anne Hull have compiled nineteen facets of a single dilemma, the fantastic situation of human beings and aliens coexisting in one body. Each story's plot is organized around this single theme, but the voices that color each telling come from all corners of the world.
DIVA collection of interviews with Fredric Jameson over a 20 year period./div
This book focuses on video game translation from the perspective of cognitive semantics. It presents how the translators' knowledge of cognitive semantics can affect translation. The work is interdisciplinary and aspires to complete gaps in the research on video games. It analyzes almost 3000 standard pages of texts found in eight different games.
Advertising, materialism and consumption are central aspects of contemporary Western culture. We are bombarded with idealised images of the perfect body, desirable consumer goods, and affluent lifestyles, yet psychology is only just beginning to take account of the profound influence these consumer culture ideals have on individuals’ sense of identity and worth. Consumer Culture, Identity, and Well-Being documents the negative psychological impact consumer culture can have on how individuals view themselves and on their emotional welfare. It looks at the social psychological dimensions of having, buying and wanting material goods, as well as the pursuit of media-hyped appearance ideals. In...
The Routledge Handbook of Modern Japanese Literature provides a comprehensive overview of how we study Japanese literature today. Rather than taking a purely chronological approach to the content, the chapters survey the state of the field through a number of pressing issues and themes, examining the ways in which it is possible to read modern Japanese literature and situate it in relation to critical theory. The Handbook examines various modes of literary production (such as fiction, poetry, and critical essays) as distinct forms of expression that nonetheless are closely interrelated. Attention is drawn to the idea of the bunjin as a ‘person of letters’ and a more realistic assessment ...