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The performance of heritage takes place in prestigious institutions such as museums and archives, in officially sanctioned spaces such as jubilees and public monuments, but also in more mundane, ephemeral and banal cultural practices, such as naming of phenomena, viewing exhibitions or walking in the countryside. This volume examines the performance of Nordic heritage and the shaping of the very idea of Norden in diverse contexts in North America, the Baltic and the Nordic countries and examines the importance of these places as sites for creating and preserving cultural heritage. Offering rich perspectives on a part of Europe which has not been the centre of discussion in the Anglophone world, this volume will be of value to a wide readership, including cultural historians, museum practitioners, policy-makers and scholars of heritage, ethnology and folkloristics.
The first English-language overview of the contributions to Renaissance architectural culture of northern Italian architect Vincenzo Scamozzi (1548-1616), this book introduces Anglophone architects and historians to a little-known figure from a period that is recognized as one of the most productive and influential in the Western architectural tradition. Ann Marie Borys presents Vincenzo Scamozzi as a traveler and an observer, the first Western architect to respond to the changing shape of the world in the Age of Discovery. Pointing out his familiarity with the expansion of knowledge in both natural history and geography, she highlights that his truly unique contribution was to make geography and cartography central to the knowledge of the architect. In so doing, she argues that he articulated the first fully realized theory of place. Showing how geographic thinking influences his output, Borys demonstrates that although Scamozzi's work was conceived within an established tradition, it was also influenced by major cultural changes occurring in the late 16th century.
Situated opposite the mouth of the Orinoco River, western Trinidad has long been considered an entrepôt to mainland South America. Trinidad’s geographic position—seen as strategic by various imperial governments—led to many heterogeneous peoples from across the region and globe settling or being relocated there. The calm waters around the Gulf of Paria on the western fringes of Trinidad induced settlers to construct a harbour, Port of Spain, around which the modern capital has been formed. From its colonial roots into the postcolonial era, western Trinidad therefore has played an especial part in the shaping of the island’s literature. Viewed from one perspective, western Trinidad m...
The Themed Space: Locating Culture, Nation and Self is the first edited collection focused on the subject of the themed space. Twelve authors address a range of themed spaces, including restaurants, casinos, theme parks and other spaces like airports and virtual reality ones. The text is organized into four sections-theming as authenticity, theming as nation, theming as person and theming as mind.
Coming to prominence during the rubber fever of the late-nineteenth and early-twentieth centuries, the Putumayo has long been a site of political turmoil, a place of mass immigration, exile, subjugation, insurgency, and violence, all of which have fostered a long, international literary history. Colombia's Forgotten Frontier maps a literary map of this history for the first time. Lesley Wylie looks at works by writers from Latin America, the United States, and Europe— including works by Roger Casement, José Eustasio Rivera, and Williams Burroughs—in order to examine Colombia's literary legacy of marginality and conflict.
Exploration, intertwined with home-seeking, has always defined America. Corbin argues that films about significant cultural landscapes in America evoke a sense of travel for their viewers. These virtual travel experiences from the mid-1970s through the 1990s built a societal map of "popular multiculturalism" through a movie-going experience.
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
Privatization and social change in the Copperbelt region of Zambia
Since the 1980s, the theme park industry has developed into a global phenomenon, with everything from large, worldwide theme parks to countless smaller ventures. From the first pleasure gardens to the global theme park companies, this book provides an understanding of the nature and function of theme parks as spaces of entertainment. Illustrated throughout by worldwide case studies, empirical data and practical examples, the book portrays the impacts of theme park as global competitive actors, agents of global development and cultural symbols, particularly in the context of their role in the developing experience economy. In conclusion, this book is a practical guide to the planning and development of theme parks.
Dialectics of Space and Place across Virtual and Corporeal Topographies explores the inter- and multi-disciplinary subjects of space and place in two parts. Part 1 Virtual topographies of Space and Place is concerned with themes related to immaterial places, and Part II Corporeal Topographies of Space and Place explores narratives of real and imagined experiences of places. This volume, underpinned by an array of philosophical positions provides a foundation for new and critical dialogues on space and place.