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Vertical will make you look at the world around you anew: this is a revolution in understanding your place in the world. Today we live in a world that can no longer be read as a two-dimensional map, but must now be understood as a series of vertical strata that reach from the satellites that encircle our planet to the tunnels deep within the ground. In Vertical, Stephen Graham rewrites the city at every level: how the geography of inequality, politics, and identity is determined in terms of above and below. Starting at the edge of earth's atmosphere and, in a series of riveting studies, descending through each layer, Graham explores the world of drones, the city from the viewpoint of an aerial bomber, the design of sidewalks and the hidden depths of underground bunkers.
Was it a non-stop psychedelic party or was there more to pirate radio in the sixties than hedonism and hip radicalism? From Kenny Everett's sacking to John Peel's legendary `Perfumed Garden' show, to the influence of the multi-national ad agencies, and the eventual assimilationof aspects of unofficial pop radio into Radio One, Selling the Sixties examines the boom of private broadcasting in Britain. Using two contrasting models of pop piracy, Radios Caroline and London, Robert Chapman sets pirate radio in its social and cultural context. In doing so he challenges the myths surrounding its maverick `Kings Road' image, separating populist consumerism from the economic and political machinations which were the flipside of the pirate phenomenon. Selling the Sixties includes previously unseen evidence from the pirates' archives, revealing interviews and an unrivalled selection of rare audio materials.
Gorgeous War argues that the Nazis used the swastika as part of a visually sophisticated propaganda program that was not only modernist but also the forerunner of contemporary brand identity. When the United States military tried to answer Nazi displays of graphic power, it failed. In the end the best graphic response to the Nazis was produced by the Walt Disney Company. Using numerous examples of US and Nazi military heraldry, Gorgeous War compares the way the American and German militaries developed their graphic and textile design in the interwar period. The book shows how social and cultural design movements like modernism altered and were altered by both militaries. It also explores how...
The Ontario conference drew workers from theoretical, applied, and algorithm finite field theory to share their recent findings applying finite fields to such areas as number theory, algebra, and algebraic geometry. The 21 topics include actions of linearized polynomials on the algebraic closure of a finite field, kernels and defaults, computing zeta functions over finite fields, and the state complexity of some long codes. No index. Member prices are $39 for institutions and $29 for individuals. Annotation copyrighted by Book News, Inc., Portland, OR
A jogger is running near the perimeter of the African Lion Safari theme park in southern Ontario when he stumbles across a near- mummified skeleton in a field. The skeletal remains are studied at the Hamilton morgue by a forensic pathologist, a forensic anthropologist, and a forensic entomologist (known as “the bug lady”). The victim is female, non-Caucasian. But who is she? Enter Hamilton homicide investigator Paul Lahaie and his team. During the investigation, a forensic detective hits upon the secret to cracking the identity of the dead woman. The hardened skin on the fingertips is rehydrated, rolled for prints. And a match is found: Yvette Budram, a woman from Guyana who emigrated to...
Literature, Amusement and Technology examines the exchange between literature and recreational practices in 1930s America. William Solomon argues that autobiographical writers like Edward Dahlberg and Henry Miller took aesthetic inspiration from urban manifestations of the carnival spirit: Coney Island amusement parks, burlesque, vaudeville, and the dime museum display of human oddities. More broadly, he demonstrates that the literary projects of the period pivoted around images of grotesquely disfigured bodies which appeared as part of this recreational culture.
Cities are the new battleground of our increasingly urban world. From the slums of the global South to the wealthy financial centers of the West, Cities Under Siege traces the spread of political violence through the sites, spaces, infrastructure and symbols of the world’s rapidly expanding metropolitan areas. Drawing on a wealth of original research, Stephen Graham shows how Western militaries and security forces now perceive all urban terrain as a conflict zone inhabited by lurking shadow enemies. Urban inhabitants have become targets that need to be continually tracked, scanned and controlled. Graham examines the transformation of Western armies into high-tech urban counter-insurgency f...
In the late 2000s, television no longer referred to an object to be watched; it had transformed into content to be streamed, downloaded, and shared. Tens of millions of viewers have “cut the cord,” abandoned cable television, tuned into online services like Netflix, Hulu, and YouTube, and also watch pirated movies and programmes at an unprecedented rate. The idea that the Internet will devastate the television and film industry in the same way that it gutted the music industry no longer seems farfetched. The television industry, however, remains driven by outmoded market-based business models that ignore audience behaviour and preferences. In Post-TV, Michael Strangelove explores the vie...
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Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.