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This is a methodical study of the material and mental limits and possibilities of transferring information and media traits among dissimilar media. Elleström proposes a model for pinpointing the most vital conceptual entities and stages in intermedial transfers involving different media types such as speech, writing, music, films, and websites.
In 2003, a fascinating handwritten manuscript about Dutch gnomes was discovered in the mysterious Richel-Eldermans collection that had recently been donated to the British Museum of Witchcraft and Magic. This book presents an annotated translation of this intriguing work, with comments on the provenance of the manuscript and studies of the places described within it. Focusing on the origins of gnomes, their way of life, and their astonishing cultural expressions, this first book of the series opens a doorway into traditional beliefs and magical experiences that will forever transform your understanding of the world of the gnomes.
The digital communication technologies that emerged at the turn of the century have profoundly disrupted long-practiced norms of nearly every media industry. In particular, internet distribution has fundamentally changed the foundation of the media industry to enable the emergence of new sectors while posing a challenge for others. Media Industries in the Digital Age reframes our understanding of media businesses in the light of these substantial changes. To develop an integrated understanding of media industries today, the book foregrounds the different funding sources that are now common. It begins by mapping the foundations and developments of media industry operation, and exploring all f...
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‘As creative as it is absurd, Game of Gnomes is a wonderfully funny, fantasy adventure for adults.' Life for a gnome isn't easy. Every hurdle in a gnome’s life is just a little bit too big. After years apart, the three gnomes, Gassy, Borty, and Turdlet, plan to scale the tallest challenge a thief can face: The Crimicompetition. As they fight for the clout, against MagInc—a corporation of unimaginable influence—the gnomes are about to discover how small honour amongst thieves can get. And so begins the Game of Gnomes.
To avoid discovery by Humans, Gnomes live in hidden in underground Lodges. One such Lodge is struck by a toxic waste tragedy, caused by ignorant Humans. The sole survivor, Dilric, faces a long and dangerous journey to find another Lodge. While trying to come to terms with the loss of his friends, wife and daughter, he faces many dangers. Suffering from chemical burns, fatigue and inconsolable anguish Dilric is attacked and seriously wounded. From the depths of despair, he is hauled back on his feet by duty. He feels it is his duty to his lost friends and family to carry on. He also feels an ever-increasing desire to avenge their senseless deaths. His often-misguided intentions lead him into surprising situations... Will Dilric ever forgive Humans for the destruction of his home and kin? And, will he ever find comfort in a female companion again? Join him on his quest to find out about that and other intriguing aspects of Gnomic life, technology and magic. The appendix provides comprehensive details about Gnome folklore.
Collecting together a group of talented writers, Museum, Media, Message considers, in depth, the most up-to-date approaches to museum communication including: museums as media; museums and audience; and the evaluation of museums. Addressing the need for museums to develop better knowledge of visitor experience, this volume introduces a broad range of issues, and presents the ultimate how, why and who of museum communication. Museum, Media, Message combines philosophical discussion, practical examples and case studies and examines museum communication in three sections: analyzing how museums and galleries construct and transmit complex systems of value through processes of collection and exhibition raising philosophical and management issues and exploration of work with specific audiences introducing methods for studying the audiences’ experiences of communication events in museums. Perfect for people who want to develop a more critical and informed professional museum practice, and for students looking to enhance their skills of analysis and reflection, this book is of value to anyone interested in the current debates and issues of this new and growing field.
Sometimes being a boat is full of adventures and it's nothing but smooth sailing on the high seas, but sometimes arguing passengers can take you off course. When you run aground, will their teamwork give you the strength to make it through? Offbeat and imaginative, James Kwan gives us a glimpse of what it’s like to not only be a boat, but what it is to be human in both gentle and rough waters. Perfect for life’s transitions, this book tackles taking on change and indecision with grace, humor, and heart. It’s a reassuring reminder to stay the course through all kinds of stormy weather. Ahoy, ahoy!
Do you believe in magic? Lexi and her friends do! And when they meet the Star Animals, a whole world of magical adventures unfolds in this new chapter book from the Star Friends series featuring black and white illustrations throughout. Lexi and her star animal, a squirrel named Juniper, must use their special powers to stop the forces of dark magic. The Star Friends fear that more dark magic is brewing. And now the friends themselves are arguing! Will their Star Animals be able to convince them to work together again? In the Star Friends chapter book series, Mia and her friends Lexi, Sita, and Violet all discover that they are Star Friends -- they can communicate with the animals that have traveled from the Star World. The animals show the girls how to use their unique magic abilities to do good. A whole world of magical adventures awaits!
Sasspants, PI(G), the world's fluffiest detective, is back on the case?or she will be, if her sidekick Hamisher can convince her there's really a mystery afoot. Hamisher has made up so many stories, Sasspants doesn't believe him. But one by one the mice in Mr. Venezi's pet shop are going missing, and all the spooky clues point to...a ghost! Once our shaggy Sherlocks start digging for answers, they will stop at nothing to ferret out the truth!