A Distant City


Book Description

In a remarkable synthesis of iconography and social history, Chiara Frugoni addresses the changing concept of the city as revealed in visual and literary images throughout medieval Europe. By exploring the sentiments expressed through the image of the city, she traces how notions of civic identity became fused in the consciousness of the people and in the daily flow of their lives. An examination of cities depicted in early medieval illustrations suggests a widespread feeling of insecurity, often conveyed through networks of bare walls marking the boundary between order and chaos. Analyzing chronicles and other historical texts, Frugoni shows that the strong relationship between cities and their bishops led to a consciousness of the city as a meeting place rather than simply a place to live under protection. As the religious and protective roles of the city diminished during the high Middle Ages and early Italian Renaissance, a secular ideology emerged, finding its expression, for example, in the Lorenzetti fresco in Siena, a political manifesto offering a reassuring view of Good Government in the city.




Overnight to Many Distant Cities


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" ... Donald Barthelme's new collection ... takes us from New York to Tokyo to Copenhagen to Barcelona to Paris to the Radiant City of Le Corbusier, balancing twelve of his widely celebrated short stories against an equal number of brief visionary texts, new in his work, that provide a lovely, haunting counterpoint"--From dust jacket.




A Distant Mirror


Book Description

A “marvelous history”* of medieval Europe, from the bubonic plague and the Papal Schism to the Hundred Years’ War, by the Pulitzer Prize–winning author of The Guns of August *Lawrence Wright, author of The End of October, in The Wall Street Journal The fourteenth century reflects two contradictory images: on the one hand, a glittering age of crusades, cathedrals, and chivalry; on the other, a world plunged into chaos and spiritual agony. In this revelatory work, Barbara W. Tuchman examines not only the great rhythms of history but the grain and texture of domestic life: what childhood was like; what marriage meant; how money, taxes, and war dominated the lives of serf, noble, and clergy alike. Granting her subjects their loyalties, treacheries, and guilty passions, Tuchman re-creates the lives of proud cardinals, university scholars, grocers and clerks, saints and mystics, lawyers and mercenaries, and, dominating all, the knight—in all his valor and “furious follies,” a “terrible worm in an iron cocoon.” Praise for A Distant Mirror “Beautifully written, careful and thorough in its scholarship . . . What Ms. Tuchman does superbly is to tell how it was. . . . No one has ever done this better.”—The New York Review of Books “A beautiful, extraordinary book . . . Tuchman at the top of her powers . . . She has done nothing finer.”—The Wall Street Journal “Wise, witty, and wonderful . . . a great book, in a great historical tradition.”—Commentary




The Pamphleteer


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Proceedings


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Hearings


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Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers


Book Description

The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.




EBay Motors the Smart Way


Book Description

In 2002, 300,000 vehicles with a total value of $3 billion were sold - on one Web site. Is it any surprise the site is eBay? For buyers, sellers, dealers, and parts and accessories vendors, there's simply no other marketplace to match the huge selection, broad exposure, and ease of use that are eBay's hallmarks. eBay Motors the Smart Way offers sellers and dealers: * strategies forsetting and getting top price for any vehicle * techniques for creating attention-grabbing auction ads * new ways to add value with superior customer service * valuable tips for using auction management services and other time-saving resources * proven methods for maximizing reputation Also a valuable tool for buyers, the book shows how to: * determine a vehicle's value * how find great deals and bargains * arrange an inspection and run a ""lemon check"" * secure financing for an online vehicle purchase eBay Motors the Smart Way offers valuable information for all readers on how to avoid fraud and scams, how to properly document your transactions, and how to conform to state vehicle laws - even when transacting business over state lines.From Mazeratito MoPed, Acura to Zamboni, if it runs on a motor, it'll take off on eBay!" "







Terra Incognita


Book Description

Terra Incognita provides an autobiographical account of Joseph Abrahams’ 75-year career as a psychoanalyst, with extensive scientific data, life-altering discoveries, and insightful conclusions. Each chapter represents a different stage of Abrahams’ career, from its prescient wartime beginnings to its post-retirement studies and writings. Terra Incognita offers a detailed look at the multi-disciplinary fields of the severe disorders, individual psychoanalysis, therapeutic community, and group work; as well as some of the key players in these fields who served as an inspiration for Abrahams throughout his career.