The Land of Cards


Book Description

Poet, novelist, painter, musician and Nobel Laureate, Rabindranath Tagore was one of modern India's greatest literary figures. This collection brings together some of his best works—poems, short stories and plays in one volume. Be it the wit, magic and lyricism of his poetry or the vividly etched social milieu of his stories, or the sheer power and vibrancy of his plays, Tagore's versatility and unceasing creativity come alive in these writings. The title play 'The Land of Cards' is a satire against the bondage of orthodox rules, while in 'The Post Office', a child suffocated by his confined existence dreams of freedom in the world outside. From a son's cherished desire to protect his mother in the poem 'Hero' to a fruit-seller longing for his daughter faraway in the story 'Kabuliwala', Tagore's works convey his humanism and his deep understanding of human relationships.




The Land of Light


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Cambodia


Book Description

This title was first published in 2001. This text offers a comprehensive view of controversial issues surrounding Cambodia's past, present and possible future development. It brings together a selection of journal articles about the wartorn country to examine critical issues concerning change and continuity in contemporary Cambodian politics. The book covers violence, war and peace, the Constitution, human rights and the pursuit of justice, democratic development and dilemmas, gender and ethnic relations and economic development and problems. These themes should be instructive for scholars, policymakers and interested individuals dealing with what has been termed "triple transition": from armed conflict to the end of violent hostility, from political authoritarianism to liberal democracy and from socialist economic systems to market-driven or capitalist ones. The book shows that the trajectory towards peace, democracy and sustainable development is complex, full of dangers and in need of careful management.




Allegory Revisited


Book Description

Focusing mainly upon language, communication, textuality, etc., as is overwhelmingly today's fashion, we miss the very raison d'être of literature and language itself. Moving a step further in our investigation of the anthropologico-ontopoietic sources of the life-significance of literature by unravelling the function of imaginatio creatrix in man's self interpretation-in-existence, this collection seeks to bring forth the royal role of allegory in the fostering of culture. A conjoint work of human elemental passions and of the human spirit, allegory mediates between lofty ideals of the highest human strivings and the pedestrian realm of facts. Interpretative or theoretical studies encompass allegory -- mediaeval, modern and post-modern -- in various literatures. Among the authors are: Tymieniecka, Kronegger, Jorge Garcia Gomez, V. Osadnik, H. Hellerstein, H. Rudnick, R. Kiefer, V. Fichera, K. Haney, Ch. Raffini, J. Williamson, B. Ross and Sitansu Ray.







ID Cards


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George Washington for Kids


Book Description

George Washington comes alive in this fascinating activity book that introduces the leader to whom citizens turned again and again—to lead them through eight long years of war, to guide them as they wrote a new Constitution, and to act as the new nation's first executive leader. Children will learn how, shortly after his death in 1799, people began transforming George Washington from a man into a myth. But Washington was a complex individual who, like everyone, had hopes and fears, successes and failures. In his early 20s, for instance,Washington's actions helped plunge Great Britain and France into war. He later fought for liberty and independence, yet owned slaves himself (eventually freeing them in his will). This book weaves a rich tapestry of Washington's life, allowing kids to connect with his story in 21 hands-on projects based on his experiences and the times in which he lived. Children will learn how to tie a cravat, write with a quill pen, follow animal tracks, sew a lady's cap, plant a garden, roll a beeswax candle, play a game of Quoits, and make a replica of Washington's commander-in-chief flag. The text includes a time line, glossary, websites, travel resources, and a reading list for further study.




Game Balance


Book Description

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.




The Country Gentleman


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