In 1934, New York’s Museum of Modern Art staged a major exhibition of ball bearings, airplane propellers, pots and pans, cocktail tumblers, petri dishes, protractors, and other machine parts and products. The exhibition, titled Machine Art, explored these ordinary objects as works of modern art, teaching museumgoers about the nature of beauty and value in the era of mass production.
“Community and regional planning involve thinking ahead and formally envisioning the future for ourselves and others,” according to Frederick R. Steiner. “Improved plans can lead to healthier, safer, and more beautiful places to live for us and other species. We can also plan for places that are more just and more profitable. Plans can help us not only to sustain what we value but also to transcend sustainability by creating truly regenerative communities, that is, places with the capacity to restore, renew, and revitalize their own sources of energy and materials.”
In Making Plans, Steiner offers a primer on the planning process through a lively, firsthand account of developing plans for the city of Austin and the University of Texas campus. As dean of the UT School of Architecture, Steiner served on planning committees that addressed the future growth of the city and the university, growth that inevitably overlapped because of UT’s central location in Austin. As he walks readers through the planning processes, Steiner illustrates how large-scale planning requires setting goals and objectives, reading landscapes, determining best uses, designing options, selecting courses for moving forward, taking actions, and adjusting to changes. He also demonstrates that planning is an inherently political, sometimes messy, act, requiring the intelligence and ownership of the affected communities. Both wise and frank, Making Plans is an important philosophical and practical statement on planning by a leader in the field.
Manga from the Floating World is the first full-length study in English of the kibyôshi, a genre of sophisticated pictorial fiction widely read in late-eighteenth-century Japan. By combining analysis of the socioeconomic and historical milieus in which the genre was produced and consumed with three annotated translations of works by major author-artist Santô Kyôden (1761-1816) that closely reproduce the experience of encountering the originals, Adam Kern offers a sustained close reading of the vibrant popular imagination of the mid-Edo period. The kibyôshi, Kern argues, became an influential form of political satire that seemed poised to transform the uniquely Edoesque brand of urban commoner culture into something more, perhaps even a national culture, until the shogunal government intervened.
Based on extensive research using primary sources in their original Edo editions, the volume is copiously illustrated with rare prints from Japanese archival collections. It serves as an introduction not only to the kibyôshi but also to the genre's readers and critics, narratological conventions, modes of visuality, format, and relationship to the modern Japanese comicbook (manga) and to the popular literature and wit of Edo. Filled with graphic puns and caricatures, these entertaining works will appeal to the general reader as well as to the more experienced student of Japanese cultural history.
Manga from the Floating World is the first full-length study in English of the kibyōshi, a genre of woodblock-printed comic book widely read in late-eighteenth-century Japan. By combining analysis of the socioeconomic and historical milieus in which the genre was produced and consumed with three annotated translations of works by major author-artist Santō Kyōden (1761–1816) that closely reproduce the experience of encountering the originals, Adam Kern offers a sustained close reading of the vibrant popular imagination of the mid-Edo period. The kibyōshi, Kern argues, became an influential form of political satire that seemed poised to transform the uniquely Edoesque brand of urban commoner culture into something more, perhaps even a national culture, until the shogunal government intervened.
Based on extensive research using primary sources in their original Edo editions, the volume is copiously illustrated with rare prints from Japanese archival collections. It serves as an introduction not only to the kibyōshi but also to the genre’s readers and critics, narratological conventions, modes of visuality, format, and relationship to the modern Japanese manga and to the popular literature and wit of Edo. Filled with graphic puns and caricatures, these entertaining works will appeal to the general reader as well as to the more experienced student of Japanese cultural history—and anyone interested in the global history of comics, graphic novels, and manga.
Conventional fishery management practices have failed to prevent the collapse of numerous fish stocks around the world. Amid growing concern about our ability to protect marine biodiversity and ecosystem integrity, scientists and managers alike are seeking alternative management tools. One of the most promising of those is no-take marine reserves -- areas of the sea where all consumptive use of natural resources is prohibited.
Marine Reserves is the first guidebook on no-take marine reserves, providing a synthesis of information on the underlying science, as well as design and implementation issues. The book, by Jack Sobel and Craig Dahlgren, describes the need for marine reserves and their potential benefits, examines how reserves can be designed to achieve specific objectives, and considers gaps in our knowledge and the research needed to address those gaps. Chapters examine: marine biological and geophysical issues relevant to reserve design; potential economic and biological benefits of marine reserves, and the likelihood of achieving them; influence of social and economic factors on reserve design and implementation; lessons learned from past efforts to establish marine reserves.
Also included are three case studies from California, Belize, and the Bahamas, as well as a review of experiences globally across a broad range of geographical locations, socioeconomic conditions, and marine environments. Case studies provide background on the history of marine reserves in each location, the process by which reserves were created, and the effect of the reserves on marine populations and communities as well as on human communities.
Marine Reserves represents an invaluable guide for fishery managers and marine protected area managers in creating and implementing effective marine reserves, and an accessible reference for environmentalists and others concerned with the conservation of marine resources. It will also be useful in undergraduate and graduate courses in marine ecology, fisheries, marine policy, and related fields.
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.
Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.
One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
2020 Second Place, Best Nonfiction Multi Author, International Latino Book Awards
Collecting the perspectives of scholars who reflect on their own relationships to particular garments, analyze the politics of dress, and examine the role of consumerism and entrepreneurialism in the production of creating and selling a style, meXicana Fashions examines and searches for meaning in these visible, performative aspects of identity.
Focusing primarily on Chicanas but also considering trends connected to other Latin American communities, the authors highlight specific constituencies that are defined by region (“Tejana style,” “L.A. style”), age group (“homie,” “chola”), and social class (marked by haute couture labels such as Carolina Herrera and Oscar de la Renta). The essays acknowledge the complex layers of these styles, which are not mutually exclusive but instead reflect a range of intersections in occupation, origin, personality, sexuality, and fads. Other elements include urban indigenous fashion shows, the shifting quinceañera market, “walking altars” on the Days of the Dead, plus-size clothing, huipiles in the workplace, and dressing in drag. Together, these chapters illuminate the full array of messages woven into a vibrant social fabric.
Does your online instruction program sometimes feel like a constant scramble to keep pace with requests and deadlines? Modular design is the answer. Approaching projects, whether large and small, with an eye towards future uses will put you on the path to accomplishing broader, organizational goals. And by intentionally building documentation and structure into your process, you will create content that can easily be scaled, modified, adapted, and transformed to meet different learner needs. Hess, experienced in online instruction in both K-12 and academic libraries, shows you how, using project examples of various sizes to illustrate each chapter’s concepts. Her resource guides you through such topics as
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