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An unrivaled visual guide to the cityscapes and buildings of the most celebrated and influential anime movies. Anime has been influencing cinema, literature, comic books, and video games around the world for decades. Part of what makes anime so popular are the memorable and breathtakingly detailed worlds designed by the creators, from futuristic cities of steel to romantic rural locales. Anime Architecture presents the fantastic environments created by the most important and revered directors and illustrators of Japanese animated films, such as Hideaki Anno, Koji Morimoto, and Mamoru Oshii. Unprecedented access to vast studio archives of original background paintings, storyboards, drafts, and film excerpts offers readers a privileged view into the earliest stages of conception, development, and finished versions of iconic scenes from critically acclaimed movies such as Akira, Ghost in the Shell, Metropolis, and more. Revealing the secret creative processes of these major anime studios, Anime Architecture is perfect for anyone touched by the beauty and imagination of classic anime, offering inspiration for artists, illustrators, architects, designers, video game makers, and dreamers.
Tabletop Role-Playing Games and the Experience of Imagined Worlds by Nicholas J. Mizer Pdf
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Imagined Worlds and Classroom Realities by Steve Shann Pdf
"Stories matter. Stories speak about complex aspects of our lives that intuitively we know are important but for which the language of rational discourse is often inadequate. Stories draw on archetypal structures and evocative language in ways that create affect: they penetrate, provoke, and disturb. This is a book of nine stories about teachers and students. A young woman sits in her first teacher-education lecture and wonders what kind of a tribe she is joining. A preservice teacher clashes with his mentor teacher on a practicum. A teacher and students inhabit an online space with unpredictable consequences. Sally discovers the Universarium. Joseph writes a story that undoes his therapist. Sylvia struggles to free herself from an oppressive discourse about the nature of teaching. Two siblings support and console each other through their complex inductions into classroom lifeworlds. A secondary student goes missing and police, the media and his teachers wonder why. A teacher-education academic wrestles with elusive ideas in order to prepare a lecture that he hopes will make a more-than-passing impact. There is no other book like Imagined Worlds and Classroom Realities. It not only tells nine gripping stories, but also positions these stories as part of a growing scholarship about story-telling. It includes, as well, practical ways of using the stories in teacher education and professional development. Steve Shann is a teacher and writer with over forty years experience in primary, secondary and tertiary classrooms. "
Imagined Worlds and Constructed Differences in the Hebrew Bible by Jeremiah W. Cataldo Pdf
The purpose of this volume is twofold: to introduce readers to the study of cultural memory and identity in relation to the Hebrew Bible, and to set up strategies for connecting studies of the historical contexts and literature of the Bible to parallel issues in the present day. The volume questions how we can better understand the divide between insider and outsider and the powerful impact of prejudice as a basis for preserving differences between "us" and "them"? In turn the contributors question how such frameworks shape a community's self-perception, its economics and politics. Guided by the general framework of Anderson's theory of nationalism and the outsider, such issues are explored in related ways throughout each of the contributions. Each contribution focuses on social, economic, or political issues that have significantly shaped or influenced dominant elements of cultural memory and the construction of identity in the biblical texts. Together the contributions present a larger proposal: the broad contours of memory and identity in the Bible are the products of a collective desire to reshape the social-political world.
Cultural Production in Virtual and Imagined Worlds by Tracey Bowen,Mary-Lou Nemanic Pdf
Cultural Production in Virtual and Imagined Worlds foregrounds how the two important fields of visual culture and Internet culture interact. This collection of essays explores the intersections, overlaps and disparities in terms of how the two discourses illuminate our everyday negotiations as we become increasingly dependent on the Internet and virtual/visual imaginings for constructing who we are. What is being examined here are the ways in which we use visual/virtual lenses to see the world both individually and collectively. This book represents a transnational effort that began as a series of conversations during the Mid Atlantic Popular/American Culture conferences from 2005–2009. The editors, a Canadian and an American, have included contributors across national and geographic contexts. Cultural Production is aimed at raising questions, crossing borders and presenting points of departure for future scholarship in the relatively new and very rapidly changing disciplines of visual and virtual cultures. Our critical approach to this study includes viewing Internet images as contested sites of cultural activity and also as sites that advance ideologies related to cultural transformation.
Now in paperback, a bewitching collection of stories and novellas that are “suspenseful, thought-provoking, mystical, and haunting” (Publishers Weekly) Ranging from the seventeenth century to the present, and crossing multiple continents, Counternarratives draws upon memoirs, newspaper accounts, detective stories, and interrogation transcripts to create new and strange perspectives on our past and present. “An Outtake” chronicles an escaped slave’s take on liberty and the American Revolution; “The Strange History of Our Lady of the Sorrows” presents a bizarre series of events that unfold in Haiti and a nineteenth-century Kentucky convent; “The Aeronauts” soars between bustling Philadelphia, still-rustic Washington, and the theater of the U. S. Civil War; “Rivers” portrays a free Jim meeting up decades later with his former raftmate Huckleberry Finn; and in “Acrobatique,” the subject of a famous Edgar Degas painting talks back.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Inventing Imaginary Worlds by Michele Root-Bernstein Pdf
How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com
The Routledge Companion to Imaginary Worlds by Mark J.P. Wolf Pdf
This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More’s classic Utopia, and J. R. R. Tolkien’s Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.
What are the imagined communities that compel men to kill or to die for an idea of a nation? This notion of nationhood had its origins in the founding of the Americas, but was then adopted and transformed by populist movements in nineteenth-century Europe. It became the rallying cry for anti-Imperialism as well as the abiding explanation for colonialism. In this scintillating, groundbreaking work of intellectual history Anderson explores how ideas are formed and reformulated at every level, from high politics to popular culture, and the way that they can make people do extraordinary things. In the twenty-first century, these debates on the nature of the nation state are even more urgent. As new nations rise, vying for influence, and old empires decline, we must understand who we are as a community in the face of history, and change.