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United States. National Aeronautics and Space Administration
Author : United States. National Aeronautics and Space Administration Publisher : Unknown Page : 150 pages File Size : 41,6 Mb Release : 2002 Category : Aeronautics ISBN : OSU:32435071073720
Tracing developments in toy making and marketing across the evolving landscape of the 20th century, this encyclopedia is a comprehensive reference guide to America's most popular playthings and the culture to which they belong. From the origins of favorite playthings to their associations with events and activities, the study of a nation's toys reveals the hopes, goals, values, and priorities of its people. Toys have influenced the science, art, and religion of the United States, and have contributed to the development of business, politics, and medicine. Toys and American Culture: An Encyclopedia documents America's shifting cultural values as they are embedded within and transmitted by the nation's favorite playthings. Alphabetically arranged entries trace developments in toy making and toy marketing across the evolving landscape of 20th-century America. In addition to discussing the history of America's most influential toys, the book contains specific entries on the individuals, organizations, companies, and publications that gave shape to America's culture of play from 1900 to 2000. Toys from the two decades that frame the 20th century are also included, as bridges to the fascinating past—and the inspiring future—of American toys.
Classic Toys of the 1960s and 1970s by Arthur Ward Pdf
By the early 1960s such famous toy brands as Airfix, Dinky, Corgi, FROG, Matchbox, Tri-ang, Meccano, Hornby and Scalextric had secured a firm hold on the imagination of children and hobbyists throughout the world. With over 400 colour photographs taken by the author, this is a reference work for the collector.
Limiting Outer Space by Alexander C.T. Geppert Pdf
Limiting Outer Space propels the historicization of outer space by focusing on the Post-Apollo period. After the moon landings, disillusionment set in. Outer space, no longer considered the inevitable destination of human expansion, lost much of its popular appeal, cultural significance and political urgency. With the rapid waning of the worldwide Apollo frenzy, the optimism of the Space Age gave way to an era of space fatigue and planetized limits. Bringing together the history of European astroculture and American-Soviet spaceflight with scholarship on the 1970s, this cutting-edge volume examines the reconfiguration of space imaginaries from a multiplicity of disciplinary perspectives. Rather than invoking oft-repeated narratives of Cold War rivalry and an escalating Space Race, Limiting Outer Space breaks new ground by exploring a hitherto underrated and understudied decade, the Post-Apollo period.
Nostalgia isn't what it used to be. For many of us, modern memory is shaped less by a longing for the social customs and practices of the past or for family heirlooms handed down over generations and more by childhood encounters with ephemeral commercial goods and fleeting media moments in our age of fast capitalism. This phenomenon has given rise to communities of nostalgia whose members remain loyal to the toys, television, and music of their youth. They return to the theme parks and pastimes of their upbringing, hoping to reclaim that feeling of childhood wonder or teenage freedom. Consumed nostalgia took definite shape in the 1970s, spurred by an increase in the turnover of consumer goods, the commercialization of childhood, and the skillful marketing of nostalgia. Gary Cross immerses readers in this fascinating and often delightful history, unpacking the cultural dynamics that turn pop tunes into oldies and childhood toys into valuable commodities. He compares the limited appeal of heritage sites such as Colonial Williamsburg to the perpetually attractive power of a Disney theme park and reveals how consumed nostalgia shapes how we cope with accelerating change. Today nostalgia can be owned, collected, and easily accessed, making it less elusive and often more fun than in the past, but its commercialization has sometimes limited memory and complicated the positive goals of recollection. By unmasking the fascinating, idiosyncratic character of modern nostalgia, Cross helps us better understand the rituals of recall in an age of fast capitalism.
Welcome to Toyland! Whether it's a rare three-wheeled motorcycle that sold for $23,000 or an unopened LEGO set of the Millennium Falcon that can go for as much as $4,500, toy-box treasures are out there waiting to be found. Discover for yourself what veteran collectors know with this hands-on, how-to guide to picking toys, the No. 1 collecting category. Learn what seasoned collectors look for and what they value in this easy-to-follow and indispensable pocket guide. You'll uncover: • The best toys to hunt for, including action figures, LEGO sets, model trains, space toys, teddy bears, tin toys, vehicles, oddities, and more • Practical strategies from top buyers and sellers • Where to find hidden treasures • How to flip toys for profit and fun • Common fakes and reproductions Whether for pleasure or profit, the Picker's Pocket Guide is a real find.
Author : Charles J. Jordan,House of Collectibles Publisher : House of Collectibles Page : 444 pages File Size : 51,7 Mb Release : 1987 Category : Americana ISBN : 0876375484
The Official Price Guide to Collectibles of the 50's and 60's by Charles J. Jordan,House of Collectibles Pdf
Lists the current value of art, pottery, Avon containers, furniture, advertisements, books, magazines, comics, dolls, toys, records, baseball cards, and memorabilia.
Take a stroll down Memory Lane with this wonderful collection of photographs of Britain in the 1960s, a revolutionary decade when the consumer society arrived on every family's doorstep and Swinging London briefly came to be the centre of the world.
One of the most thoroughly researched guides to postwar toys features newly expanded categories. The annual price guide helps collectors stay current with access to 94,500 updated values.
Transport yourself to the global capital of cool with this ultimate guide to Japanese pop culture! Are you crazy about Japanese manga, anime, video games, cosplay, toys and idols? If so, this book is for you! Whether you're planning a trip to Japan, have a severe case of wanderlust, or are just fascinated by its culture, let Otaku Japan transport you to the capital of cool. In this practical travel guide, over 450 iconic shops, restaurants, cafes, clubs and events are presented in loving detail with precise directions on how to find them. More than 20 maps, websites and over 400 color photos take you the length and breadth of Japan to all the centers of Otaku culture--from snowy Hokkaido to sunny Kyushu. Highlights include: Interviews with Game Developers Cosplay and Halloween Events in Japan Dojinshi: Self-published Comics A Visit to the Ghibli Museum Interview with famous Japanese idols Anime-themed Trains A Glossary of Otaku Terms And much, much more! The book covers all major regions in Japan--Tokyo, Osaka, Kyoto, Kobe, Nagoya, Sapporo and Fukuoka--as well as lesser-known areas like Tohoku, Chugoku and Shikoku.
The History of Science Fiction and Its Toy Figurines by Luigi Toiati Pdf
Science fiction, as the name suggests, is the combination of science and fantasy. In addition to a literary form, it also encompasses film, TV, comics, toys and our beloved toy astronauts, or other figures such as aliens, monsters and other playable genres. The term science fiction was coined by publisher Hugo Gernsbach around the first decades of the last century to refer to the predominantly 'space' adventures covered in his magazines. Space invaded radio, cinema, TV, and consequently for a long time toy figurines were predominantly space-related, later evolving into other themes. This lavishly illustrated book covers both the history of literary science fiction, following in the footsteps of contemporary official criticism, and toy figurines inspired by science fiction. You will also find several other themes, such as the link between science fiction figures and cinema, radio, TV, comics, and more. Luigi Toiati offers to both guide the reader on an often-nostalgic walk through science fiction in all its various forms, and to describe the figurines and brands associated with it.
London's Arts Labs and the 60s Avant-Garde by David Curtis Pdf
This is the story of two short-lived artist-run spaces that are associated with some of the most innovative developments in the arts in Britain in the late 1960s. The Drury Lane Arts Lab (1967–69) was home to the first UK screenings of Andy Warhol's twin-screen 3 hour film Chelsea Girls, challenging exhibitions (John and Yoko / John Latham / Takis / Roelof Louw), poetry and music (first UK performance of Erik Satie's 24-hour Vexations) and fringe theatre (People Show / Freehold / Jane Arden's Vagina Rex and the Gas Oven / Will Spoor Mime Theatre). The Robert Street 'New Arts Lab' (1969–71) housed Britain's first video workshop TVX, the London Filmmakers Co-op's first workshop and a 5-days-a-week cinema devoted to showing new work by moving-image artists (David Larcher / Malcolm Le Grice / Sally Potter / Carolee Schneemann / Peter Gidal). It staged J G Ballard's infamous Crashed Cars exhibition and John & Dianne Lifton's pioneering computer-aided dance/mime performances. The impact of London's Labs led to an explosion of new artist-led spaces across Britain. This book relates the struggles of FACOP (Friends of the Arts Council Operative) to make the case for these new kinds of space and these new art-forms and the Arts Council's hesitant response – in the context of a popular press already hostile to youth culture, experimental art and the 'underground'. With a Foreword by Andrew Wilson, Curator Modern & Contemporary British Art and Archives, Tate Gallery.