Soil and Culture

Soil and Culture

Author: Edward R. Landa

Publisher: Springer Science & Business Media

Published: 2010-01-28

Total Pages: 485

ISBN-13: 9048129605

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SOIL: beneath our feet / food and fiber / ashes to ashes, dust to dust / dirt!Soil has been called the final frontier of environmental research. The critical role of soil in biogeochemical processes is tied to its properties and place—porous, structured, and spatially variable, it serves as a conduit, buffer, and transformer of water, solutes and gases. Yet what is complex, life-giving, and sacred to some, is ordinary, even ugly, to others. This is the enigma that is soil. Soil and Culture explores the perception of soil in ancient, traditional, and modern societies. It looks at the visual arts (painting, textiles, sculpture, architecture, film, comics and stamps), prose & poetry, religion, philosophy, anthropology, archaeology, wine production, health & diet, and disease & warfare. Soil and Culture explores high culture and popular culture—from the paintings of Hieronymus Bosch to the films of Steve McQueen. It looks at ancient societies and contemporary artists. Contributors from a variety of disciplines delve into the mind of Carl Jung and the bellies of soil eaters, and explore Chinese paintings, African mud cloths, Mayan rituals, Japanese films, French comic strips, and Russian poetry.


Obiter Dicta

Obiter Dicta

Author: Erick Verran

Publisher: punctum books

Published: 2021-10-14

Total Pages: 391

ISBN-13: 1685710026

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Stitched together over five years of journaling, Obiter Dicta is a commonplace book of freewheeling explorations representing the transcription of a dozen notebooks, since painstakingly reimagined for publication. Organized after Theodor Adorno's Minima Moralia, this unschooled exercise in aesthetic thought--gleefully dilettantish, oftentimes dangerously close to the epigrammatic--interrogates an array of subject matter (although inescapably circling back to the curiously resemblant histories of Western visual art and instrumental music) through the lens of drive-by speculation. Erick Verran's approach to philosophical inquiry follows the brute-force literary technique of Jacques Derrida to exhaustively favor the material grammar of a signifier over hand-me-down meaning, juxtaposing outer semblances with their buried systems and our etched-in-stone intuitions about color and illusion, shape and value, with lessons stolen from seemingly unrelatable disciplines. Interlarded with extracts of Ludwig Wittgenstein but also Wallace Stevens, Cormac McCarthy as well as Roland Barthes, this cache of incidental remarks eschews what's granular for the biggest picture available, leaving below the hyper-specialized fields of academia for a bird's-eye view of their crop circles. Obiter Dicta is an unapologetic experiment in intellectual dot-connecting that challenges much long-standing wisdom about everything from illuminated manuscripts to Minecraft and the evolution of European music with lyrical brevity; that is, before jumping to the next topic.


Ultimate Exakta Repair - a CLA and New Curtains for Your Camera

Ultimate Exakta Repair - a CLA and New Curtains for Your Camera

Author: Miles Upton

Publisher:

Published: 2003-01-01

Total Pages:

ISBN-13: 9780972785709

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A complete and thorough DIY repair manual for Exakta VX and VXIIa cameras. The step-by-step instructions combined with excellent photographt allow a high rate of success. Much of the information specific to these models has never been published!


Guns in the Hands of Artists

Guns in the Hands of Artists

Author: Jonathan Ferrara

Publisher: Inkshares

Published: 2016-11-01

Total Pages: 220

ISBN-13: 194175872X

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In the 1990s, the New Orleans murder rate exploded. In 1996, 350 people were killed—the highest number in the city’s history, and the highest rate in the nation. In response to this crisis, gallery owner and artist Jonathan Ferrara and artist Brian Borrello, launched a powerful project: Guns in the Hands of Artists. Over sixty artists, including painters, glass artists, sculptors, photographers, and poets, used decommissioned guns taken off the city streets via a gun buyback program to express a thought, make a statement, open a discussion, and to stimulate thinking about guns and gun violence in America. As gun violence continues to devastate the nation on a daily basis, Guns in the Hands of Artists reemerged in 2012 as a community-based social activist art project that has since traveled to six cities across the US. Using art as a mirror for life and interweaving the works of thirty diverse artists with the voices of seventeen national thought leaders, this book is an important outgrowth of the exhibition and an extension of its efforts to employ art as a vehicle for dialogue, as a call to action, and—ultimately—as an agent of change. Essays by: Walter Isaacson, Senator Tim Kaine, Lupe Fiasco, Richard Ford, Joe Nocera, Trymaine Lee, Lolis Eric Elie, John M. Barry, Dan Cameron, Lucia McBath, Harry Shearer, Jonathan Ferrara, Brian Borrello, Maria Cuomo Cole, Michael Waldman, E. Ethelbert Miller, Mayor Mitchell J. Landrieu, Congresswoman Gabrielle Giffords and Captain Mark Kelly.


Metagaming

Metagaming

Author: Stephanie Boluk

Publisher: U of Minnesota Press

Published: 2017-04-04

Total Pages: 422

ISBN-13: 145295416X

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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.


Kawaiisu

Kawaiisu

Author: Maurice L. Zigmond

Publisher: University of California Press

Published: 1990-11-21

Total Pages: 0

ISBN-13: 9780520097476

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Soil Formation

Soil Formation

Author: Nico van Breemen

Publisher: Springer

Published: 2007-08-20

Total Pages: 376

ISBN-13: 0585317887

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Soils form a unique and irreplaceable essential resource for all terrestrial organisms, including man. Soils form not only the very thin outer skin of the earth's crust that is exploited by plant roots for anchorage and supply of water and nutrients. Soils are complex natural bodies formed under the influence of plants, microorganisms and soil animals, water and air from their parent material, i.e. solid rock or unconsolidated sediments. Physically, chemically and mineralogically they usually differ strongly from the parent material, and normally are far more suitable as a rooting medium for plants. In addition to serving as a substrate for plant growth, including crops and pasture, soils play a dominant role in the biogeochemical cycling of water, carbon, nitrogen and other elements, influencing the chemical composition and turnover rates of substances in the atmosphere and the hydrosphere. Soils take decades to millennia to form. We tread on them and do not usually see their interior, so we tend to take them for granted. But improper and abusive agricultural management, careless land- clearing and reclamation, man-induced erosion, salinisation and acidification, desertification, air- and water pollution, and withdrawal of land for housing, industry and transportation now destroy soils more rapidly than they can be formed.


Debugging Game History

Debugging Game History

Author: Henry Lowood

Publisher: MIT Press

Published: 2016-06-03

Total Pages: 465

ISBN-13: 0262034190

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Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf