"The Maze opens with Corey ... in forced retirement from his last job as a Federal Agent with the Diplomatic Surveillance Group. Corey is restless and looking for action, so when his former lover, Detective Beth Penrose, appears with a job offer, Corey has to once again make some decisions about his career-and about reuniting with Beth Penrose. Inspired by, and based on the actual and still unsolved Gilgo Beach murders, The Maze takes the reader on a dangerous hunt for an apparent serial killer who has murdered nine-and maybe more-prostitutes and hidden their bodies in the thick undergrowth on a lonely stretch of beach. As Corey digs deeper into this case, which has made national news, he comes to suspect that the failure of the local police to solve this sensational case may not be a result of their inexperience and incompetence-it may be something else. Something more sinister." --
This vibrant collection delivers a laboratory roadmap of testing cognition in the rodent. While rodents and mazes are the main center and focus of this book, many aspects in the field of learning and memory are discussed and detailed, spanning from the molecular to the human, with every chapter delivering a comprehensive review of historical milestones in order to provide context for past discoveries, new findings, and future studies. Didactic foundations, operational definitions, and theory, as well as practical experimental and apparatus set-up, data analysis, and interpretation instructions are included in the first part of the book, while part two contains step-by-step protocols, troubleshooting, and tips from experts in the field. Authoritative and inspirational, The Maze Book: Theories, Practice, and Protocols for Testing Rodent Cognition serves as a detailed and practical manual for scientists wishing to implement these tools in their laboratories and for scholars interested in this powerful field.
- Increased focus on Evidence-based Practice, integrating PICOT framework where appropriate - Additional focus on point of care considerations linking research to practice • 2 NEW chapters: - Chapter 3: Conducting and writing a literature review - Chapter 4: The research and social media relationship • New editor, Leah East • An eBook included in all print purchases
As humans charge up the steep slope of technological innovation, digital age media increasingly shapes our perception of everything--even spiritual matters. The next stage of spiritual development may be the product of a digital interface between our own image of the divine, virtual reality technology that produces real perceptions, and with devices that stimulate areas of the brain associated with spiritual experience. This book explores the influence of digital media on spirituality and the impact of the digital environment on our experience of the spiritual world. The author predicts a future in which digital technology and neuroscience will combine to create a new understanding of the divine. Instructors considering this book for use in a course may request an examination copy here.
Ancient and medieval labyrinths embody paradox, according to Penelope Reed Doob. Their structure allows a double perspective—the baffling, fragmented prospect confronting the maze-treader within, and the comprehensive vision available to those without. Mazes simultaneously assert order and chaos, artistry and confusion, articulated clarity and bewildering complexity, perfected pattern and hesitant process. In this handsomely illustrated book, Doob reconstructs from a variety of literary and visual sources the idea of the labyrinth from the classical period through the Middle Ages. Doob first examines several complementary traditions of the maze topos, showing how ancient historical and geographical writings generate metaphors in which the labyrinth signifies admirable complexity, while poetic texts tend to suggest that the labyrinth is a sign of moral duplicity. She then describes two common models of the labyrinth and explores their formal implications: the unicursal model, with no false turnings, found almost universally in the visual arts; and the multicursal model, with blind alleys and dead ends, characteristic of literary texts. This paradigmatic clash between the labyrinths of art and of literature becomes a key to the metaphorical potential of the maze, as Doob's examination of a vast array of materials from the classical period through the Middle Ages suggests. She concludes with linked readings of four "labyrinths of words": Virgil's Aeneid, Boethius' Consolation of Philosophy, Dante's Divine Comedy, and Chaucer's House of Fame, each of which plays with and transforms received ideas of the labyrinth as well as reflecting and responding to aspects of the texts that influenced it. Doob not only provides fresh theoretical and historical perspectives on the labyrinth tradition, but also portrays a complex medieval aesthetic that helps us to approach structurally elaborate early works. Readers in such fields as Classical literature, Medieval Studies, Renaissance Studies, comparative literature, literary theory, art history, and intellectual history will welcome this wide-ranging and illuminating book.
This new edition presents an integrated approach to neurotoxicology, the study of organisms' responses to changes in their environment and how interruption of the flow of information by chemical exposure causes a wide range of effects - from learning deficits, sensory disturbances in the extremities, and muscle weakness to seizures and signs simila
On a very usual day, on a very usual school trip to Hampton Court Maze, there is a very unusually named girl called Victoriana Elizabeth Alice Royal. At least she can concentrate on history today and learn new facts as she wanders the maze. But little does Victoriana know that history will come alive for her in a way it never has before...
A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: Maze Runner: escape the maze! Snaaaaaake: gobble apples and avoid your own tail Asteroid Breaker: smash space rocks Fruit Slicer: a Fruit Ninja clone Brick Breaker: a remake of Breakout, the brick-breaking classic Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3