- Lined - Size: 6 x 9" - Notebook - Journal - Planner - Dairy - 110 Pages - Classic White Lined Paper - For Writing, Sketching, Journals and Hand Lettering - Great and inexpensive Birthday, Christmas or Anniversary Gift Idea - Perfect for both travel and fitting right on your bedside table
Beloved, best-selling science writer Mary Roach’s “acutely entertaining, morbidly fascinating” (Susan Adams, Forbes) classic, now with a new epilogue. For two thousand years, cadavers – some willingly, some unwittingly – have been involved in science’s boldest strides and weirdest undertakings. They’ve tested France’s first guillotines, ridden the NASA Space Shuttle, been crucified in a Parisian laboratory to test the authenticity of the Shroud of Turin, and helped solve the mystery of TWA Flight 800. For every new surgical procedure, from heart transplants to gender confirmation surgery, cadavers have helped make history in their quiet way. “Delightful—though never disrespectful” (Les Simpson, Time Out New York), Stiff investigates the strange lives of our bodies postmortem and answers the question: What should we do after we die? “This quirky, funny read offers perspective and insight about life, death and the medical profession. . . . You can close this book with an appreciation of the miracle that the human body really is.” —Tara Parker-Pope, Wall Street Journal “Gross, educational, and unexpectedly sidesplitting.” —Entertainment Weekly
As public education declined and many Americans despaired of their children's future, Pulitzer Prize-winning journalist Jonathan Freedman volunteered as a writing mentor in some of California's toughest innercity schools. He discovered a program called AVID that gave him hope. In this work of creative non-fiction, Mr. Freedman interweaves the lives of AVID's founder, Mary Catherine Swanson, and six of her original AVID students over a 20-year period, from 1980 to 2000. With powerful personalities, explosive conflicts, and compelling action, Wall of Fame portrays the dramatic story of how one teacher in one classroom created a pragmatic program that has propelled thousands of students to college. This story of determination, courage, and hope inspires a new generation of teachers, students, and parents to fight for change from the bottom up.
In Cory Doctorow's wildly successful Little Brother, young Marcus Yallow was arbitrarily detained and brutalized by the government in the wake of a terrorist attack on San Francisco—an experience that led him to become a leader of the whole movement of technologically clued-in teenagers, fighting back against the tyrannical security state. A few years later, California's economy collapses, but Marcus's hacktivist past lands him a job as webmaster for a crusading politician who promises reform. Soon his former nemesis Masha emerges from the political underground to gift him with a thumbdrive containing a Wikileaks-style cable-dump of hard evidence of corporate and governmental perfidy. It's incendiary stuff—and if Masha goes missing, Marcus is supposed to release it to the world. Then Marcus sees Masha being kidnapped by the same government agents who detained and tortured Marcus years earlier. Marcus can leak the archive Masha gave him—but he can't admit to being the leaker, because that will cost his employer the election. He's surrounded by friends who remember what he did a few years ago and regard him as a hacker hero. He can't even attend a demonstration without being dragged onstage and handed a mike. He's not at all sure that just dumping the archive onto the Internet, before he's gone through its millions of words, is the right thing to do. Meanwhile, people are beginning to shadow him, people who look like they're used to inflicting pain until they get the answers they want. Fast-moving, passionate, and as current as next week, Homeland is every bit the equal of Little Brother—a paean to activism, to courage, to the drive to make the world a better place. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover
This generous abridgment of Stanley Lombardo's translation of the Odyssey offers more than half of the epic, including all of its best-known episodes and finest poetry, while providing concise summaries for omitted books and passages. Sheila Murnaghan's Introduction, a shortened version of her essay for the unabridged edition, is ideal for readers new to this remarkable tale of the homecoming of Odysseus.
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Drawing on a range of sources, from White House documents and congressional hearings to comic books and feature films, this text shows how the United States continued to wage war on Vietnam 'by other means' for another 25 years.