This instructor's edition of a vocabulary textbook for college students, who read at the fifth to eighth grade level, features 25 chapters and teaches 250 basic words. The first and third chapters in each unit contain word-part practices. The second and fourth chapters in each unit contain synonym-antonym practices. The book's last chapter in each unit contains an analogy practice, review, and test. Also included is an answer key, a section on dictionary use, and a word list. The student edition is identical to the instructor's edition except that answers are not provided. (CR)
Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.
This brief text is designed to help both beginning and advanced students of photography better develop and articulate thoughtful criticism. Organized around the major activities of criticism (describing, interpreting, evaluating, and theorizing), Criticizing Photographs provides a clear framework and vocabulary for students' critical skill development.
A comprehensive study of the genesis and evolution of the film, presented in the words of those involved with its production; includes a profile of Kubrick, numerous interviews, reviews, and a 96-page photo insert.
Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!
4 inside patterns : Dot-Grid,Graph,Lined,Blank No Lined with 30 pages per each, total 120 Pages - Perfect size at 8.5"x 11" -Perfect Size for notebook, and summarized what you have realized each day. Easy writing and smooth paper is perfected for pen and pencil noted. - Good choice for personal used and great gift for all.
Focuses on thorough preparation for the Cambridge English: Advanced (CAE) exam. In this title, the end of unit Review sections and the practice exam papers develop exam confidence. It comes with audio and an access code to Macmillan Practice Online (MPO) providing students with more material for exam preparation. It is a 'With Key' version.
The Borderland Provinces are balanced on the knife's edge of history, as a decadent declining empire that retreats slowly, clinging to power, even as it unravels. This book contains the history of the Borderland Provinces region, descriptions of the countries, cities (some with maps), towns, important places, major geographical features, lairs, and extensive encounter tables for the ancient Hyperborean roads crisscrossing the Provinces. For those familiar with Lost Lands geography, the campaign book covers the Western part of our Sinnar Coast Region map, and area in great peril, located only a few hundred miles from Bard's Gate and directly adjacent to the Sundered Kingdoms. For Swords & Wizardry.