What does the expression pop culture mean today? And how does it contribute to understanding a Country and a cultural group? This collection of essays, diverse in content, approach and perspective, tries to answer these questions. It aims at describing and figuring out the texture of Italian pop culture – as a meaningful juxtaposition between high and low, mass and elite, artistic and consumerist – in relation to the Italian mediascape and cultural context. Through the mosaic of narratives produced by television, music, comics and novels, to name a few, and the mixture of genres and types of cultural products analyzed in every essay, the reader is allowed to further the knowledge of Italian pop culture and to get a glimpse of Italians and ‘Italian-ness’.
Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.
Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com
This major overview of how classical texts were preserved across millennia addresses both the process of transmission and the issue of reception, as well as the key reference works and online professional tools for studying literary transmission.
This book provides a comprehensive, up-to-date overview of the different environmental strategies adopted in the football world to foster sustainability. The authors lay out useful insights, both for scholars and practitioners, to improve good governance in football organisations by empowering environmental organisational and operational actions. As well as examining practical methods of implementing green initiatives, the book discusses their added value from different perspectives including football fans, football managers and policymakers. By identifying the most important green actions for the dissemination of environmentally friendly behaviours at both individual and organisational levels, the book demonstrates how football organisations can use operational and organisational methods to develop an environmental sustainability strategy. The book contributes to developing the role of the football world by covering different facets of sustainability such as the circular economy, climate change, green marketing, fans engagement and more. It will be a valuable resource for scholars and students of environmental management, sustainable business and corporate social responsibility, as well as professionals working in the football industry.
What does the expression pop culture mean today? And how does it contribute to understanding a Country and a cultural group? This collection of essays, diverse in content, approach and perspective, tries to answer these questions. It aims at describing and figuring out the texture of Italian pop culture – as a meaningful juxtaposition between high and low, mass and elite, artistic and consumerist – in relation to the Italian mediascape and cultural context. Through the mosaic of narratives produced by television, music, comics and novels, to name a few, and the mixture of genres and types of cultural products analyzed in every essay, the reader is allowed to further the knowledge of Italian pop culture and to get a glimpse of Italians and ‘Italian-ness’.
This monograph is the first comprehensive treatment of multiplicity-free induced representations of finite groups as a generalization of finite Gelfand pairs. Up to now, researchers have been somehow reluctant to face such a problem in a general situation, and only partial results were obtained in the one-dimensional case. Here, for the first time, new interesting and important results are proved. In particular, after developing a general theory (including the study of the associated Hecke algebras and the harmonic analysis of the corresponding spherical functions), two completely new highly nontrivial and significant examples (in the setting of linear groups over finite fields) are examined in full detail. The readership ranges from graduate students to experienced researchers in Representation Theory and Harmonic Analysis.
The first volume of Viaggiatori “Curatele” series seeks to recreate some scientific dialogues, namely meetings, exchanges and acquisition of theoretical and practical scientific knowledge, thus linking the cultural, historical and geographical context of America, Asia, Europe and Mediterranean Sea between the 16th and the 20th century. More specifically, the main objective is to consider the role of travellers as passeurs, as “intermediaries” for building and allowing the circulation of knowhow and the practical and theoretical knowledge from one continent to another.
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