Visual techniques for applying criminological theory to social science research Introducing Criminological Thinking: Maps, Theories, and Understanding is an accessible and user-friendly criminological theory text for students, instructors and researchers. In addition to the unique use of concept maps, mind maps, and other visual techniques to consider theory-based inquiry, this text combines an exploration of the core elements of theory with relevant examples drawn from biology, psychology, sociology, critical traditions, and integrative efforts. Unlike in other theory texts, the chapters are arranged by level of explanation to help students understand how theories from different disciplines interact with each other as a foundation for many contemporary criminological theories. Authors Jon Heidt and Johannes Wheeldon have developed a seven-step model to identify key aspects of different theories including their historical and social context, base assumptions, scope, problem foci, terms/concepts, related research, and practical ramifications. This text offers both a student-friendly theoretical discussion and accessible visual examples to explain criminological theory and its applicability to social science research.
This second edition of Bailey and Burch’s best-selling 25 Essential Skills for the Successful Behavior Analyst is an invaluable guide to the professional skills required in the rapidly growing field of applied behavior analysis. The demands on professional behavior analysts, BCBAs and BCBA-Ds, are constantly increasing such that several new skills are required to keep up with new developments. Each chapter has been thoroughly updated and seven new chapters address recognizing the need to understand client advocacy, cultural responsiveness, and the movement toward diversity, equity, and inclusion in the field. The authors present five basic skills and strategy areas which each behavior analyst need to acquire: essential professional skills, basic behavioral repertoire, applying behavioral knowledge, vital work habits, and advanced skills. This book is organized around those five areas, with a total of 25 specific skills presented within those topics.
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
Addressing policy related issues, providing up-to-date scientific background information and laying out pressing land management questions, this interdisciplinary volume identifies and discusses key directions of environmental change in uplands, as well as providing an outlook into future management and conservation options responding to these changes.
THEIR GOAL IS SIMPLE: TOTAL DOMINATION. With six arms and jaws that can snap a man in two, the warmongering race of aliens known as the Thule has conquered every planet they’ve attacked. And now their invasion of Earth has begun. Humanity’s only hope springs from a mysterious Thule legend about a Betrayer, who they believe will rise up and destroy their people. The American government tried to manufacture their own Betrayer by injecting children with Thule blood but time after time the experiment failed . . . until Colt McAlister. A decade later, Colt is a 16-year-old cadet at the CHAOS Military Academy where he’s training to defend mankind. But he’s afraid that the alien blood may be turning him into a Thule—and he’s beginning to suspect that fulfilling his role as the Betrayer may cost him everything. Experience a cosmic battle filled with high-tech gear, gateways to other planets, and ultimate stakes. Not everyone will survive. But heroes will rise up and step into their destiny in this earth-shaking conclusion to the C.H.A.O.S trilogy.
Criminal profiling, cyberforensics, accident reconstruction. Forensic Science: An Introduction to Scientific and Investigative Techniques is the first introductory text to present forensic science in its broadest sense, encompassing classic criminalistics and beyond. Packed with over 350 full-color illustrations, the book offers a cutting-ed
Stress Response Syndromes is the definitive work on observation, theory, and treatment of post-traumatic conditions. The remarkable scope provides a basic understanding of the adaptive functions of memory and the conscious and unconscious processing of high impact emotional information.
Fully cross-referenced and source-referenced, this dictionary contains over 1200 entries consisting of terms concerning laws, theories, hypotheses, doctrines, principles, and effects in early and contemporary psychological literature. Each entry consists of the definition/description of the term with commentary, followed by a number of cross-referenced, related terms, and by chronologically-ordered source references to indicate the evolution of the term. An appendix provides supplementary material on many laws and theories not included in the dictionary itself and will be helpful to students and scholars concerned with specialty areas in psychology.
This study examines the ethical character of John Calvin and his Genevan colleagues' evangelizing of France. It reveals that Calvin's plans for proselytizing his homeland involved lying, deception, and obfuscation which were employed as a means of evading detection by the French authorities. Balserak considers important questions about the relationship between godliness and cunning, about Calvin's manufacturing of his image, and about the lengths to which he and his colleagues went to spread their gospel.
WIND ENERGY EXPLAINED Authoritative and bestselling textbook detailing the many aspects of using wind as an energy source Wind Energy Explained provides complete and comprehensive coverage on the topic of wind energy, starting with general concepts like the history of and rationale for wind energy and continuing into specific technological components and applications along with the new recent developments in the field. Divided into 16 chapters, this edition includes up-to-date data, diagrams, and illustrations, boasting an impressive 35% new material including new sections on metocean design conditions, wind turbine design, wind power plants and the electrical system, fixed and floating offshore wind turbines, project development, permitting and environmental risks and benefits, turbine installation, operation and maintenance, and high penetration wind energy systems and power-to-X. Wind Energy Explained also includes information on: Modern wind turbines, covering the design and their many components such as the rotor, drive train, and generator Aerodynamics of wind energy, covering one-dimensional momentum theory, the Betz limit, and ideal horizontal axis wind turbine with wake rotation Environmental external design conditions, such as wind, waves, currents, tides, salinity, floating ice, and many more Commonly used materials and components, such as steel, composites, copper, and concrete, plus machinery elements, such as shafts, couplings, bearings, and gears Modern design methods, including probabilistic design Environmental effects and mitigation strategies for wind project siting and the role of public engagement in the development process This book offers a complete examination of one of the most promising sources of renewable energy and is a great introduction to this cross-disciplinary field for practicing engineers. It may also be used as a textbook resource for university level courses in wind energy, both introductory and advanced.
In the latest entry in this USA Today bestselling series, Jessica loses a loved one to unnatural causes and sets her sights on the mysterious local hospital before more people wind up dead on arrival... Jessica Fletcher's favorite gin rummy partner, Mimi Van Dorn, checks into the brand-new Clifton Care Partners, a private hospital that's just opened up shop in town, for a simple procedure—one that leads tragically, and inexplicably, to her death. Seeking justice in her inimitable fashion, Jessica decides to pursue her own investigation on the hospital and its shadowy business dealings. On the trail of what initially appears to be medical malpractice, Jessica digs deeper and learns her friend was actually a victim of something far more sinister. Death is bad for business, but murder is even worse, and Jessica will find plenty of both as she races to bring down Clifton Care Partners before someone else flatlines...
In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
Drawing on empirical work and secondary analysis from the UK and Finnish construction industries, this book contributes a deep-rooted analysis of construction industry harms that originate from corporate-industrialstate processes. The UK context arguably represents a classic ‘neoliberal’ system categorised by privatisation of services and minimal regulation, whereas Finland broadly provides a ‘social democratic’ alternative with its relatively strong national regulation and public sector oversight of industry. These concepts interlink strongly with the notion of state-corporate crime, since this perspective shifts attention away from individualistic explanations for crime and harm towards symbiosis between states and corporations. This book argues that existing explanations based on organised crime and individual ‘rogues’ are insufficient to account for the wider range and subtlety of harms that occur in construction, and therefore offers a unique perspective into organisational, industry, and state dynamics in this sector. An accessible and compelling read, this book will appeal to students and scholars of criminology, sociology, organized crime, and those interested in harms in the construction industry.
A Place Out of Time by Jon David Douglas Hidden worlds, witches, cultural conflict! Ralph Sutherland, a novelist, and his wife Elizabeth, formerly a publishers editor-both sophisticated New Yorkers, are settling into life in the village of Pleasant View, in New York state. Ralph has burnt out as a novelist, losing his money and property through extravagance and imprudence. Elizabeth has had a miscarriage because of her careless lifestyle. Their present relationship is cool although they express love for one another. Then Ralph discovers a tiny hamlet, Paradise, concealed-since the 1700s-deep in the Adirondack woods behind their home. When a developer threatens the tranquility of Pleasant View and the very existence of the hidden isolated village, he must solve personal dilemmas and enter the political arena to fight for the survival of both communities.
Los Angeles Times Bestseller This riveting tour through 1960s Los Angeles is a “history from below, in the very best sense” as it celebrates the “grassroots heroes and struggles” of the social movements of the era (Barbara Ehrenreich, author of Natural Causes). “Authoritative and impressive.” —Los Angeles Times “Monumental.” —Guardian Los Angeles in the sixties was a hotbed of political and social upheaval. The city was a launchpad for Black Power—where Malcolm X and Angela Davis first came to prominence and the Watts uprising shook the nation. The city was home to the Chicano Blowouts and Chicano Moratorium, as well as being the birthplace of “Asian American” as a political identity. It was a locus of the antiwar movement, gay liberation movement, and women’s movement, and, of course, the capital of California counterculture. Mike Davis and Jon Wiener provide the first comprehensive movement history of L.A. in the sixties, drawing on extensive archival research and dozens of interviews with principal figures, as well as the authors’ storied personal histories as activists. Following on from Davis’s award-winning L.A. history, City of Quartz, Set the Night on Fire is a historical tour de force, delivered in scintillating and fiercely beautiful prose.
Focussing on the significance of sensation, this study develops a Deleuzian poetics of reading, through an examination of contemporary innovative poetry.
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
This book is a textbook of basic osteopathic concepts, working from first principles underpinned by anatomy and physiology. This text will synthesize and integrate osteopathic models in an easy-to-understand way, a subject often daunting to students and confusing to graduates.. Composed of four sections, the first is a discussion of basic principles, the second focusses on models and diagnosis of treatment which is followed by anatomical, neurophysiological and osteopathic considerations. The last section describes clinical case-studies to enable students to put into practice the theories and models which they have learned.This book is essential reading for all osteopathic BSc degree courses and a core textbook for undergraduate students. At the end of each section there will be clinical examples for students to work on to integrate previous knowledge. Key point boxes.
Part 2 offers readings of homoeroticism in Akenside's The Pleasures of Imagination and his Odes, where homosexuality manifests itself indirectly, through elision and through Akenside's own revision of his most homoerotic passages. Finally, Part 3 returns to read homosexuality in political life, but later in the century, when the idea is exploited by Wilkes and Churchill, with some very surprising results, in their campaign against George III and his prime minister, the earl of Bute.
Enhance your knowledge of motion graphic design aesthetics and history with this authoritative look at the evolution of the art form. Motion Graphic Design, Third Edition provides a historical and critical overview of how the language of traditional graphic design is combined with the dynamic visual language of cinema in film, television, and interactive media. It features works from highly acclaimed animators and motion graphics studios from across the globe. This new edition has been updated to include: Thorough analysis of motion graphics designed for websites, informational kiosks, desktop and mobile touchscreen applications, DVD menus, and games Inspiring examples of how motion graphics continue to shape our visual landscape by transforming interior and exterior spaces into more engaging, immersive environments Coverage of conventional frame-by-frame animation techniques including stop-motion, cutout, and freehand by contemporary animators and motion design studios Instruction in how to create continuity or discontinuity and maintain the interest of viewers with frame mobility and rhythmic editing Discussion of pictorial and sequential aspects of motion graphics compositions and how they are choreographed to enhance messages and enrich stories downloadable resources featuring new professional and student work from around the globe, as well as figures from the textbook This is a must-have whether you are a student who is learning the principles of motion graphics or a professional in need of inspiration and new ways to impress your clients. Anyone working in or aspiring to work in the motion media industry will benefit greatly from this valuable resource.
At the height of the bitter battle for Mount Longdon during the Falklands War , 3rd Battalion, Parachute Regiments assault has stalled in the face of determined resistance. With his platoon held up by an Argentine machine gun, it falls to Sergeant Ian McKay to act. The machine gun has to be silenced to break the deadlock. Gathering a small group together, Ian McKay leads them in a headlong dash into the teeth of a withering fire. One by one they fall until only McKay is left, charging on alone towards the Argentine gun and a place in history. His was the final act of a man who lived, breathed and was shaped by the Parachute Regiment: an act which earned him a posthumous Victoria Cross. This is the story of Ian McKay: the last British hero of the Twentieth Century.
This work traces the origins and evolution of the concept of humor in psychology from ancient to modern times with an emphasis on an experimental/empirical approach to the understanding of humor and sense of humor. In addition to more than 3,000 important citations and references pertaining to the history, theories, and definitions of the concept of humor, this reference guide contains more than 380 recent (post-1970) annotated entries on the psychology of humor in its bibliographic section. The book describes various psychological, nonpsychological, and philosophical theories and definitions of humor, and focuses on the methodological concerns of psychologists regarding the scientific investigation of humor. The bibliography is organized under 10 categories, including Bibliographies and Literature Reviews of Humor, Cognition and Humor, Methodology and Measurement of Humor, and Social Aspects of Humor.
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
Psychosocial issues are integral to all genetic counseling interactions. They include counselees' beliefs about the cause of birth defects and genetic disorders, the cognitive procession of medical information and risk figures, emotions such as anxiety and guilt, and the complex process of decision making. Drawing on direct clinical experience and the growing body of relevant literature, Psychosocial Genetic Counseling provides a comprehensive, integrated approach to understanding these issues and their applications to genetic counseling. The book combines theoretical and practical approaches, including many clinical vignettes and examples of dialogue. It is written in an engaging style that conveys the emotional immediacy of genetic counseling. The emotional and social effects of genetic disorders are discussed with reference to the individual and to couple, family, and social interactions. Counseling techniques and the agenda of the genetic counseling session are then addressed in detail. Specialized aspects of prenatal diagnosis counseling, cancer risk counseling, and genetic counseling with children and adolescents are integrated with these general principles. Nondirective counseling and the psychology of risk interpretation and decision making are discussed from theoretical and historical perspectives, leading to recommendations for their application to clinical practice. The influences of ethnocultural history, beliefs and practices, for counselee and counselor, are then discussed as they enter into all aspects of genetic counseling.
Here are thirty true and graphic accounts of the most heroic SAS and special-forces missions ever undertaken into the most dangerous place of all - behind enemy lines. Bang up to date, this unputdownable collection includes the most recent operations into Iraq in 2003, Afghanistan and Bosnia, and features the entire range of special forces from SAS, Commandos and Rangers to Navy SEALS and Paratroopers. Also included are several accounts that lift the veil - clandestine 'eyes-only' operations of ultimate danger, such as 1 SAS's attempted assassination of Rommel and 22 SAS's 'claret' raids into Indonesia in 1964. Each account is introduced by a mini-essay illustrating fascinating pieces of special-forces hardware, kit or training, such as SAS Evasion and Rescue training, the Accuracy International L96A1 sniper rifle and US Special Forces selection.
When I was very young and on holiday in Scotland, my cousin told me about giant trout that lived in small numbers at the bottom of the Highlands’ deepest lochs. They were called salmo ferox, and they were rumoured to be uncatchable.!In his twenties, wholly accidentally, Jon Berry caught one. This led to an obsession that would cost him every pound he had to his name, a few thousand that he did not, a couple of girlfriends and his home. It would take him to Scotland, Cumbria and the wildest corners of Ireland, in the company of a disparate band of fanatics – alcoholics, mountain men, scientists, tree-planting eco-warriors and one genuine soothsayer. Not all of them survived.This compelling account of Berry’s mission to catch salmo ferox will have you hooked, fellow fisherman or not. His drive and determination is infectious, and the ups and downs of his life in the process thought-provoking. This is not just a story of a fish – albeit a cannibalistic giant trout of the glacial lochs; it is a tale of compulsion and escape, of the author’s rediscovery of a landscape and a clan, and of a willing descent into madness.
Uncommon Valor from Dwight Jon Zimmerman and John D. Gresham presents a fascinating look at six of our bravest soldiers and the highest military decoration awarded in this country. Since the Vietnam War ended in 1973, the Medal of Honor, our nation's highest award for valor, has been presented to only eight men for their actions "above and beyond the call of duty." Six of the eight were young men who had fought in the current war in Iraq, Afghanistan, or both. All of these medals were awarded posthumously, as all had made the choice to give their lives so that their comrades might live. Uncommon Valor answers the searing question of who these six young soldiers were, and dramatically details how they found themselves in life-or-death situations, and why they responded as they did. For the first time, this book also provides a comprehensive history of the Medal of Honor itself—one marred by controversies, scandals, and theft. Using an extraordinary range of sources, including interviews with family members and friends, teammates and superiors in the military, personal letters, blogs posted within hours of events, personal and official videos and newly declassified documents, Uncommon Valor is a compelling and important work that recounts incredible acts of heroism and lays bare the ultimate sacrifice of our bravest soldiers.
In this introductory volume to the Brill Research Perspectives series on Quaker Studies, Quaker Studies, An Overview: The Current State of the Field, C. Wess Daniels, Robynne Rogers Healey, and Jon Kershner investigate Quaker Studies, divided into the three fields of history, theology and philosophy, and sociology. With a focus on schisms, transatlantic networks, colonialism, abolition, gender and equality, and pacifism from Quaker origins onward, Healey explores the rich diversity and complexity of research and interpretation that has emerged in Quaker history. Kershner explores comparisons and divergences in contemporary Quaker theology and philosophy. Special attention is paid to Quaker biblical hermeneutics, mysticism, ethics, epistemology and Global Quakerism. Daniels looks at the sociology of Quakerism as a new field of study that has only recently begun to be explored and developed. He surveys the field of sociological work done within Quakerism from the 1960s to the present day.
New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.
Hear the cannon roar at Valley Forge with George Washington, dance the night away at a Chicago Speakeasy during Prohibition, take a ringside seat for the gunfight at the OK Corral, ride Apollo 11 to the moon, hear Martin Luther King's 'I Have a Dream' speech, join with Harry S. Truman on the A-bomb deliberations, land with John Smith at Virginia, ride against Custer at Little Horn, get on down to Jimi Hendrix at Woodstock, march to 'The Grapes of Wrath' at Shiloh, work your fingers to the bone at Henry Ford's car plant . . . this is America - the beautiful, the powerful, the tragic, the glorious. The Mammoth Book of How It Happened: America is the story of the making of America in the very words of those who were there, from its 'discovery' by Christopher Columbus to George W. Bush's War Against Terrorism. Composed of firsthand eye-witness accounts of the seminal moments in US history, this is an intimate, revealing, insightful guide to the greatest nation on earth. In five chronological sections, this volume tracks the main phases of American history: Discovery, including the exploration and settlement of America; Independence, the Revolution and wars against British rule; Destiny, covering expansion into the West and the split between North and South; Frontier, including the settlement of the American West and the Indian Wars; and finally Century, the 100 years that saw America becoming a superpower on the world's political stage.
With coverage ranging from the surf scene to historic vineyards to trekking the Drakensberg, this is the definitive guide to South Africa. The book contains a 32-page full-color safari guide, extensive coverage of national parks, and hundreds of recommendations on where to stay and eat. Also featured are Afrikaans and tribal language sections and 95 thoroughly updated maps.
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