Told alongside the life of a unique city resident, Harbin: A Cross-Cultural Biography is the history of Russian-Chinese relations in the Manchurian city of Harbin.
Manchuria is a historical region, which roughly corresponds to Northeast China. The Manchu people, who established the last dynasty of Imperial China (the Qing, 1644–1911) originated there, and it has been the stage of turbulent events during the twentieth century: the Russo-Japanese war, Japanese occupation and establishment of the puppet state of Manchukuo, Soviet invasion, and Chinese civil war. This innovative and accessible historical survey both introduces Manchuria to students and general readers and contributes to the emerging regional perspective in the study of China.
Focusing on the translation and translators of Boris Savinkov, Mikhail Artsybashev and Leonid Andreev, this book explores the processes of the translation, transmission and interpretation of Russian literature in China during the first half of the 20th century.
Manchuria is a historical region, which roughly corresponds to Northeast China. The Manchu people, who established the last dynasty of Imperial China (the Qing, 1644–1911) originated there, and it has been the stage of turbulent events during the twentieth century: the Russo-Japanese war, Japanese occupation and establishment of the puppet state of Manchukuo, Soviet invasion, and Chinese civil war. This innovative and accessible historical survey both introduces Manchuria to students and general readers and contributes to the emerging regional perspective in the study of China.
This book offers an intimate portrait of early twentieth-century Harbin, a city in Manchuria where Russian colonialists, and later refugees from the Revolution, met with Chinese migrants. The deep social and intellectual fissures between the Russian and Chinese worlds were matched by a multitude of small efforts to cross the divide as the city underwent a wide range of social and political changes. Using surviving letters, archival photographs, and rare publications, this book also tells the personal story of a forgotten city resident, Baron Roger Budberg, a physician who, being neither Russian nor Chinese, nevertheless stood at the very centre of the cross-cultural divide in Harbin. The biography of an important city, fleshing out its place in the global history of East-West contacts and twentieth-century diasporas, this book is also the history of an individual life and an original experiment in historical writing.
Clinical reasoning is the foundation of professional clinical practice. Totally revised and updated, this book continues to provide the essential text on the theoretical basis of clinical reasoning in the health professions and examines strategies for assisting learners, scholars and clinicians develop their reasoning expertise. key chapters revised and updated nature of clinical reasoning sections have been expanded increase in emphasis on collaborative reasoning core model of clinical reasoning has been revised and updated
Nearly forty years after its original publication, one of the most influential textbooks on modern pain management is available again for today’s generation, in a unique and enhanced edition. Now complemented by expert, chapter-by-chapter commentaries from leading authorities on psychologically-oriented pain management and pain-associated disability, Fordyce’s Behavioral Methods for Chronic Pain and Illness blends Dr. Fordyce’s pioneering behavioral concepts with modern research and clinical practice. This innovative title is ideal for clinicians and researchers involved in the multidisciplinary assessment, treatment, and management of pain and pain-associated disorders, as well as anyone interested in behavioral approaches to chronic pain and illness.
Moving back and forth in American history, a kaleidoscopic novel follows Hailey and Sam, two wayward teenagers, as they crash New Orleans parties, barrel up the Mississippi, head through the Badlands, and take on other adventures.
This comprehensive and practical reference is the perfect resource for the medical specialist treating persons with spinal cord injuries. The book provides detail about all aspects of spinal cord injury and disease. The initial seven chapters present the history, anatomy, imaging, epidemiology, and general acute management of spinal cord injury. The next eleven chapters deal with medical aspects of spinal cord damage, such as pulmonary management and the neurogenic bladder. Chapters on rehabilitation are followed by nine chapters dealing with diseases that cause non-traumatic spinal cord injury. A comprehensive imaging chapter is included with 30 figures which provide the reader with an excellent resource to understand the complex issues of imaging the spine and spinal cord.
Looks at the connection between trade and disease, tracing the plagues that swept through Eurasia in the fourteenth century and exposes the weaknesses in the current public health system that make our world susceptible to a pandemic.
The ‘Spanish’ influenza of 1918 was the deadliest pandemic in history, killing as many as 50 million people worldwide. Canadian federal public health officials tried to prevent the disease from entering the country by implementing a maritime quarantine, as had been their standard practice since the cholera epidemics of 1832. But the 1918 flu was a different type of disease. In spite of the best efforts of both federal and local officials, up to fifty thousand Canadians died. In The Last Plague, Mark Osborne Humphries examines how federal epidemic disease management strategies developed before the First World War, arguing that the deadliest epidemic in Canadian history ultimately challenged traditional ideas about disease and public health governance. Using federal, provincial, and municipal archival sources, newspapers, and newly discovered military records – as well as original epidemiological studies – Humphries' sweeping national study situates the flu within a larger social, political, and military context for the first time. His provocative conclusion is that the 1918 flu crisis had important long-term consequences at the national level, ushering in the ‘modern’ era of public health in Canada.
As Australia withdrew from Vietnam in 1972, few in the Australian Defence Force, none the least those in the Royal Australian Air Force could foresee the immense change that would sweep across the Service. New and emerging international relationships, changing Australian social attitudes, and a growing sense of defence self-reliance would all impact how the RAAF contributed to the application of air power in the defence of the nation and in supporting Australia’s wider national interests. For the first time, Taking the Lead brings to the reader a comprehensive and authoritative study of how the RAAF matured over its third quarter century, how it met the challenges faced, and how it finally came of age, able to take the lead when asked. By 1996, plans were in place such that the RAAF was well on the way to becoming the world’s first fifth generation air force, by making a remarkable transition. This volume also dispels the myth that the RAAF did little in the latter part of the twentieth century but train. In fact, the RAAF was at the forefront of operations as wide afield as the Sub-Continent, the Middle East, Africa and South-East Asia. Then there was aid to the civil community as well as aid to those nations seeking help in wider Asia-Pacific region. Clever force restructuring for expeditionary operations amid the stress of downsizing by almost a third, meant that future operations in the twenty-first century were to be a success. Taking the Lead is not just about aircraft, bases and flying. It considers the strategic environment of the era, the factors that affected personnel and training, how the RAAF’s force structure advanced and how the RAAF managed its successes and failures. For those seeking to learn more about their air force, then this book is essential reading. Taking the Lead covers this vital part of the RAAF’s unfolding narrative, and perfectly illustrates how the RAAF remained true to its motto – Per Ardua ad Astra – Through Adversity to the Stars.
Clinical reasoning is the foundation of professional clinical practice. Totally revised and updated, this book continues to provide the essential text on the theoretical basis of clinical reasoning in the health professions and examines strategies for assisting learners, scholars and clinicians develop their reasoning expertise. key chapters revised and updated nature of clinical reasoning sections have been expanded increase in emphasis on collaborative reasoning core model of clinical reasoning has been revised and updated
The Routledge History of Disease draws on innovative scholarship in the history of medicine to explore the challenges involved in writing about health and disease throughout the past and across the globe, presenting a varied range of case studies and perspectives on the patterns, technologies and narratives of disease that can be identified in the past and that continue to influence our present. Organized thematically, chapters examine particular forms and conceptualizations of disease, covering subjects from leprosy in medieval Europe and cancer screening practices in twentieth-century USA to the ayurvedic tradition in ancient India and the pioneering studies of mental illness that took place in nineteenth-century Paris, as well as discussing the various sources and methods that can be used to understand the social and cultural contexts of disease. Chapter 24 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. https://www.routledgehandbooks.com/doi/10.4324/9781315543420.ch24
A quick reference to the management of pain for specialists as well as general medical practitioners and residents. Written in a concise bulleted format, the content is limited to only the essential facts necessary for assessment and treatment of common pain conditions and presentations. A perfect review tool for both the anesthesia and pain medicine board exams.
This book traces the profound influence that Russian literature, which was tied inseparably to the political victory of the Russian revolution, had on China during a period that saw the collapse of imperial rule and the rise of the Communist Party.
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carnival, but he adds a cautionary note about the dark recesses: vote-buying, election-rigging, blackguarding, news suppression, and violence. Summers also points out that hardball politics and third-party challenges helped make the parties more responsive. Ballyhoo did not replace government action. In order to maintain power, major parties not only rigged the system but also gave dissidents part of what they wanted. The persistence of a two-party system, Summers concludes, resulted from its adaptability, as well as its ruthlessness. Even the reform of political abuses was shaped to fit the needs of the real owners of the political system--the politicians themselves.
A Choice Outstanding Academic Title of the Year In Minds on Fire, Mark C. Carnes shows how role-immersion games channel students’ competitive (and sometimes mischievous) impulses into transformative learning experiences. His discussion is based on interviews with scores of students and faculty who have used a pedagogy called Reacting to the Past, which features month-long games set during the French Revolution, Galileo’s trial, the partition of India, and dozens of other epochal moments in disciplines ranging from art history to the sciences. These games have spread to over three hundred campuses around the world, where many of their benefits defy expectations. “[Minds on Fire is] Carnes’s beautifully written apologia for this fascinating and powerful approach to teaching and learning in higher education. If we are willing to open our minds and explore student-centered approaches like Reacting [to the Past], we might just find that the spark of student engagement we have been searching for in higher education’s mythical past can catch fire in the classrooms of the present.” —James M. Lang, Chronicle of Higher Education “This book is a highly engaging and inspirational study of a ‘new’ technique that just might change the way educators bring students to learning in the 21st century.” —D. D. Bouchard, Choice
Confidence Games' argues that money and markets do not exist in a vacuum, but grow in a profoundly cultual medium, reflecting and in turn shaping their world. To understand the ongoing changes in the economy, one must consider the influence of art, philosophy and religion.
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
On your mark Private, the world's most renowned investigation firm, has been commissioned to provide security for the 2012 Olympic Games in London. Its agents are the smartest, fastest, and most technologically advanced in the world, and 400 of them have been transferred to London to protect more than 10,000 competitors who represent more than 200 countries. Get set The opening ceremony is hours away when Private investigator and single father of twins, Peter Knight, is called to the scene of a ruthless murder. A high-ranking member of the games' organizing committee has been killed. It's clear to Peter that this wasn't a crime of passion, but one of precise calculation and execution. Die Newspaper reporter Karen Pope receives a letter from a person who calls himself Cronus claiming responsibility for the murders. He promises to restore the Olympics to their ancient glory and to destroy all those who have corrupted the games with lies, corruption, and greed. Immediately, Karen hires Private to examine the letter, and she and Peter uncover a criminal genius who won't stop until he's completely destroyed the modern games. "America's #1 storyteller" (Forbes) delivers an exhilarating, action-packed thriller that brings the splendor and emotion of the Olympics to a wildly powerful climax.
This book covers almost everything you need to know about how to run highly successful programs with absolutely no equipment. Imagine being able to run an activity to fill-in some downtime at the "drop of a hat". Wouldn't that be great? Or, what if you could inject more fun into your program, without cost? How would it feel if you could do this? Imagine being able to impress your colleagues and peers with your ever-expanding arsenal of games, trust exercises and group problem-solving activities - without ever needing any equipment? It truly is possible, but you need to know how.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
There are thousands of books relating to poker, blackjack, roulette and baccarat, including strategy guides, statistical analysis, psychological studies, and much more. However, there are no books on Pell, Rouleno, Street Dice, and many other games that have had a short life in casinos! While this is understandable — most casino gamblers have not heard of these games, and no one is currently playing them — their absence from published works means that some interesting mathematics and gaming history are at risk of being lost forever. Table games other than baccarat, blackjack, craps, and roulette are called carnival games, as a nod to their origin in actual traveling or seasonal carnivals. Mathematics of Casino Carnival Games is a focused look at these games and the mathematics at their foundation. Features • Exercises, with solutions, are included for readers who wish to practice the ideas presented • Suitable for a general audience with an interest in the mathematics of gambling and games • Goes beyond providing practical ‘tips’ for gamblers, and explores the mathematical principles that underpin gambling games
Running Games for Track and Field & Cross Country is divided into eight categories of running: Icebreaker and Team Building, Warm-up and Cool-Down, Tag, Relay, Running, Fartlek, Distance, and Specific. Each of the eight categories describes 20 main games and numerous variations, making a total of more than500 games presented in Running Games for Track and Field & Cross Country that will provide fun and fitness through running! The number one reason people participate in athletics is to have fun! The challenge lies in making running fun, and increasing the motivation levels and therefore the effort level so maximum benefits on the physiological and psychological levels can be achieved. Successful coaches are successful because they motivate participants to become enthusiastic about participating and therefore increase ability to perform at higher levels. It is the motivation and enthusiasm towards running that Running Games For Track & Field and Cross Country addresses. The many ideas and workouts are designed to increase motivation and develop a positive attitude towards running. Some of the running activities presented are old games that have been played for years. Other running activities are modified from games with a running component added. Still other running activities presented are new activities that specifically develop the training component, techniques and tactics involved in the development of a runner. Running Games for Track & Field and Cross Country is designed to use sound physiological and psychological principles that maximize running development. Coaches who want and need ideas to increase motivation will find many readily available to use activities. Many of the activities are team building activities that will increase team cohesiveness.
Ladies, have you ever wondered why men act the way they do and why they refuse to give up what they call their player?s card? In the national bestseller, Checkmate: The Games Men Play, Mark Crutcher, a former player, pimp and even a gigolo, provides uncut and uncensored access into the secret moves that men who are players use to win women?s hearts, souls, minds and of course, their bodies. In an effort to help relinquish the heavy burden on his heart, Mr. Crutcher writes an empowering book for women to gain understanding of the dating process as well as the tricks and techniques men who are players vow never to reveal.In a chess match, the objective is to place the opponent?s king in an inescapable position on the game board. In the game that players play, the objective is to persuade women to maintain casual, uncommitted, sexual relationships with them. By the time women realize that a player?s intentions are purely physical, it is too late. They are already addicted to the experiences they have shared and cannot or will not let go. Checkmate. Checkmate: The Games Men Play will have you looking beyond your normal perceptions of reality and seeing the true meaning behind a man?s actions and words.
This book was developed to address a need. Quantitative Literacy courses have been established in the mathematics curriculum for decades now. The students in these courses typically dislike and fear mathematics, and the result is often a class populated by many students who are unmotivated and uninterested in the material. This book is a text for such a course; however, it is focused on a single idea that most students seem to already have some intrinsic interest in and is written at an accessible level. It covers the basic ideas of discrete probability and shows how these ideas can be applied to familiar games (roulette, poker, blackjack, etc.). The gambling material is interweaved through the book and introduced as soon as the necessary mathematics has been developed. Throughout, mathematical formalism and symbolism have been avoided, and numerous examples are provided. The book starts with a simple definition of probability, goes through some basic concepts like combining events and expected value, and then discusses some elementary mathematical aspects of various games. Roulette is introduced very early on, as is the game of craps, which requires some knowledge of conditional probability. Other games like poker, blackjack, and lotteries, whose study requires some rudimentary combinatorics, come shortly thereafter. The book ends with a brief introduction to zero-sum games, with some attention paid to the use of these ideas in studying bluffing. In addition to discussion of these traditional games, the author motivates probability by talking about a few applications in legal proceedings that illustrate how mathematics has been misused in the courtroom. There is also a discussion of the Monty Hall problem, a nonintuitive result in probability that has an interesting and colorful history. Hopefully, students studying from this text will find that mathematics is not as horrible as they have always thought and offers some interesting applications in the real world. This should perhaps be the goal of any quantitative literacy course.
Grandmaster Mark Taimanov is one of the most consistently successful players of the post-war era. A grandmaster since 1952, he twice qualified as a Candidate for the World Championship and his numerous tournament victories include the Soviet Championship in 1956 and the World Veterans' Championship in 1993. Taimanov has made many significant contributions to opening theory and is the author of numerous openings books. In this highly instructive book, translated by Ken Neat, Taimanov presents an annotated selection of the best games from his long and illustrious career. This title contains 60 deeply annotated games and reveals Taimanov's personal approach to chess. The games are grouped by strategical motif to maximize instructional value.
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
Covering the major topics of evolutionary game theory, Game-Theoretical Models in Biology presents both abstract and practical mathematical models of real biological situations. It discusses the static aspects of game theory in a mathematically rigorous way that is appealing to mathematicians. In addition, the authors explore many applications of game theory to biology, making the text useful to biologists as well. The book describes a wide range of topics in evolutionary games, including matrix games, replicator dynamics, the hawk-dove game, and the prisoner’s dilemma. It covers the evolutionarily stable strategy, a key concept in biological games, and offers in-depth details of the mathematical models. Most chapters illustrate how to use MATLAB® to solve various games. Important biological phenomena, such as the sex ratio of so many species being close to a half, the evolution of cooperative behavior, and the existence of adornments (for example, the peacock’s tail), have been explained using ideas underpinned by game theoretical modeling. Suitable for readers studying and working at the interface of mathematics and the life sciences, this book shows how evolutionary game theory is used in the modeling of these diverse biological phenomena.
They said there were no monsters. But there are. It is the 23rd Century. Across the cold void of space, alien monsters prey on humanity: infesting generation-ships, destroying colonies, and transforming humans into hosts for their foul spoor. From the insectoid hive-beasts of Klaatu, to the xenomorphic parasites of the outer rim, this book contains the sum total of human knowledge of the myriad forms of alien menace; where to find them...and how to kill them. In this guide you will find details of mankind's greatest champions, the marines of STAR Industries. With their state-of-the-art technology and advanced combat tactics developed over a century of warfare, the STAR marines battle the alien, wherever it may strike.
The entertainment industry has long been dominated by legendary screenwriter William Goldman’s “Nobody-Knows-Anything” mantra, which argues that success is the result of managerial intuition and instinct. This book builds the case that combining such intuition with data analytics and rigorous scholarly knowledge provides a source of sustainable competitive advantage – the same recipe for success that is behind the rise of firms such as Netflix and Spotify, but has also fueled Disney’s recent success. Unlocking a large repertoire of scientific studies by business scholars and entertainment economists, the authors identify essential factors, mechanisms, and methods that help a new entertainment product succeed. The book thus offers a timely alternative to “Nobody-Knows” decision-making in the digital era: while coupling a good idea with smart data analytics and entertainment theory cannot guarantee a hit, it systematically and substantially increases the probability of success in the entertainment industry. Entertainment Science is poised to inspire fresh new thinking among managers, students of entertainment, and scholars alike. Thorsten Hennig-Thurau and Mark B. Houston – two of our finest scholars in the area of entertainment marketing – have produced a definitive research-based compendium that cuts across various branches of the arts to explain the phenomena that provide consumption experiences to capture the hearts and minds of audiences. Morris B. Holbrook, W. T. Dillard Professor Emeritus of Marketing, Columbia University Entertainment Science is a must-read for everyone working in the entertainment industry today, where the impact of digital and the use of big data can’t be ignored anymore. Hennig-Thurau and Houston are the scientific frontrunners of knowledge that the industry urgently needs. Michael Kölmel, media entrepreneur and Honorary Professor of Media Economics at University of Leipzig Entertainment Science’s winning combination of creativity, theory, and data analytics offers managers in the creative industries and beyond a novel, compelling, and comprehensive approach to support their decision-making. This ground-breaking book marks the dawn of a new Golden Age of fruitful conversation between entertainment scholars, managers, and artists. Allègre Hadida, Associate Professor in Strategy, University of Cambridge
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
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