Through the art of Michael Nicoll Yahgulanaas, The Seriousness of Play explores the multiple forms, materialities and meaning of Haida Manga as it playfully mutates through repurposed automobile parts, large-scale public art projects, mixed media sculptures and two-dimensional painted and graphic forms. Haida Manga combines traditional Native Northwest Coast designs and form-lines with manga (or manhwa) to create a distinctive and dynamic artform for re-telling oral histories and addressing contemporary issues surrounding land, cultural memory, ecological destruction and the politics of belonging, ownership and identity.
Puppeteers have enthralled audiences for millennia with their unique charm, not just telling stories but enacting history, sharing knowledge, and preserving culture. In this dazzling and immersive volume based on the 2019 exhibition Shadows, Strings and Other Things (UBC Museum of Anthropology), puppets from all corners of the globe are resplendent in striking photographs that illustrate texts from ten scholars and puppeteers. Bodies of Enchantment highlights still-vital traditional puppetry practices, as well as examples of modern adaptations of the form: translucent leather shadow puppets depict ancient Indian epics in modern-day Indonesia; Taiwan's long-running Pili glove puppetry show thrives in the digital era; and Indigenous filmmaker Amanda Strong uses stop-motion animation to create entrancing new realms. Bodies of Enchantment: Puppets from Asia, Europe, Africa and the Americas features over 150 full-color images, and chapters by nine additional contributors: Anthony Alan Shelton revels at the alluring uncanniness of puppets; Annie Katsura Rollins explores Chinese shadow puppetry; Sutrisno Setya Hartana introduces us to Indonesian wayang; Jo Ann Cavallo unpacks the archetypes of Sicilian opera dei pupi; Mary Jo Arnoldi encounters the Sogobò masquerade in Malí; Izabela Brochado shows the continued vibrancy of mamulengo in Brazil; Kathy Foley and Catherine Ries uncover the significance of clothing in Javanese wayang golak cepak; and Jill Baird shares the history of puppetry at the Museum of Anthropology.
A superb collection of modern masterpieces that captures the vibrant culture of a nationThis richly illustrated publication accompanies the major exhibition, The Marvelous Real: Art from Mexico, hosted by the UBC Museum of Anthropology (MOA, Vancouver, Canada). The texts and images profile the works of over fifty artists, including modern practitioners, such as, Dr Atl, Leonora Carrington, Jean Charlot, Pedro Friedeberg, Frida Kahlo, Juan O’Gorman, Alice Rahon, David Alfaro Siqueiros, Juan Soriano, and Rufino Tamayo, whose canvases capture the many essences of Mexico. The book also encompasses a younger generation of visual artists, like Sandra Cabriada, Alfredo Castañede, Gunther Gerzso, Adela Goldbard, YishaiJusidman, Betsabeé Romero, and Francisco Toledo, whose creations similarly blend and evoke the extraordinary qualities of the exotic and the everyday. Uniting these art forms, which span an 85-year period (1926-2011), is the idea of the ‘marvelous real’ developed by the Cuban novelist and cultural critic, Alejo Carpentier (1904-1980). For Carpentier, the marvelous real filters through the arts, history, and everyday life in Latin America. Yet, it is not a romantic vision of life, predicated on an idealized, exotic imaginary; rather the marvelous real encompasses the beauty and brutality, the monotony and magic of existence in and between human, spiritual, and ecological worlds. The idea and the variegated imagery of the marvelous real are explored in the three essays written by Alejo Carpentier, Nicola Levell, and Anthony Shelton.
In a gorgeously illustrated exploration of the art of Michael Nicoll Yahgulanaas, Mischief Making disproves any notion that play is frivolous. Deploying mischievous tactics, Yahgulanaas shines a spotlight on serious topics. As he investigates Indigenous and other worldviews, the politics of land, cultural heritage, and global ecology, his distinctive style stretches, twists, and flips the formlines of classic Haida art to create imagery that resonates with the graphic vitality of Asian manga. This engaging and beautiful book delineates the philosophical underpinnings and evolution of the artist’s visual practice, revealing his deep understanding of the seriousness of play.
This text is based on a simple and fully reactive computational model that allows for intuitive comprehension and logical designs. The principles and techniques presented can be applied to any distributed computing environment (e.g., distributed systems, communication networks, data networks, grid networks, internet, etc.). The text provides a wealth of unique material for learning how to design algorithms and protocols perform tasks efficiently in a distributed computing environment.
This volume contains the proceedings of the 4th International Workshop on Distributed Algorithms, held near Bari, Italy, September 24-26, 1990. The workshop was a forum for researchers, students and other interested persons to discuss recent results and trends in the design and analysis of distributed algorithms for communication networks and decentralized systems. The volume includes all 28 papers presented at the workshop, covering current research in such aspects of distributed algorithm design as distributed combinatorial algorithms, distributed algorithms on graphs, distributed algorithms for new types of decentralized systems, distributed data structures, synchronization and load-balancing, distributed algorithms for control and communication, design and verification of network protocols, routing algorithms, fail-safe and fault-tolerant distributed algorithms, distributed database techniques, algorithms for transaction management and replica control, and other related topics.
Discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions About This Book Understand what a Blueprint is and how to create a complex visual scripting code Discover the infinite possibilities that Unreal Engine offers, and understand which tool to use, where and when Learn to think like a real game developer in order to create enjoyable and bug-free games using this comprehensive and practical handbook Who This Book Is For This book is ideal for intermediate level developers who know how to use Unreal Engine and want to go through a series of projects that will further their expertise. Working knowledge of C++ is a must. What You Will Learn Write clean and reusable Blueprint scripts Develop any kind of game you have in mind, following the rules used by experts Move through Unreal Engine 4, always knowing what you are doing and where to find the right tool for your needs Integrate C++ code into your projects using Visual Studio and the tools that Unreal provides Extricate between classes, nodes, interfaces, macros, and functions Work with different types of assets, from 3D objects to audio sources, from UI buttons to animations Explore all the aspects of the game logic—collisions, navigation meshes, matinees, volumes, events, and states In Detail With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual scripting tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint script is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual scripting, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint script. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons. Style and approach This is an easy-to-follow guide full of practical game examples. Each chapter contains step-by-step instructions to build a complete game and each game uses a different tool in order to cover all the topics in a detailed and progressive manner.
This book constitutes the refereed proceeding of the 6th International Conference on Coordination Models and Languages, COORDINATION 2004, held in Pisa, Italy in February 2004. The 20 revised full papers presented together with the abstracts of 3 invited talks were carefully reviewed and selected from 72 submissions. Among the topics addressed are context-aware coordination, the Linda coordination model, component adaptation, aspect-oriented programming, coordination middleware, peer-to-peer systems, coordination languages, network coordination, logic based coordination, agent coordination, as well as several coordination tools.
This volume presents the proceedings of the Second Workshop on Algorithms and Data Structures (WADS '91), held at Carleton University in Ottawa. The workshop was organized by the School of Computer Science at Carleton University. The workshop alternates with the Scandinavian Workshop on Algorithm Theory (SWAT), continuing the tradition of SWAT '88 (LNCS, Vol. 318), WADS '89 (LNCS, Vol. 382), and SWAT '90 (LNCS, Vol. 447). From 107 papers submitted, 37 were selected for presentation at the workshop. In addition, there were 5 invited presentations.
Focuses on David Garrick and the leading actors of his company at Drury Lane. This book tells how, in their time, Garrick, Macklin and Woffington were as famous for their achievements on the stage as they were infamous for their activities off it. It draws a selection of the actors' own words with those of their contemporaries and critics.
The discipline of landscape history has recently taken a new turn: away from the analysis of past land use and environments towards an understanding of landscape as a social construct. This book is a significant step along this exciting new road. Focusing on Norfolk in the post-medieval centuries, Nicola Whyte recaptures the essential character of ordinary people's experience of landscape. She shows how perceptions were deeply rooted in the comprehension of material antiquities, the annual round of work, public events and religious ritual, and the complex web of rights and jurisdictions mapped out in the fields. People valued and gave meaning to the landscape for a wide range of reasons, many of them unconnected with the economic potential of the land. Landscape features outside the confines of the church and the graveyard - pilgrimage routes, crosses, wells and springs - played an important part in the ideological shift of the Reformation. Parish boundaries, and in particular the annual ritual of 'beating the bounds' at Rogationtide, reveal much about the shifting pattern of local allegiances and competition over resources. Places of execution and the graves of suicides were 'mneumonic spectacles' defining both geographical and behavioural limits. The local history of enclosure and rights to commons is the story of nascent capitalism in rural England, a clash of values between modern productivity and ancient tradition that involved the reinterpretation and renegotiation of the past. Informed by the latest archaeological theory, this book shows how landscape development was a dynamic, experiential process, in which world-views changed as well as woods, hedges and fields.
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