Author: Army Center of Military History
Publisher:
ISBN: 9781944961404
Category : History
Languages : en
Pages : 436
Book Description
American Military History provides the United States Army-in particular, its young officers, NCOs, and cadets-with a comprehensive but brief account of its past. The Center of Military History first published this work in 1956 as a textbook for senior ROTC courses. Since then it has gone through a number of updates and revisions, but the primary intent has remained the same. Support for military history education has always been a principal mission of the Center, and this new edition of an invaluable history furthers that purpose. The history of an active organization tends to expand rapidly as the organization grows larger and more complex. The period since the Vietnam War, at which point the most recent edition ended, has been a significant one for the Army, a busy period of expanding roles and missions and of fundamental organizational changes. In particular, the explosion of missions and deployments since 11 September 2001 has necessitated the creation of additional, open-ended chapters in the story of the U.S. Army in action. This first volume covers the Army's history from its birth in 1775 to the eve of World War I. By 1917, the United States was already a world power. The Army had sent large expeditionary forces beyond the American hemisphere, and at the beginning of the new century Secretary of War Elihu Root had proposed changes and reforms that within a generation would shape the Army of the future. But world war-global war-was still to come. The second volume of this new edition will take up that story and extend it into the twenty-first century and the early years of the war on terrorism and includes an analysis of the wars in Afghanistan and Iraq up to January 2009.
American Military History Volume 1
Author: Army Center of Military History
Publisher:
ISBN: 9781944961404
Category : History
Languages : en
Pages : 436
Book Description
American Military History provides the United States Army-in particular, its young officers, NCOs, and cadets-with a comprehensive but brief account of its past. The Center of Military History first published this work in 1956 as a textbook for senior ROTC courses. Since then it has gone through a number of updates and revisions, but the primary intent has remained the same. Support for military history education has always been a principal mission of the Center, and this new edition of an invaluable history furthers that purpose. The history of an active organization tends to expand rapidly as the organization grows larger and more complex. The period since the Vietnam War, at which point the most recent edition ended, has been a significant one for the Army, a busy period of expanding roles and missions and of fundamental organizational changes. In particular, the explosion of missions and deployments since 11 September 2001 has necessitated the creation of additional, open-ended chapters in the story of the U.S. Army in action. This first volume covers the Army's history from its birth in 1775 to the eve of World War I. By 1917, the United States was already a world power. The Army had sent large expeditionary forces beyond the American hemisphere, and at the beginning of the new century Secretary of War Elihu Root had proposed changes and reforms that within a generation would shape the Army of the future. But world war-global war-was still to come. The second volume of this new edition will take up that story and extend it into the twenty-first century and the early years of the war on terrorism and includes an analysis of the wars in Afghanistan and Iraq up to January 2009.
Publisher:
ISBN: 9781944961404
Category : History
Languages : en
Pages : 436
Book Description
American Military History provides the United States Army-in particular, its young officers, NCOs, and cadets-with a comprehensive but brief account of its past. The Center of Military History first published this work in 1956 as a textbook for senior ROTC courses. Since then it has gone through a number of updates and revisions, but the primary intent has remained the same. Support for military history education has always been a principal mission of the Center, and this new edition of an invaluable history furthers that purpose. The history of an active organization tends to expand rapidly as the organization grows larger and more complex. The period since the Vietnam War, at which point the most recent edition ended, has been a significant one for the Army, a busy period of expanding roles and missions and of fundamental organizational changes. In particular, the explosion of missions and deployments since 11 September 2001 has necessitated the creation of additional, open-ended chapters in the story of the U.S. Army in action. This first volume covers the Army's history from its birth in 1775 to the eve of World War I. By 1917, the United States was already a world power. The Army had sent large expeditionary forces beyond the American hemisphere, and at the beginning of the new century Secretary of War Elihu Root had proposed changes and reforms that within a generation would shape the Army of the future. But world war-global war-was still to come. The second volume of this new edition will take up that story and extend it into the twenty-first century and the early years of the war on terrorism and includes an analysis of the wars in Afghanistan and Iraq up to January 2009.
The Chinatown Death Cloud Peril
Author: Paul Malmont
Publisher: Simon and Schuster
ISBN: 074328786X
Category : Fiction
Languages : en
Pages : 7
Book Description
Set in the colorful world of the 1930s and peopled with writers H.P. Lovecraft, L. Ron Hubbard, Lester Dent, and Walter Gibson, this swashbuckling literary thriller propels the characters into a genuine pulp adventure in which they try to thwart a madman intent on creating a new global empire.
Publisher: Simon and Schuster
ISBN: 074328786X
Category : Fiction
Languages : en
Pages : 7
Book Description
Set in the colorful world of the 1930s and peopled with writers H.P. Lovecraft, L. Ron Hubbard, Lester Dent, and Walter Gibson, this swashbuckling literary thriller propels the characters into a genuine pulp adventure in which they try to thwart a madman intent on creating a new global empire.
The Essential Cult TV Reader
Author: David Lavery
Publisher: University Press of Kentucky
ISBN: 0813181496
Category : Performing Arts
Languages : en
Pages : 507
Book Description
The Essential Cult TV Reader is a collection of insightful essays that examine television shows that amass engaged, active fan bases by employing an imaginative approach to programming. Once defined by limited viewership, cult TV has developed its own identity, with some shows gaining large, mainstream audiences. By exploring the defining characteristics of cult TV, The Essential Cult TV Reader traces the development of this once obscure form and explains how cult TV achieved its current status as legitimate television. The essays explore a wide range of cult programs, from early shows such as Star Trek, The Avengers, Dark Shadows, and The Twilight Zone to popular contemporary shows such as Lost, Dexter, and 24, addressing the cultural context that allowed the development of the phenomenon. The contributors investigate the obligations of cult series to their fans, the relationship of camp and cult, the effects of DVD releases and the Internet, and the globalization of cult TV. The Essential Cult TV Reader answers many of the questions surrounding the form while revealing emerging debates on its future.
Publisher: University Press of Kentucky
ISBN: 0813181496
Category : Performing Arts
Languages : en
Pages : 507
Book Description
The Essential Cult TV Reader is a collection of insightful essays that examine television shows that amass engaged, active fan bases by employing an imaginative approach to programming. Once defined by limited viewership, cult TV has developed its own identity, with some shows gaining large, mainstream audiences. By exploring the defining characteristics of cult TV, The Essential Cult TV Reader traces the development of this once obscure form and explains how cult TV achieved its current status as legitimate television. The essays explore a wide range of cult programs, from early shows such as Star Trek, The Avengers, Dark Shadows, and The Twilight Zone to popular contemporary shows such as Lost, Dexter, and 24, addressing the cultural context that allowed the development of the phenomenon. The contributors investigate the obligations of cult series to their fans, the relationship of camp and cult, the effects of DVD releases and the Internet, and the globalization of cult TV. The Essential Cult TV Reader answers many of the questions surrounding the form while revealing emerging debates on its future.
Legends of the Twins
Author:
Publisher: Sovereign Press (WI)
ISBN: 9781931567312
Category : Dragonlance (Game)
Languages : en
Pages : 0
Book Description
One twin plots in a dark tower, mastering the arcane forces of magic and learning the secrets that will allow him to enter the Portal and challenge the gods themselves. The other twin hides from personal demons at the bottom of a bottle, not yet having found the courage and wisdom to become whole. Their legend will change both the history of Krynn and its future. The legends of other heroes stand waiting to be written. Personal journeys, great quests, and heroic sacrifices all lie ahead. Sometimes it is not the world that needs to be saved, but a soul. The River of Time not only provides the chance to find the forgotten history of Krynn, but a chance to visit the world as it might have been. Discover an Ansalon untouched by Cataclysm, where the Godpriest reigns supreme; visit a magocracy, a land in which the Orders of High Sorcery rule through the power of magic; roam the dragonlands, crushed under the terrible might of the Dark Queen and her dragon highlords. Legends of the Twins is a resource for games set in the world of DragonLance. Inside one will find information for players, including variant rules for character traits, new feats, prestige classes. New spells and magic items allow characters to journey across the River to Time. Dungeon Masters will discover an amazing wealth of campaign possibilities, including travel into Ansalon's distant past or many different alternate versions of the world-available to introduce into a current campaign or as a launching point of one that is entirely new. All information within this volume is fully compatible with the revised edition of the d20 System game. Book jacket.
Publisher: Sovereign Press (WI)
ISBN: 9781931567312
Category : Dragonlance (Game)
Languages : en
Pages : 0
Book Description
One twin plots in a dark tower, mastering the arcane forces of magic and learning the secrets that will allow him to enter the Portal and challenge the gods themselves. The other twin hides from personal demons at the bottom of a bottle, not yet having found the courage and wisdom to become whole. Their legend will change both the history of Krynn and its future. The legends of other heroes stand waiting to be written. Personal journeys, great quests, and heroic sacrifices all lie ahead. Sometimes it is not the world that needs to be saved, but a soul. The River of Time not only provides the chance to find the forgotten history of Krynn, but a chance to visit the world as it might have been. Discover an Ansalon untouched by Cataclysm, where the Godpriest reigns supreme; visit a magocracy, a land in which the Orders of High Sorcery rule through the power of magic; roam the dragonlands, crushed under the terrible might of the Dark Queen and her dragon highlords. Legends of the Twins is a resource for games set in the world of DragonLance. Inside one will find information for players, including variant rules for character traits, new feats, prestige classes. New spells and magic items allow characters to journey across the River to Time. Dungeon Masters will discover an amazing wealth of campaign possibilities, including travel into Ansalon's distant past or many different alternate versions of the world-available to introduce into a current campaign or as a launching point of one that is entirely new. All information within this volume is fully compatible with the revised edition of the d20 System game. Book jacket.
Toxic Geek Masculinity in Media
Author: Anastasia Salter
Publisher: Springer
ISBN: 3319660772
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.
Publisher: Springer
ISBN: 3319660772
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested space than ever, with continual clashes such as Gamergate, the Rabid and Sad Puppies’ attacks on the Hugo Awards, and battles at conventions over “fake geek girls.” Anastasia Salter and Bridget Blodgett critique both gendered depictions of geeks, including shows like Chuck and The Big Bang Theory, and aspirational geek heroes, ranging from the Winchester brothers of Supernatural to BBC’s Sherlock and the varied superheroes of the Marvel Cinematic Universe. Through this analysis, the authors argue that toxic masculinity is deeply embedded in geek culture, and that the identity of geek as victimized other must be redefined before geek culture and media can ever become an inclusive space.
The Art Of Seduction
Author: Robert Greene
Publisher: Profile Books
ISBN: 1847651402
Category : Family & Relationships
Languages : en
Pages : 496
Book Description
Which sort of seducer could you be? Siren? Rake? Cold Coquette? Star? Comedian? Charismatic? Or Saint? This book will show you which. Charm, persuasion, the ability to create illusions: these are some of the many dazzling gifts of the Seducer, the compelling figure who is able to manipulate, mislead and give pleasure all at once. When raised to the level of art, seduction, an indirect and subtle form of power, has toppled empires, won elections and enslaved great minds. In this beautiful, sensually designed book, Greene unearths the two sides of seduction: the characters and the process. Discover who you, or your pursuer, most resembles. Learn, too, the pitfalls of the anti-Seducer. Immerse yourself in the twenty-four manoeuvres and strategies of the seductive process, the ritual by which a seducer gains mastery over their target. Understand how to 'Choose the Right Victim', 'Appear to Be an Object of Desire' and 'Confuse Desire and Reality'. In addition, Greene provides instruction on how to identify victims by type. Each fascinating character and each cunning tactic demonstrates a fundamental truth about who we are, and the targets we've become - or hope to win over. The Art of Seduction is an indispensable primer on the essence of one of history's greatest weapons and the ultimate power trip. From the internationally bestselling author of The 48 Laws of Power, Mastery, and The 33 Strategies Of War.
Publisher: Profile Books
ISBN: 1847651402
Category : Family & Relationships
Languages : en
Pages : 496
Book Description
Which sort of seducer could you be? Siren? Rake? Cold Coquette? Star? Comedian? Charismatic? Or Saint? This book will show you which. Charm, persuasion, the ability to create illusions: these are some of the many dazzling gifts of the Seducer, the compelling figure who is able to manipulate, mislead and give pleasure all at once. When raised to the level of art, seduction, an indirect and subtle form of power, has toppled empires, won elections and enslaved great minds. In this beautiful, sensually designed book, Greene unearths the two sides of seduction: the characters and the process. Discover who you, or your pursuer, most resembles. Learn, too, the pitfalls of the anti-Seducer. Immerse yourself in the twenty-four manoeuvres and strategies of the seductive process, the ritual by which a seducer gains mastery over their target. Understand how to 'Choose the Right Victim', 'Appear to Be an Object of Desire' and 'Confuse Desire and Reality'. In addition, Greene provides instruction on how to identify victims by type. Each fascinating character and each cunning tactic demonstrates a fundamental truth about who we are, and the targets we've become - or hope to win over. The Art of Seduction is an indispensable primer on the essence of one of history's greatest weapons and the ultimate power trip. From the internationally bestselling author of The 48 Laws of Power, Mastery, and The 33 Strategies Of War.
In Valen's Name
Author: J. Michael Straczynski
Publisher:
ISBN: 9781852869816
Category : Human-alien encounters
Languages : en
Pages : 80
Book Description
Publisher:
ISBN: 9781852869816
Category : Human-alien encounters
Languages : en
Pages : 80
Book Description
Dark Matter
Author: Gregory Sholette
Publisher: Pluto Press
ISBN: 9780745327525
Category : Art
Languages : en
Pages : 0
Book Description
Art is big business, with some artists able to command huge sums of money for their works, while the vast majority are ignored or dismissed by critics. This book shows that these marginalized artists, the "dark matter" of the art world, are essential to the survival of the mainstream and that they frequently organize in opposition to it. Gregory Sholette, a politically engaged artist, argues that imagination and creativity in the art world originate thrive in the non-commercial sector shut off from prestigious galleries and champagne receptions. This broader creative culture feeds the mainstream with new forms and styles that can be commodified and used to sustain the few artists admitted into the elite. This dependency, and the advent of inexpensive communication, audio and video technology, has allowed this "dark matter" of the alternative art world to increasingly subvert the mainstream and intervene politically as both new and old forms of non-capitalist, public art. This book is essential for anyone interested in interventionist art, collectivism, and the political economy of the art world.
Publisher: Pluto Press
ISBN: 9780745327525
Category : Art
Languages : en
Pages : 0
Book Description
Art is big business, with some artists able to command huge sums of money for their works, while the vast majority are ignored or dismissed by critics. This book shows that these marginalized artists, the "dark matter" of the art world, are essential to the survival of the mainstream and that they frequently organize in opposition to it. Gregory Sholette, a politically engaged artist, argues that imagination and creativity in the art world originate thrive in the non-commercial sector shut off from prestigious galleries and champagne receptions. This broader creative culture feeds the mainstream with new forms and styles that can be commodified and used to sustain the few artists admitted into the elite. This dependency, and the advent of inexpensive communication, audio and video technology, has allowed this "dark matter" of the alternative art world to increasingly subvert the mainstream and intervene politically as both new and old forms of non-capitalist, public art. This book is essential for anyone interested in interventionist art, collectivism, and the political economy of the art world.
MMOs from the Inside Out
Author: Richard A. Bartle
Publisher: Apress
ISBN: 1484217241
Category : Computers
Languages : en
Pages : 742
Book Description
This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.
Publisher: Apress
ISBN: 1484217241
Category : Computers
Languages : en
Pages : 742
Book Description
This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.
To Dream in the City of Sorrows
Author: Kathryn M. Drennan
Publisher: Dell
ISBN: 9780440223542
Category : Babylon 5 (Television program)
Languages : en
Pages : 0
Book Description
The stand-along plot of this novel brings a critical new piece to the "Babylon 5" story line. Haunted by the explosive fate of Babylons 1 through 4, the inhabitants of Babylon 5 work together to make the station "our last, best hope for peace".
Publisher: Dell
ISBN: 9780440223542
Category : Babylon 5 (Television program)
Languages : en
Pages : 0
Book Description
The stand-along plot of this novel brings a critical new piece to the "Babylon 5" story line. Haunted by the explosive fate of Babylons 1 through 4, the inhabitants of Babylon 5 work together to make the station "our last, best hope for peace".