Author: Lee Konstantinou
Publisher: Harvard University Press
ISBN: 0674969472
Category : Literary Criticism
Languages : en
Pages :
Book Description
Lee Konstantinou examines irony in American literary and political life, showing how it migrated from the countercultural margins of the 1950s to the 1980s mainstream. Along the way, irony was absorbed into postmodern theory and ultimately become a target of recent writers who have moved beyond its limitations with a practice of “postirony.”
Cool Characters
Author: Lee Konstantinou
Publisher: Harvard University Press
ISBN: 0674969472
Category : Literary Criticism
Languages : en
Pages :
Book Description
Lee Konstantinou examines irony in American literary and political life, showing how it migrated from the countercultural margins of the 1950s to the 1980s mainstream. Along the way, irony was absorbed into postmodern theory and ultimately become a target of recent writers who have moved beyond its limitations with a practice of “postirony.”
Publisher: Harvard University Press
ISBN: 0674969472
Category : Literary Criticism
Languages : en
Pages :
Book Description
Lee Konstantinou examines irony in American literary and political life, showing how it migrated from the countercultural margins of the 1950s to the 1980s mainstream. Along the way, irony was absorbed into postmodern theory and ultimately become a target of recent writers who have moved beyond its limitations with a practice of “postirony.”
Cartoon Cool
Author: Christopher Hart
Publisher: Christopher Hart's Cartooning
ISBN: 0823005879
Category : Art
Languages : en
Pages : 114
Book Description
One of the world's leading cartoon artists shows readers how to capture the retro look of Sponge Bob, Dexter, and other popular comics, revealing how to recapture the 1950s in cartoons.
Publisher: Christopher Hart's Cartooning
ISBN: 0823005879
Category : Art
Languages : en
Pages : 114
Book Description
One of the world's leading cartoon artists shows readers how to capture the retro look of Sponge Bob, Dexter, and other popular comics, revealing how to recapture the 1950s in cartoons.
High Schoolers, Meet Media Literacy
Author: Jim Wasserman
Publisher: Rowman & Littlefield
ISBN: 1475842228
Category : Education
Languages : en
Pages : 215
Book Description
High school students today are no longer insulated from the vicissitudes of messaging/counter messaging in today’s always available, always blaring media (coming into their cars, homes, and ears through ever-more personal devices), including the cross-accusations of “fake news” that leave true seekers of information spinning in circles. Young people are no longer “future consumers,” as products they are not even old enough to buy are pitched to them, while groups with political agendas seek to make future voters already on their “team” before they first step into a voting booth. Fortunately, there is now a call for empowering teens with the knowledge and skills to decode such messaging so that they are no longer passive receptacles of messaging, but active participants in their own media processing. This is the field of media literacy.
Publisher: Rowman & Littlefield
ISBN: 1475842228
Category : Education
Languages : en
Pages : 215
Book Description
High school students today are no longer insulated from the vicissitudes of messaging/counter messaging in today’s always available, always blaring media (coming into their cars, homes, and ears through ever-more personal devices), including the cross-accusations of “fake news” that leave true seekers of information spinning in circles. Young people are no longer “future consumers,” as products they are not even old enough to buy are pitched to them, while groups with political agendas seek to make future voters already on their “team” before they first step into a voting booth. Fortunately, there is now a call for empowering teens with the knowledge and skills to decode such messaging so that they are no longer passive receptacles of messaging, but active participants in their own media processing. This is the field of media literacy.
Draw With Jazza - Creating Characters
Author: Josiah Brooks
Publisher: Penguin
ISBN: 1440344981
Category : Art
Languages : en
Pages : 145
Book Description
Imagine, Design and Draw Your Own Characters! Draw With Jazza YouTube star Josiah Brooks breaks down an easy-to-follow method that will help you to invent and draw original characters time and time again. Whether sci-fi or steampunk, comic book heroines or tattooed action heroes, animal familiars or alien races, you will discover the limitless possibilities of creating your very own characters for comic books, cartoons, video games and more! No matter what your skill level, you can draw from concept to finished art with confidence. Jazza shows you how as he walks you through The Design Process! • Discover. Learn techniques just like the pros use for developing characters--their backstory, personality and physicality; decide your drawing style; and explore and organize your inspiration. • Design. Use brainstorm sketching to refine your character's persona. Use simplified lines and shapes to draw men and women, practice poses and play with body shapes, sizes, ages and outfits. • Develop. Refine your best ideas by choosing features, color schemes, settings and context to reflect your end goal. • Deliver. Finish your concept art with character turnarounds, expression sheets, pose variations and more to create a complete picture of your characters and their world.
Publisher: Penguin
ISBN: 1440344981
Category : Art
Languages : en
Pages : 145
Book Description
Imagine, Design and Draw Your Own Characters! Draw With Jazza YouTube star Josiah Brooks breaks down an easy-to-follow method that will help you to invent and draw original characters time and time again. Whether sci-fi or steampunk, comic book heroines or tattooed action heroes, animal familiars or alien races, you will discover the limitless possibilities of creating your very own characters for comic books, cartoons, video games and more! No matter what your skill level, you can draw from concept to finished art with confidence. Jazza shows you how as he walks you through The Design Process! • Discover. Learn techniques just like the pros use for developing characters--their backstory, personality and physicality; decide your drawing style; and explore and organize your inspiration. • Design. Use brainstorm sketching to refine your character's persona. Use simplified lines and shapes to draw men and women, practice poses and play with body shapes, sizes, ages and outfits. • Develop. Refine your best ideas by choosing features, color schemes, settings and context to reflect your end goal. • Deliver. Finish your concept art with character turnarounds, expression sheets, pose variations and more to create a complete picture of your characters and their world.
How to Draw the Craziest, Creepiest Characters
Author: Asavari Singh
Publisher: Capstone
ISBN: 1429665955
Category : Juvenile Nonfiction
Languages : en
Pages : 26
Book Description
Describes how to draw different types of archetypal characters, including scientists, robots, zombies, vampires, adventurous women, witches, and monsters, including drawing their faces, bodies, and clothing and putting them in conflict.
Publisher: Capstone
ISBN: 1429665955
Category : Juvenile Nonfiction
Languages : en
Pages : 26
Book Description
Describes how to draw different types of archetypal characters, including scientists, robots, zombies, vampires, adventurous women, witches, and monsters, including drawing their faces, bodies, and clothing and putting them in conflict.
The Dragon and the Dazzle
Author: Marco Pellitteri
Publisher: Tunué
ISBN: 8889613890
Category : Performing Arts
Languages : en
Pages : 734
Book Description
"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover
Publisher: Tunué
ISBN: 8889613890
Category : Performing Arts
Languages : en
Pages : 734
Book Description
"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover
Character Voice
Author: M. L. Buchman
Publisher: Buchman Bookworks, Inc.
ISBN:
Category : Reference
Languages : en
Pages : 90
Book Description
Character drives story—any story, any genre. Imagine 2001: A Space Odyssey without HAL, Tolkein without Gandalf, or Ian Fleming without James Bond. A great character can’t save a bad book, but the best writing in the world won’t survive a weak one. For over 25 years, M.L. has been studying Character Voice. This book collects what he has learned so far. A set of practical tools that work for any genre and any writing style. He also discusses how to evaluate which will work for you. Do these tools guarantee flawless characters? If only. Are they essential to create a character who will keep your readers awake all night? Absolutely! Every author uses them in some form. In this book M.L. Buchman makes them understandable and accessible.
Publisher: Buchman Bookworks, Inc.
ISBN:
Category : Reference
Languages : en
Pages : 90
Book Description
Character drives story—any story, any genre. Imagine 2001: A Space Odyssey without HAL, Tolkein without Gandalf, or Ian Fleming without James Bond. A great character can’t save a bad book, but the best writing in the world won’t survive a weak one. For over 25 years, M.L. has been studying Character Voice. This book collects what he has learned so far. A set of practical tools that work for any genre and any writing style. He also discusses how to evaluate which will work for you. Do these tools guarantee flawless characters? If only. Are they essential to create a character who will keep your readers awake all night? Absolutely! Every author uses them in some form. In this book M.L. Buchman makes them understandable and accessible.
Race Characters
Author: Swati Rana
Publisher: UNC Press Books
ISBN: 1469659484
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
A vexed figure inhabits U.S. literature and culture: the visibly racialized immigrant who disavows minority identity and embraces the American dream. Such figures are potent and controversial, for they promise to expiate racial violence and perpetuate an exceptionalist ideal of America. Swati Rana grapples with these figures, building on studies of literary character and racial form. Rana offers a new way to view characterization through racialization that creates a fuller social reading of race. Situated in a nascent period of ethnic identification from 1900 to 1960, this book focuses on immigrant writers who do not fit neatly into a resistance-based model of ethnic literature. Writings by Paule Marshall, Ameen Rihani, Dalip Singh Saund, Jose Garcia Villa, and Jose Antonio Villarreal symbolize different aspects of the American dream, from individualism to imperialism, assimilation to upward mobility. The dynamics of characterization are also those of contestation, Rana argues. Analyzing the interrelation of persona and personhood, Race Characters presents an original method of comparison, revealing how the protagonist of the American dream is socially constrained and structurally driven.
Publisher: UNC Press Books
ISBN: 1469659484
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
A vexed figure inhabits U.S. literature and culture: the visibly racialized immigrant who disavows minority identity and embraces the American dream. Such figures are potent and controversial, for they promise to expiate racial violence and perpetuate an exceptionalist ideal of America. Swati Rana grapples with these figures, building on studies of literary character and racial form. Rana offers a new way to view characterization through racialization that creates a fuller social reading of race. Situated in a nascent period of ethnic identification from 1900 to 1960, this book focuses on immigrant writers who do not fit neatly into a resistance-based model of ethnic literature. Writings by Paule Marshall, Ameen Rihani, Dalip Singh Saund, Jose Garcia Villa, and Jose Antonio Villarreal symbolize different aspects of the American dream, from individualism to imperialism, assimilation to upward mobility. The dynamics of characterization are also those of contestation, Rana argues. Analyzing the interrelation of persona and personhood, Race Characters presents an original method of comparison, revealing how the protagonist of the American dream is socially constrained and structurally driven.
Fundamentals of Game Design
Author: Ernest Adams
Publisher: Pearson Education
ISBN: 0321929675
Category : Computers
Languages : en
Pages : 577
Book Description
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Publisher: Pearson Education
ISBN: 0321929675
Category : Computers
Languages : en
Pages : 577
Book Description
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Middle Schoolers, Meet Media Literacy
Author: Jim Wasserman
Publisher: Rowman & Littlefield
ISBN: 1475842198
Category : Education
Languages : en
Pages : 206
Book Description
In a world of media saturation, children today are not future consumers of information and goods, but targeted participants involved in a game in which they don’t know the rules or even that they are playing, yet one that will affect them throughout their lives. This book is a teaching manual that helps teachers not only explain the concepts of consumer economics and media literacy to middle schoolers but supplies lessons for students to get hands-on experience recognizing, deconstructing, evaluating, and choosing for themselves whether to accept the tangible product or intangible message offered. Teachers can use the lessons to help students build a toolbox of analytical skills that they can carry with them and develop further throughout the rest of their lives to distinguish information from persuasion, from what people tell them they should believe to what the students, through critical thinking, decide is worthy of their belief.
Publisher: Rowman & Littlefield
ISBN: 1475842198
Category : Education
Languages : en
Pages : 206
Book Description
In a world of media saturation, children today are not future consumers of information and goods, but targeted participants involved in a game in which they don’t know the rules or even that they are playing, yet one that will affect them throughout their lives. This book is a teaching manual that helps teachers not only explain the concepts of consumer economics and media literacy to middle schoolers but supplies lessons for students to get hands-on experience recognizing, deconstructing, evaluating, and choosing for themselves whether to accept the tangible product or intangible message offered. Teachers can use the lessons to help students build a toolbox of analytical skills that they can carry with them and develop further throughout the rest of their lives to distinguish information from persuasion, from what people tell them they should believe to what the students, through critical thinking, decide is worthy of their belief.