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A tale inspired by Lewis Carroll's Wonderland, in which an older Alice meets Charles Darwin and H. G. Wells, who has a working Time Machine.
Based on events from the film Alice Through the Looking Glass, this unique illustrated novel allows readers to follow Alice, the Mad Hatter, the Red Queen and the White Queen as the characters journey through time. Each of the four characters have their own new, distinct art style to accompany their unpredictable adventures. As the readers travel along, they will be faced with choices that may turn the world upside down.
Alistair's entry in a science competition takes him to many places and time periods, but unfortunately he can't prove this to the judges.
Bringing the material up to date, Black Holes, Wormholes and Time Machines, Second Edition captures the new ideas and discoveries made in physics since the publication of the best-selling first edition. While retaining the popular format and style of its predecessor, this edition explores the latest developments in high-energy astroparticle physics
"Alice's Adventures in Wonderland and Through the Looking-Glass was originally published in 1865/1872"--T.p. verso.
From an Epic Award winning author comes a sprawling tale of brass buttons, ray guns, and two-fisted adventure! In an alternate empire filled with mechanical men, women scientists, and fantastic contraptions powered by steam, a high ranking officer in the Victoriana Defense League betrays his country when he steals an airship and awakens an alien weapon that will soon hatch into a walking factory of death. Commander Jeremiah Willstone and her team must race through time in a desperate bid to stop the traitor's plan to use the alien weapon to overthrow the world's social order. With time running out, Jeremiah may have to sacrifice everything she is to save everyone she loves. "Addictive, sassy, sexy, funny, intense, brilliant." -Bitten By Books, on Frost Moon Epic Award winner Anthony Francis writes the Dakota Frost, Skindancer series and the Jeremiah Willstone series while working on robots for "the Search Engine Which Starts with a 'G'."
How to Do Things with Dead People studies human contrivances for representing and relating to the dead. Alice Dailey takes as her principal objects of inquiry Shakespeare's English history plays, describing them as reproductive mechanisms by which living replicas of dead historical figures are regenerated in the present and re-killed. Considering the plays in these terms exposes their affinity with a transhistorical array of technologies for producing, reproducing, and interacting with dead things—technologies such as literary doppelgängers, photography, ventriloquist puppetry, X-ray imaging, glitch art, capital punishment machines, and cloning. By situating Shakespeare's historical drama in this intermedial conversation, Dailey challenges conventional assumptions about what constitutes the context of a work of art and contests foundational models of linear temporality that inform long-standing conceptions of historical periodization and teleological order. Working from an eclectic body of theories, pictures, and machines that transcend time and media, Dailey composes a searching exploration of how the living use the dead to think back and look forward, to rule, to love, to wish and create.
Preface The story is about a young girl named Alice who lived on a farm with her family. One bright day, on her 20th birthday, she receives a gift in the mail from some unknown person. She opens up the mail and finds a strange a $100 Visa card. The card turns out to be a time machine and takes her on an adventurous and fun-filled journey. On her way she meets up with a boy named Roby who is more like frank. Together they enjoy one of the most amazing journeys ever and also saves the world by time traveling through different worlds. Chapter 1 Alice and the Time Machine This story is about Alice and her journey about time travel. Alice grew up on a farm in Kentucky. Being a farm girl, she was used to helping her father at the farm. She loved horseback rides and making fires in the fire pit with all her friends from high school senior year. The first thing she ever bought for herself was the white limo which she bought with money she got from selling a baby horse for 1,200$ dollar on eBay.
Contemporary art must get inspiration from somewhere. In Tea, Automatons, and Time Machines, the subculture of Steampunk art is studied in relation to art history. Addressing three main topics within social and environmental justice, a comparison of art styles and creativity stems from an artist’s passion within popular culture. Using arts-based research methods and personal introspection viewed through the lens of nostalgia, a unique perspective of art history studies comes to life. Nostalgia, being primarily a psychological study, is used as a lens to view art, culture, and memoir into a complete research project. We live in a world in need of change. Historically, artists have provided a means for change through their work and the lives they choose to live. The vastness of art history provides plenty of room for inspiration and interpretation. In this study, the contemporary sub-culture of Steampunk looks nostalgically at Arts and Crafts, Art Nouveau, and Art Deco eras in a way that paves the way for social change and environmental preservation using fantasy, cos-play, and art to demonstrate needed changes. Through the art and culture of Steampunk, we explore areas that could use improvement in our modern world, and yet, they do tie in with similar occurrences of the past. We find that we’re not that different but with art and demonstration, we too, can make positive changes for our future.