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Now in paperback, this dreamy, gorgeously detailed picture book leads children on a journey to impossible but wonderfully imagined places. Upside-down mountains, volcanoes that spew bubble gum, a gentle humpback whale keeping an entire city afloat. These and other wonderful worlds may not exist on Earth, but elsewhere--who knows? Each spread of this captivating book invites readers on a fantastic voyage. Ana de Lima's whimsical, softly colored illustrations are filled with surprising details that reward close examination, while Mia Cassany's soothing narrator is a nameless fellow traveler. A jungle where the animals exchange stripes, spots, and markings each time they sneeze, an archipelago made up of dessert-shaped islands, and a lighthouse so tall you can draw a new galaxy with your finger are just some of the wild places to visit. Perfect for before-bed reading, or daytime dreaming, this stunningly illustrated book will delight young readers and encourage them to conjure their own imaginary places.
Describes and visualizes over 1,200 magical lands found in literature and film, discussing such exotic realms as Atlantis, Tolkien's Middle Earth, and Oz.
WINNER, Edward Stanford Travel Writing Awards 2022: Illustrated Travel Book of the Year. HIGHLY COMMENDED, British Cartographic Society Awards 2022. From Stephen King's Salem's Lot to the superhero land of Wakanda, from Lilliput of Gulliver's Travels to Springfield in The Simpsons, this is a wondrous atlas of imagined places around the world. Locations from film, tv, literature, myths, comics and video games are plotted in a series of beautiful vintage-looking maps. The maps feature fictional buildings, towns, cities and countries plus mountains and rivers, oceans and seas. Ever wondered where the Bates Motel was based? Or Bedford Falls in It's a Wonderful Life? The authors have taken years to research the likely geography of thousands of popular culture locations that have become almost real to us. Sometimes these are easy to work out, but other times a bit of detective work is needed and the authors have been those detectives. By looking at the maps, you'll find that the revolution at Animal Farm happened next to Winnie the Pooh's home. Each location has an an extended index entry plus coordinates so you can find it on the maps. Illuminating essays accompanying the maps give a great insight into the stories behind the imaginary places, from Harry Potter's wizardry to Stone Age Bedrock in the Flintstones. A stunning map collection of invented geography and topography drawn from the world's imagination. Fascinating and beautiful, this is an essential book for any popular culture fan and map enthusiast.
"The Writer's Map is an atlas of the journeys that our most creative storytellers have made throughout their lives. This collection encompasses not only the maps that appear in their books but also the many maps that have inspired them, the sketches that they used while writing, and others that simply sparked their curiosity. " -- Publisher's description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Mapmaking fulfills one of our most ancient and deepseated desires: understanding the world around us and our place in it. But maps need not just show continents and oceans: there are maps to heaven and hell; to happiness and despair; maps of moods, matrimony, and mythological places. There are maps to popular culture, from Gulliver's Island to Gilligan's Island. There are speculative maps of the world before it was known, and maps to secret places known only to the mapmaker. Artists' maps show another kind of uncharted realm: the imagination. What all these maps have in common is their creators' willingness to venture beyond the boundaries of geography or convention. You Are Here is a wide-ranging collection of such superbly inventive maps. These are charts of places you're not expected to find, but a voyage you take in your mind: an exploration of the ideal country estate from a dog's perspective; a guide to buried treasure on Skeleton Island; a trip down the road to success; or the world as imagined by an inmate of a mental institution. With over 100 maps from artists, cartographers, and explorers, You are Here gives the reader a breath-taking view of worlds, both real and imaginary.
In the tradition of his books On Beauty and On Ugliness and The Infinity of Lists, Umberto Eco presents an enthralling illustrated tour of the fabled places that have awed and eluded us through the ages. "Eco is one of the most influential thinkers of our time" Los Angeles Times From the epic poems of Homer to contemporary science fiction, from the Holy Scriptures to modern mythology and fairy tale, literature and art are full of illusory places we have at some time believed are real, and onto which we have projected our dreams, ideals and fears. Umberto Eco leads us on an illuminating journey through these legendary lands - Atlantis, Thule and Hyperborea, the Earth's interior and the Land of Cockaigne - and explores utopias and dystopias where our imagination can confront concepts that are too incredible, or too challenging, for our limited real world. In The Book of Legendary Lands the author's text is accompanied by several hundred carefully assembled works of art and literature; the result is a beautifully illustrated volume with broad and enduring appeal. Translated from Italian by Alastair McEwen
Introducing readers to a wide range of maps from different time periods and a variety of cultures, this book confirms the vital roles of maps throughout history in commerce, art, literature, and national identity.
How can we understand the infinite variety of cities? Darran Anderson seems to exhaust all possibilities in this work of creative nonfiction. Drawing inspiration from Marco Polo and Italo Calvino, Anderson shows that we have much to learn about ourselves by looking not only at the cities we have built, but also at the cities we have imagined. Anderson draws on literature (Gustav Meyrink, Franz Kafka, Jaroslav Hasek, and James Joyce), but he also looks at architectural writings and works by the likes of Bruno Taut and Walter Gropius, Medieval travel memoirs from the Middle East, mid-twentieth-century comic books, Star Trek, mythical lands such as Cockaigne, and the works of Claude Debussy. Anderson sees the visionary architecture dreamed up by architects, artists, philosophers, writers, and citizens as wedded to the egalitarian sense that cities are for everyone. He proves that we must not be locked into the structures that exclude ordinary citizens--that cities evolve and that we can have input. As he says: "If a city can be imagined into being, it can be re-imagined as well.”
Set in the long-lost City of Victoria (a fictional world similar to Hong Kong), Atlas is written from the unified perspective of future archaeologists struggling to rebuild a thrilling metropolis. Divided into four sections—"Theory," "The City," "Streets," and "Signs"—the novel reimagines Victoria through maps and other historical documents and artifacts, mixing real-world scenarios with purely imaginary people and events while incorporating anecdotes and actual and fictional social commentary and critique. Much like the quasi-fictional adventures in map-reading and remapping explored by Paul Auster, Jorge Luis Borges, and Italo Calvino, Dung Kai-cheung's novel challenges the representation of place and history and the limits of technical and scientific media in reconstructing a history. It best exemplifies the author's versatility and experimentation, along with China's rapidly evolving literary culture, by blending fiction, nonfiction, and poetry in a story about succeeding and failing to recapture the things we lose. Playing with a variety of styles and subjects, Dung Kai-cheung inventively engages with the fate of Hong Kong since its British "handover" in 1997, which officially marked the end of colonial rule and the beginning of an uncharted future.