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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.
From the Ghostbusters HQ in New York to Nemo's fish tank in Sydney, from the Phantom of the Opera's Parisian lair to scenes from Grand Theft Auto in LA, this is an amazing atlas of imaginary locations in real-life cities around the world. Locations from film, TV, books, computer games and comics are ingeniously plotted on a series of beautiful vintage-looking maps. Feauturing 14 of the world's greatest cities, the maps show exactly where your favourite characters lived, loved, worked and played, and where iconic scenes took place. The locations have been painstakingly tracked down, mapped, annotated and wittily divulged by the authors, and an extensive index helps you find them all. Within the pages of this book, you'll discover: • Where in London super-spies James Bond and George Smiley are neighbours. • The route of the exciting San Francisco car chase in Bullitt. • The Tokyo homes of all the magical girls from the classic Sailor Moon anime. And many more fascinating locations drawn from the world's imagination. Accompanying the maps are illuminating essays that explain how the authors came to their decisions, along with explorations of the key locations and fun timelines of imaginary events. Find out how to get to Sesame Street, where to join Starfleet and thousands of other places besides, in this indispensable guidebook to all those places you always wanted to visit – if only they were real.
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.
Italo Calvino's beloved, intricately crafted novel about an Emperor's travels—a brilliant journey across far-off places and distant memory. “Cities, like dreams, are made of desires and fears, even if the thread of their discourse is secret, their rules are absurd, their perspectives deceitful, and everything conceals something else.” In a garden sit the aged Kublai Khan and the young Marco Polo—Mongol emperor and Venetian traveler. Kublai Khan has sensed the end of his empire coming soon. Marco Polo diverts his host with stories of the cities he has seen in his travels around the empire: cities and memory, cities and desire, cities and designs, cities and the dead, cities and the sky, trading cities, hidden cities. As Marco Polo unspools his tales, the emperor detects these fantastic places are more than they appear.
What makes a place? Rebecca Solnit reinvents the traditional atlas, searching for layers of meaning & connections of experience across San Francisco.
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.
Presents twenty-two color maps and accompanying essays providing details on the people, ecology, and culture of the city.
Created for map lovers by map lovers, this rich book explores the intriguing stories behind maps across history and illuminates how the art of cartography thrives today. In this visually stunning book, award-winning journalists Betsy Mason and Greg Miller--authors of the National Geographic cartography blog "All Over the Map"--explore the intriguing stories behind maps from a wide variety of cultures, civilizations, and time periods. Based on interviews with scores of leading cartographers, curators, historians, and scholars, this is a remarkable selection of fascinating and unusual maps. This diverse compendium includes ancient maps of dragon-filled seas, elaborate graphics picturing unseen concepts and forces from inside Earth to outer space, devious maps created by spies, and maps from pop culture such as the schematics to the Death Star and a map of Westeros from Game of Thrones. If your brain craves maps--and Mason and Miller would say it does, whether you know it or not--this eye-opening visual feast will inspire and delight.
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.
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.