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Explore castles and discover the lifestyles of the Middle Ages. Involve your students in activities which focus on the following skills: Research, Creative, Word Knowledge, Brainstorming, and Expressive Language Oral and Written. Brainstorm to find out what your students know about the Middle Ages and what they'd like to know.
The suburb of Shadyside was established in the middle of farmland during the late 1860s when the Shadyside train station opened. As Pittsburgh grew into the worldas preeminent industrial city, Shadyside became the home of many influential men of the industrial age. Rapid change struck Shadyside early in the 20th century when commerce sprouted up around the perimeter of the neighborhood to cater to the residentsa demand for luxury goods and services. Within another decade industry moved in, especially close to the train tracks, and in 1915, the Ford Motor Company assembly plant opened in Shadyside. Through more than 200 vintage photographs, Pittsburghas Shadyside chronicles the personalities, places, institutions, and events that transformed a farming community into an affluent industrial-age suburb and diverse city neighborhood.
This informative two-volume set provides readers with an understanding of the fads and crazes that have taken America by storm from colonial times to the present. Entries cover a range of topics, including food, entertainment, fashion, music, and language. Why could hula hoops and TV westerns only have been found in every household in the 1950s? What murdered Russian princess can be seen in one of the first documented selfies, taken in 1914? This book answers those questions and more in its documentation of all of the most captivating trends that have defined American popular culture since before the country began. Entries are well-researched and alphabetized by decade. At the start of every section is an insightful historical overview of the decade, and the set uniquely illustrates what today's readers have in common with the past. It also contains a Glossary of Slang for each decade as well as a bibliography, plus suggestions for further reading for each entry. Students and readers interested in history will enjoy discovering trends through the years in such areas as fashion, movies, music, and sports.
The challenge of making the great American historical film has attracted some of our finest talents: D. W. Griffith, John Ford, Robert Altman, Francis Ford Coppola, Martin Scorsese, Oliver Stone, Spike Lee. From the earliest flickering images of The Spirit of 76 (1905) through Nixon, America on Film subtly and entertainingly examines Hollywood's filming of American history, including biographies. Among the many films considered, some omissions seem surprising: The Birth of a Nation and Gone with the Wind, for example, since they are based on fiction. But The Iron Horse, The Beginning or the End?, the Jackie Robinson Story, Patton, Quiz Show, Lenny, Malcolm, X, Apollo 13, and literally hundreds of others are all here. Through these many movies, we see the interrelationships between image and substance, illusion and reality, racism and democracy, and cynicism and idealism, which form America's unique national identity.
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.
Winner of the 2016 Antoinette Forrester Downing Award presented by the Society of Architectural Historians. In many cities across the world, particularly in Europe, old buildings form a prominent part of the built environment, and we often take it for granted that their contribution is intrinsically positive. How has that widely-shared belief come about, and is its continued general acceptance inevitable? Certainly, ancient structures have long been treated with care and reverence in many societies, including classical Rome and Greece. But only in modern Europe and America, in the last two centuries, has this care been elaborated and energised into a forceful, dynamic ideology: a ‘Conservation Movement’, infused with a sense of historical destiny and loss, that paradoxically shared many of the characteristics of Enlightenment modernity. The close inter-relationship between conservation and modern civilisation was most dramatically heightened in periods of war or social upheaval, beginning with the French Revolution, and rising to a tragic climax in the 20th-century age of totalitarian extremism; more recently the troubled relationship of ‘heritage’ and global commercialism has become dominant. Miles Glendinning’s new book authoritatively presents, for the first time, the entire history of this architectural Conservation Movement, and traces its dramatic fluctuations in ideas and popularity, ending by questioning whether its recent international ascendancy can last indefinitely.
Presented by The Video Game Museum, The NES Endings Compendium presents the endings of Nintendo Entertainment System games from 1985 and 1988. Revisit the memories of completing games like Super Mario Bros., Contra. Castlevania, Blaster Master, Bionic Commando, and many others, all presented in a nostalgic style patterned after 1980s video game magazines!