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When Megan O'Malley accepts an invitation from a friend in her fencing group to visit his pre-World War I "virtual nation," she is quickly engulfed in the game, which will end with her friend discarding his body at the end to rule supreme in this compelling cyberworld.
This definitive anthology gathers stories, essays, memoirs, excerpts from novels, and poems by more than 130 Jewish writers of the past two centuries who worked in the Russian language. It features writers of the tsarist, Soviet, and post-Soviet periods, both in Russia and in the great emigrations, representing styles and artistic movements from Romantic to Postmodern. The authors include figures who are not widely known today, as well as writers of world renown. Most of the works appear here for the first time in English or in new translations. The editor of the anthology, Maxim D. Shrayer of Boston College, is a leading authority on Jewish-Russian literature. The selections were chosen not simply on the basis of the author's background, but because each work illuminates questions of Jewish history, status, and identity. Each author is profiled in an essay describing the personal, cultural, and historical circumstances in which the writer worked, and individual works or groups of works are headnoted to provide further context. The anthology not only showcases a wide selection of individual works but also offers an encyclopedic history of Jewish-Russian culture. This handsome two-volume set is organized chronologically. The first volume spans the nineteenth century and the first part of the twentieth century, and includes the editor's extensive introduction to the Jewish-Russian literary canon. The second volume covers the period from the death of Stalin to the present, and each volume includes a corresponding survey of Jewish-Russian history by John D. Klier of University College, London, as well as detailed bibliographies of historical and literary sources.
Alan Slaney, a brilliant fencing instructor, has designed the virtual reality fantasy realm of Latvinia. And when he asks his star pupil, Megan O'Malley, and her friends to help beta-test the sim, they love the thrilling character profiles the game-world provides. Until, that is, the fantasy becomes all too real. Latvinia is beginning to look less like a labour of love and more like the product of a dangerous obsession. Time is running short for the beta-testers: unless Megan can prevent reality submerging into the game-world, she and her friends may well be forced to assume their dual identities forever...
A collection of news and feature articles from the Bureau's website.
This volume assesses the importance of border crossings in the evolution of European culture and identity, as reflected in the work of modern European writers and film-makers. Contributors chart the processes of transition from stability to change, from the known to the culturally unsettled, treating the themes of migration, exile, allegiance and belonging, journey, marginality, the legacy of war and displacement, memory and the denial of memory. What emerges is a cross-disciplinary reappraisal of the concept of identity, in which fixity is replaced by movement, and in which the dynamic process of story-telling, with its narratives of migration, exile, and borders crossed, mirrors the shifting and nomadic pluralities of modern existence.
This book addresses translingual identities through an innovative multimodal analysis of the language learning histories of a class of advanced learners of English in Japan who grew up between two or more languages. The author explores both the translingual experiences of those in the classroom and how they use language and gesture when describing their experiences to each other. This approach uses three perspectives: it looks at the worlds and identities the interviewees construct for themselves; at their interpersonal communication; and at the way they frame their experience. Finally, it offers some lessons based on the observations of the class which reveal the values they share and the key to their success as language learners. It will appeal to applied linguistic and educational researchers, particularly those with an interest in narrative approaches to exploring educational contexts, as well as language educators and policy makers interested in gaining a learner perspective on language learning.
Collects X-Men Origins: Wolverine #1, Uncanny X-Men (1963) #118-119, Wolverine (1982) #1-2, Marvel Team-Up (1972) #83-85. Witness the experiment that bonded Adamantium to Logan's bones and claws, and learn the true story of how he joined the X-Men! Relive Wolverine's first meeting and star-crossed romance with the beautiful Mariko Yashida, his duel of honor with Mariko's criminal father Lord Shingen, and the introduction of the wandering ronin Yukio! Also featuring the first teaming between criminal duo Viper and the Silver Samurai as they clash with Black Widow, Nick Fury, S.H.I.E.L.D. and the Amazing Spider-Man! Wolverine's greatest adventure begins here!
An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot. Animation is the optical illusion of motion created by the consecutive display of images of static elements. In film and video production, this refers to techniques by which each frame of a film or movie is produced individually. Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Anime is a medium of animation originating in Japan, with distinctive character and background aesthetics that visually set it apart from other forms of animation. An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot (even if it is a very short one). Manga is the Japanese word for comics and print cartoons. Outside of Japan, it usually refers specifically to Japanese comics. Special effects (abbreviated SPFX or SFX) are used in the film, television, and entertainment industry to visualize scenes that cannot be achieved by normal means, such as space travel. Stop motion is a generic gereral term for an animation technique which makes static objects appear to move.
A brand-new collection of 32 case studies that further demonstrate the retrofitting of suburbia This amply-illustrated book, second in a series, documents how defunct shopping malls, parking lots, and the past century’s other obsolete suburban development patterns are being retrofitted to address current urgent challenges they weren’t designed for: improving public health, increasing resilience in the face of climate change, leveraging social capital for equity, supporting an aging society, competing for jobs, and disrupting automobile dependence. Case Studies in Retrofitting Suburbia: Urban Design Strategies for Urgent Challenges provides summaries, data, and references on how these challenges manifest in suburbia and discussion of successful urban design strategies to address them in Part I. Part II documents how innovative design strategies are implemented in a range of northern American contexts and market conditions. From modest interventions with big ripple effects to ambitious do-overs, examples of redevelopment, reinhabitation, and regreening of changing suburban places from coast to coast are described in depth in 32 brand new case studies. Written by the authors of the highly influential Retrofitting Suburbia: Urban Design Solutions for Redesigning Suburbs Demonstrates changes that can and already have been realized in suburbia by focusing on case studies of retrofitted suburban places Illustrated in full-color with photos, maps, plans, and diagrams Full of replicable lessons and creative responses to ongoing problems and potentials with conventional suburban form, Case Studies in Retrofitting Suburbia: Urban Design Strategies for Urgent Challenges is an important book for students and professionals involved in urban design, architecture, landscape architecture, urban planning, development, civil engineering, public health, public policy, and governance. Most of all, it is intended as a useful guide for anyone who seeks to inspire revitalization, justice, and shared prosperity in places they know and care about.