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A generation-defining exposé of toxic beauty culture—from Botox and Instagram filters to lip flips and editing apps—and the realities of coming of age online We live in a new age of beauty. With advancements in cosmetic surgery, walk-in treatments, augmented reality face filters, photo editing apps, and exposure to more images than ever, we have the ability to craft the image we want everyone to see. We pinch, pull, squeeze, tweeze, smooth and slice ourselves beyond recognition. But is our beauty culture truly empowering? Are we really in control? In Pixel Flesh, Ellen Atlanta holds a mirror up to our modern beauty ideal, as well as the pressure to present a perfect image, to live in an age of constant comparison and curated feeds. She weaves in her personal story with others’ to reconfigure our obsession with the cult of beauty and explore the reality of living in a world of paradoxes: we know our standards are unhealthy, but understand it’s a way to succeed. We resent social media but continue to scroll. We know digital beauty is artificial, but we still strive for it. From Love Island to lip filler, blackfishing to the beauty tax, Pixel Flesh is a fascinating account of what young women face under a dominant industry. Nuanced, unflinching, and razor sharp, this book unmasks the absurdities of the standards we suddenly find ourselves upholding, and acts as a rallying cry and a refusal to suffer in silence, forming the definitive book about what it truly feels like to exist as a woman today.
"This book provides a working guide to the C++ Open Source Computer Vision Library (OpenCV) version 3.x and gives a general background on the field of computer vision sufficient to help readers use OpenCV effectively."--Preface.
ALL FIVE NOVELS OF THE AFK SERIES: AFK. Definitely Thursday, Second Life(R) detective, reflects on cases and confessions, on love, on anger and on understanding the virtual world as perhaps the greatest liberator there has ever been. AFK, AGAIN. Step Stransky is dead. All that Thursday has to do is live with the fact of being his killer. AFK, INDEFINITELY. Step Stransky is dead. And everyone knows now it was murder. And everyone knows now it was Thursday who murdered him. Can she stay ahead of the law long enough to complete one last mission in the metaverse? AFK, INPURSUIT OF AVENGEMENT. The virtual world is changing. And Definitely Thursday is struggling to keep up. Once she tracked down metaverse cheats; now her job is to find criminals who would use the virtual world to con, rape and murder. AFK, AWAITING. Her partner is dead and the killer's coming for her next; meanwhile, her cover is blown and the authorities are once more on her trail. The net is finally starting to close around Thursday.
This multidisciplinary study focuses on the creative state as the nucleus of the work of numerous poets, artists, and philosophers from twentieth-century Spain. Beginning with cognitive science, Gala explores the mental processes and structures that underline creative thinking, for poets like José María Hinojosa, Clara Janés, and Jorge Guillén.
Huckleberry Hax has been writing about the virtual world of Second Life(R) for eight years. This volume collects together 42 of these articles, including his monthly column for over two years at the celebrated AVENUE SL lifestyle magazine.
During recent decades we have witnessed not only the introduction of automation into the work environment but we have also seen a dramatic change in how automation has influenced the conditions of work. While some 30 years ago the addition of a computer was considered only for routine and boring tasks in support of humans, the balance has dramatically shifted to the computer being able to perform almost any task the human is willing to delegate. The very fast pace of change in processor and information technology has been the main driving force behind this development. Advances in automation and especially Artificial Intelligence (AI) have enabled the formation of a rather unique team with human and electronic members. The team is still supervised by the human with the machine as a subordinate associate or assistant, sharing responsibility, authority and autonomy over many tasks. The requirement for teaming human and machine in a highly dynamic and unpredictable task environment has led to impressive achievements in many supporting technologies. These include methods for system analysis, design and engineering and in particular for information processing, for cognitive and complex knowledge [1] engineering .
Ghosts in the Machine is an anthology of 13 original short stories that each look at the imperfections of life through the imperfections found in videogames, be they bugs, exploits or design flaws, love, death or loss. Edited and organized by Lana Polansky and Brendan Keogh, Ghosts in the Machine features superb original works by Lana Polansky, Ashton Raze, Denis Farr, Alan Williamson, Shelley "Big Shell" Du, Matt Riche, Rollin Bishop, Ian Miles Cheong, Aevee Bee, Ryan Morning, Dylan Sabin, Alois Wittwer and Maddy Myers. Also featuring beautiful cover art by Max Temkin, creator of "Cards Against Humanity."
"... Consider the idea of history and the artwork's moment in time; the intersection of geography and history in regional practice, illustrated by examples from Eastern Europe, Australia, and New Zealand; the contradictory scales of evolution, life cycles, and bodily rhythms in bio art; and the history of the future--how the future has been imagined, planned for, and established as a vector throughout the history of new media arts." --book jacket.
Computer Organization and Design RISC-V Edition: The Hardware Software Interface, Second Edition, the award-winning textbook from Patterson and Hennessy that is used by more than 40,000 students per year, continues to present the most comprehensive and readable introduction to this core computer science topic. This version of the book features the RISC-V open source instruction set architecture, the first open source architecture designed for use in modern computing environments such as cloud computing, mobile devices, and other embedded systems. Readers will enjoy an online companion website that provides advanced content for further study, appendices, glossary, references, links to software tools, and more. - Covers parallelism in-depth, with examples and content highlighting parallel hardware and software topics - Focuses on 64-bit address, ISA to 32-bit address, and ISA for RISC-V because 32-bit RISC-V ISA is simpler to explain, and 32-bit address computers are still best for applications like embedded computing and IoT - Includes new sections in each chapter on Domain Specific Architectures (DSA) - Provides updates on all the real-world examples in the book
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.