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The God Particle as it is called, or technically, the Higg's boson, is discovered in CERNS Large Hadron Collider, in 2012. The next breakthrough comes in 2042, when Quantum Physicists learn how to disintegrate a human being and accelerate his atoms to the speed of light and thereby interact with one or more God Particles in the follow-up machine, the Large Mass Collider. 'Realia' is the name the author has given to this region of sub-atomia where everything important in the universe is controlled. In our story, the Chinese and American governments, each scramble to send an atomonaut into quantum space to learn if the God Particle can provide them with enough power to control the world. The God Bomb is pursued by both sides from opposite ends of the planet. At the same time, Kundun Gyaltso, a ten-year-old Tibetan monk, pursues the truth about God's particles through an amazing new 3-D mandala software he has created and that is eventually downloaded by nearly every computer device on the planet. The experience rocks the world of any audience he entertains until he finally performs the most important 3-D mandala concert in history. Who will win the race to control the universe? The powers in government that now rule our world? Or will it be the power of peace and love and human kindness. The ending, the most mind-blowing in history, will surprise and amaze you. Everybody wins, however, the way that everyone wins is through one of the most profound questions ever asked. Does anyone get a Do-Over? Whether you want a do-over or not, the answer is in your particular place in 'Realia'.
Where was Golgotha? Was Peter’s house in Capernaum? Was Mary from the town of Magdala? Where was Bethsaida? We’ve all heard the arguments, but what do the archaeological finds tell us? This book pulls together archaeological information, scattered in journals and final reports, relating to the Gospel of Luke with appealing photography, instructive illustrations, and fascinating recent finds. It uses archaeology to reconstruct the social, religious, historical, geographical, and pathological context for the story of Jesus and the Jesus-movement. The book not only features the “shiny objects” from the excavations (the beautiful pottery, buildings, and entertainment facilities) but also items that are not usually handled in glossy magazines, namely, the human, skeletal remains. Yet, these bones are an important window into the biblical world indicating lifespan, morbidity, socioeconomic standing, violence, and stature. The work will employ four areas of archaeological finds and investigations, including inscriptions, large finds (of buildings), small finds (jewelry, pottery, coins), and human remains, to help interpret and illustrate the Gospel of Luke. Along the way, it assesses several archaeological controversies, giving care to be fair to all sides but leaving the reader with the information to make up his or her own mind.
This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
Realia, Kate Camp's second collection of poetry, comfirms her place amongst the best and brightest poets in New Zealand. Her seemingly lighthearted poems offer a sharp and often wry perspective on life's big issues - life, love and lime milkshakes.
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