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It's the 1980s and the rock landscape is littered with massive hair, synthesizers, and monster riffs, but there is an alternative being born in the sleepy East of America-we just don't know it yet. Before the Internet, MTV, and iPods provided far-off music fans with information and communities-and before Nirvana-kids across the world grew up in relative isolation, dependent on mix tapes and self-created art to slowly spread scenes and trends. It was under these conditions that four young musicians found one another in Boston, Massachusetts, and started a band called Pixies. During their initial seven-year career, Pixies would play some of Europe's most gigantic festivals, keep the press guessing, and cultivate a fervid international fan base hungry for more and more of their unique surf punk. The band worked fast, cranking out four albums at a breakneck pace, but ultimately pressures and personality clashes took their toll: Pixies broke up just as bands were singing their praises as the rock'n'roll innovators. For twelve years, a Pixies reunion seemed impossible, but a sudden announcement in 2004 proclaimed the unthinkable-Pixies were getting back together. Their extremely successful reunion tour finally gave the group something they'd always lacked in their homeland: proof that their bone-rattling music had left an indelible impact. Fool the World tells Pixies' story in the words of those who lived it, from the band members to studio owners, from A&R executives, producers, and visual artists who worked with them to admirers of their music, such as Bono, PJ Harvey, Beck, and Perry Farrell. With new cartoons by Trompe Le Monde illustrator Steven Appleby, Fool the World is a complete journey through the life, death, and rebirth of one of the most influential bands of all time.
Eleven-year-old Edwina confronts old and new challenges when her longtime best friend Sally faces the inevitable death of the grandmother who raised her.
"In this much-anticipated, wickedly funny and sharply observed political satire, Homes takes readers inside the homes and meeting rooms of a dyed-in-the-wool conservative with big plans for change. This novel of politics and family brings readers to the fault line of American politics, giving voice to the fears and fantasies of the old Republican plutocracy." —The New York Times Book Review "Beyond being good or bad, the characters in this impressive book are, above all things, unpredictable."—Wall Street Journal In her first novel since the Women’s Prize award-winning May We Be Forgiven, A.M. Homes delivers us back to ourselves in this stunning alternative history that is both terrifyingly prescient, deeply tender and devastatingly funny. The Big Guy loves his family, money and country. Undone by the results of the 2008 presidential election, he taps a group of like-minded men to reclaim their version of the American Dream. As they build a scheme to disturb and disrupt, the Big Guy also faces turbulence within his family. His wife, Charlotte, grieves a life not lived, while his 18-year-old daughter, Meghan, begins to realize that her favorite subject—history—is not exactly what her father taught her. In a story that is as much about the dynamics within a family as it is about the desire for those in power to remain in power, Homes presciently unpacks a dangerous rift in American identity, prompting a reconsideration of the definition of truth, freedom and democracy—and exploring the explosive consequences of what happens when the same words mean such different things to people living together under one roof. From the writer who is always “razor sharp and furiously good” (Zadie Smith), a darkly comic political parable braided with a Bildungsroman that takes us inside the heart of a divided country.
Reporter Natalie Joday's career is at a crossroads. She thought she'd seen the last of cops and courtrooms, but if she agrees to join the Bergen Evening Star's crime bureau, foul play and forensics will be her daily fare. Natalie puts off the decision by getting involved in a newsroom mystery: who is sending letters filled with riddles and signed simply "Enigma" to the Star's elderly (and easily rattled) advice columnist? It's just a game to Natalie and her psychologist friend, Rebecca Elias, until the solution points to the murder of an alcoholic bankrupt, a man whose political career was ruined by the Star twenty years earlier. When she finds the body of a second victim, Natalie's mind is made up: whoever it was that burned off the dead man's face must pay. And fast—because a rival paper, The Bugle, is having a field day blasting the Star's owners as murder suspects on its front page. While her sometime friend Sgt. Geoff Allan tries to drag the truth from Myra Vandergelden, the Star's glamorous CEO and editor in chief, Natalie sets out to track down Enigma among the political bigwigs and power brokers of New Jersey. The situation comes to a head at a local Meet the Candidates event, when Natalie gets the chance to ask questions of her chief suspect. But can she get a politician to tell the truth? And will there be a paper left to work for if she does?
Unfolding is a collection of short poems unravelling the complexity that emotions are.it is an account of all the questions that every teenager asks themselves and the world, questions that are confusing and frustrating. The author,Devanshi Gupta has tried to unravel them in her own words and with these writings hopes to provide some context to the reader.
A local Singaporean magazine dedicated to photography and videography.
Was it worth it all; is it worth this life? The running, chasing - the futilities, fears and unanswered questions... These pages began, not as a book, but frenzied scribbling that later became a beacon and a lighthouse to ourselves. Here is a journey of bleeding fingernails digging into bare souls. Faith, hope and love was our home all along. The future is an open sky of possibilities and you can soar simply because THIS IS LIFE. THIS IS WINGS UNFOLDING
Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.