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The first comparative, comprehensive history of Nazi mass killing – showing how genocidal policies were crucial to the regime’s strategy to win the war Nazi Germany killed approximately 13 million civilians and other non-combatants in deliberate policies of mass murder, mostly during the war years. Almost half the victims were Jewish, systematically destroyed in the Holocaust, the core of the Nazis’ pan-European racial purification programme. Alex Kay argues that the genocide of European Jewry can be examined in the wider context of Nazi mass killing. For the first time, Empire of Destruction considers Europe’s Jews alongside all the other major victim groups: captive Red Army soldiers, the Soviet urban population, unarmed civilian victims of preventive terror and reprisals, the mentally and physically disabled, the European Roma and the Polish intelligentsia. Kay shows how each of these groups was regarded by the Nazi regime as a potential threat to Germany’s ability to successfully wage a war for hegemony in Europe. Combining the full quantitative scale of the killings with the individual horror, this is a vital and groundbreaking work.
Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there - in the safe, sound spaces of games - can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.
Carlos Rojas presents a sweeping survey of the historical and political significance of one of the world’s most recognizable monuments. Although the splendor of the Great Wall has become virtually synonymous with its vast size, the structure’s conceptual coherence is actually grounded on the tenuous and ephemeral stories we tell about it. These stories give life to the Wall and help secure its hold on our collective imagination, while at the same time permitting it to constantly reinvent itself in accordance with the needs of each new era. Through an examination of allusions to the Wall in an eclectic array of texts—ranging from official dynastic histories, elite poetry, and popular folktales, to contemporary tourist testimonials, children’s songs, and avant-garde performance art—this study maps out a provocative new framework for understanding the structure’s function and significance. This volume approaches the Wall through the stories we tell and contends that it is precisely in this cultural history that we may find the Wall’s true meaning, together with the secret of its greatness.
For Elena del R�o, extreme cinema is not only qualitatively different from the representations of violence we encounter in popular, mainstream cinema; it also constitutes a critique of the socio-moral system that produces (in every sense of the word) such violence. Drawing inspiration from Deleuze's ethics of immanence, Spinoza's ethology of passions and Nietzsche's typology of forces, The Grace of Destruction examines the affective extremities common in much of global, contemporary cinema from the affirmative perspective of vital forces and situations-extremities such as moral/religious oppression, biopolitical violence, the pain involved in gender relations, the event of death and planetary extinction. Her analysis diverges from the current literature on extreme cinema through its selection of films, which include key international examples, and through its foregrounding of relational, affective politics over representations of sexuality and graphic violence. Detailed formal and philosophical analyses of films like The White Ribbon, Dogville, Code Unknown, Battle in Heaven, Sonatine, Fireworks, Dolls, Takeshis', Inland Empire and Melancholia are meant to move us away from the moral appraisal of violence and destruction, and to compose an ethological philosophy of cinema based on Deleuze's idea that, ?when truth and judgment crumble, there remain bodies, which are... nothing but forces.?
A quarterly review of philosophy.
When your reality shatters, what will you do to put it back together again? Still reeling from the failure of his last project, videogame developer Peter Banuk is working hard to ensure his next game doesn’t meet the same fate. He desperately needs a win, not only to save his struggling company, but to justify the time he’s spent away from his wife and daughters. So when Peter’s tech-genius partner offers him the chance to beta-test a new state-of-the-art virtual reality headset, he jumps at it. But something goes wrong during the trial, and Peter wakes to find himself trapped in an eerily familiar world where his children no longer exist. As the lines between the real and virtual worlds begin to blur, Peter is forced to reckon with what truly matters to him. But can he escape his virtual prison before he loses his family forever? File Under: Science Fiction [ Game Grumps | Whole New Virtual World | Headset Havoc | Lost and Found ]
Many challenges lie ahead in the development of a global information society. Culture and democracy are two areas which may be under particular threat. The book reflects on today's complex and uncertain cultural and democratic developments arising as a result of an increasingly global, technologically-connected world. In particular it focuses on the Internet, examining new metaphors for communication, defining the issues at stake and proposing options, actions and solutions. Among the issues discussed were: multi-cultural developments; cultural sensitivities and the involvement of cultural minorities; generation gaps; gender issues; technology access for the elderly and the disabled; technology transfer.
Examines predatory practices in mortgage markets to provide invaluable insight into the racial wealth gap between black and white Americans.
Examining the cultural and social impact of new digital technologies, Levy tackles the concept of "the virtual," clearly defining it alongside "the real," "the actual," and "the possible." He shows how the body, the text, and the economy, are made virtual. He then reveals how the Internet and web sites are now transforming the virtual into a "collective intelligence" linked to digital communication. Though Levy agrees with many contemporary philosophers of science that these changes are producing a cultural revolution, he is uniquely optimistic. Allaying the fears of those who think technology will dehumanize society, he demonstrates how the virtual has always been an enduring component of the human mind.