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Tim Cassedy’s fascinating study examines the role that language played at the turn of the nineteenth century as a marker of one’s identity. During this time of revolution (U.S., French, and Haitian) and globalization, language served as a way to categorize people within a world that appeared more diverse than ever. Linguistic differences, especially among English-speakers, seemed to validate the emerging national, racial, local, and regional identity categories that took shape in this new world order. Focusing on six eccentric characters of the time—from the woman known as “Princess Caraboo” to wordsmith Noah Webster—Cassedy shows how each put language at the center of their identities and lived out the possibilities of their era’s linguistic ideas. The result is a highly entertaining and equally informative look at how perceptions about who spoke what language—and how they spoke it—determined the shape of communities in the British American colonies and beyond. This engagingly written story is sure to appeal to historians of literature, culture, and communication; to linguists and book historians; and to general readers interested in how ideas about English developed in the early United States and throughout the English-speaking world.
An in-depth look at how U.S. Latino advocacy groups are using ethnoracial demographic projections to bring about political change in the present For years, newspaper headlines, partisan speeches, academic research, and even comedy routines have communicated that the United States is undergoing a profound demographic transformation—one that will purportedly change the “face” of the country in a matter of decades. But the so-called browning of America, sociologist Michael Rodríguez-Muñiz contends, has less to do with the complexion of growing populations than with past and present struggles shaping how demographic trends are popularly imagined and experienced. Offering an original and timely window into these struggles, Figures of the Future explores the population politics of national Latino civil rights groups. Based on eight years of ethnographic and qualitative research, spanning both the Obama and Trump administrations, this book investigates how several of the most prominent of these organizations—including UnidosUS (formerly NCLR), the League of United Latin American Citizens, and Voto Latino—have mobilized demographic data about the Latino population in dogged pursuit of political recognition and influence. In census promotions, get-out-the-vote campaigns, and policy advocacy, this knowledge has been infused with meaning, variously serving as future-oriented sources of inspiration, emblems for identification, and weapons for contestation. At the same time, Rodríguez-Muñiz considers why these political actors have struggled to translate this demographic growth into tangible political gain and how concerns about white backlash have affected how they forecast demographic futures. Figures of the Future looks closely at the politics surrounding ethnoracial demographic changes and their rising influence in U.S. public debate and discourse.
In the age of big data, being able to make sense of data is an important key to success. Interactive Visual Data Analysis advocates the synthesis of visualization, interaction, and automatic computation to facilitate insight generation and knowledge crystallization from large and complex data. The book provides a systematic and comprehensive overview of visual, interactive, and analytical methods. It introduces criteria for designing interactive visual data analysis solutions, discusses factors influencing the design, and examines the involved processes. The reader is made familiar with the basics of visual encoding and gets to know numerous visualization techniques for multivariate data, temporal data, geo-spatial data, and graph data. A dedicated chapter introduces general concepts for interacting with visualizations and illustrates how modern interaction technology can facilitate the visual data analysis in many ways. Addressing today’s large and complex data, the book covers relevant automatic analytical computations to support the visual data analysis. The book also sheds light on advanced concepts for visualization in multi-display environments, user guidance during the data analysis, and progressive visual data analysis. The authors present a top-down perspective on interactive visual data analysis with a focus on concise and clean terminology. Many real-world examples and rich illustrations make the book accessible to a broad interdisciplinary audience from students, to experts in the field, to practitioners in data-intensive application domains. Features: Dedicated to the synthesis of visual, interactive, and analysis methods Systematic top-down view on visualization, interaction, and automatic analysis Broad coverage of fundamental and advanced visualization techniques Comprehensive chapter on interacting with visual representations Extensive integration of automatic computational methods Accessible portrayal of cutting-edge visual analytics technology Foreword by Jack van Wijk For more information, you can also visit the author website, where the book's figures are made available under the CC BY Open Access license.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
In this important new book the leading philosopher Jacques Rancière continues his reflections on the representative power of works of art. How does art render events that have spanned an era? What roles does it assign to those who enacted them or those who were the victims of such events? Rancière considers these questions in relation to the works of Claude Lanzmann, Goya, Manet, Kandinsky and Barnett Newman, among others, and demonstrates that these issues are not only confined to the spectator but have greater ramifications for the history of art itself. For Rancière, every image, in what it shows and what it hides, says something about what it is permissible to show and what must be hidden in any given place and time. Indeed the image, in its act of showing and hiding, can reopen debates that the official historical record had supposedly determined once and for all. He argues that representing the past can imprison history, but it can also liberate its true meaning.
Films fill our imagination with figures, figurines, and talismans. They ceaselessly rework the same archetypes and invent troubling prototypes – especially when they establish a deeper relationship to reality. How do we understand these presences that are both so characteristic and so diverse in cinema? How does film deal with bodies, movements, and gestures? Why are we so drawn to these shadows, silhouettes, and hypothetical beings? What organizes the figurative values at work in a film? How do cinematic creatures circulate from film to film and image to image? How does film articulate the links between the abstract and figurative? Is it possible to write a history of figurative forms? Starting from films themselves and works that are both classical (Sergei Eisenstein, Roberto Rossellini, Orson Welles) and contemporary (Abel Ferrara, Brian DePalma, Patricia Mazuy), celebrated (Robert Bresson, John Cassavetes, Ken Jacobs, Paul Sharits) and overlooked (Al Razutis, Jean Genet, Monte Hellman, and John Travolta), from auteurs as well as aesthetic questions (representations of dance, the naked body, character development...), the essays in this volume, most available for the first in English, aim to open a field that has been neglected by analysis, while also suggesting the tools necessary to understanding figurative phenomena specific to cinema.
This introductory reference covers the technology and concepts of ultra-wideband (UWB) radar systems. It provides up-to-date information for those who design, evaluate, analyze, or use UWB technology for any application. Since UWB technology is a developing field, the authors have stressed theory and hardware and have presented basic principles and concepts to help guide the design of UWB systems. Introduction to Ultra-Wideband Radar Systems is a comprehensive guide to the general features of UWB technology as well as a source for more detailed information.