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A discussion on the fortunes and misfortunes of Renaissance forms in modern times raises crucial questions on artistic value and form which this book examines. It looks at the questions in terms of construction, deconstruction and reconstruction of a flexible and feasible approach to axiology, by a comparative and contrastive close reading of selected Renaissance masterpieces and some of their paradigmatic modern caricatures.
The Eighth Edition Of This Classic Textbook Continues To Provide A Detailed Overview Of The History, Developments, And Current Trends In Leisure Studies. It Has Been Heavily Revised To Reflect Recent Societal Changes And The Challenges That Face The Leisure-Services Industry In The 21St Century. Students Will Learn How Trends Such As Dramatic Shifts In Population Make-Up, The Impact Of Technology, And Marketing Affect Leisure-Service Systems And The Recreation And Park Professions. To Reflect These Trends, The Text Focuses On Ten Different Types Of Organizations, Ranging From Nonprofit Community Organizations Or Armed Forces Recreation To Sports Management And Travel And Tourism Sponsors.
The Ashgate Research Companion to Popular Culture in Early Modern England is a comprehensive, interdisciplinary examination of current research on popular culture in the early modern era. For the first time a detailed yet wide-ranging consideration of the breadth and scope of early modern popular culture in England is collected in one volume, highlighting the interplay of 'low' and 'high' modes of cultural production (while also questioning the validity of such terminology). The authors examine how popular culture impacted upon people's everyday lives during the period, helping to define how individuals and groups experienced the world. Issues as disparate as popular reading cultures, games, food and drink, time, textiles, religious belief and superstition, and the function of festivals and rituals are discussed. This research companion will be an essential resource for scholars and students of early modern history and culture.
The Renaissance was a period of extraordinary spirit and development that marked a critical stage in the history of sports and games. In Europe the development of a moneyed economy and more refined methods of timekeeping ushered in a new era of leisure and leisure-activity, in which the old tradition of the Shrove Tuesday Football match deepened in the cultural consciousness. In Asia, Sumo's gradual codification began to develop alongside ancestors of the modern game of hackey-sack. In North and South America, European explorers saw how traditional team sports and games such as lacrosse and pelota could serve as an integrating and uniting phenomenon. Series editor Andrew Leibs provides narrative chapters on Africa, Asia, Europe, Latin America, the Middle East, North America, and Oceania, each of which shows how modern-day form of recreation evolved during the Renaissance. In addition, readers will learn how to play games that had been previously lost to history. This volume is the latest installment in the Sports and Games Through History series. Each geographically arranged chapter describes sports, games, and rituals of play, along with descriptions on equipment and instructions for making or adapting game pieces.
Shakespeare Survey is a yearbook of Shakespeare studies and production. Since 1948 Survey has published the best international scholarship in English and many of its essays have become classics of Shakespeare criticism. Each volume is devoted to a theme, or play, or group of plays; each also contains a section of reviews of the previous year's textual and critical studies and of major British performances. The books are illustrated with a variety of Shakespearean images and production photographs. The current editor of Survey is Peter Holland. The first eighteen volumes were edited by Allardyce Nicoll, numbers 19-33 by Kenneth Muir and numbers 34-52 by Stanley Wells. The virtues of accessible scholarship and a keen interest in performance, from Shakespeare's time to our own, have characterised the journal from the start. Now backnumbers are gradually being reissued in paperback.
This wide-ranging study uses close readings of texts by Marlowe, Shakespeare, Webster, Middleton and Ford to investigate the intersections of erotic desire and dramatic form in the early modern period, considering to what extent disruptive desires can successfully challenge, change or undermine the structures in which they are embedded.
This study focuses on Flaubert's novel L'Education sentimentale as a turning point in the genre, and it charts the methods and techniques of novelistic interpretation, including a critical assessment of the opportunities and limitations of Marxist aesthetics.
Unfixable Forms explores how theatrical form remakes—and is in turn remade by—early modern disability. Figures described as "deformed," "lame," "crippled," "ugly," "sick," and "monstrous" crowd the stage in English drama of the sixteenth and seventeenth centuries. In each case, such a description distills cultural expectations about how a body should look and what a body should do—yet, crucially, demands the actor's embodied performance. In the early modern theater, concepts of disability collide with the deforming, vulnerable body of the actor. Reading dramatic texts alongside a diverse array of sources, ranging from physic manuals to philosophical essays to monster pamphlets, Katherine Schaap Williams excavates an archive of formal innovation to argue that disability is at the heart of the early modern theater's exploration of what it means to put the body of an actor on the stage. Offering new interpretations of canonical works by William Shakespeare, Ben Jonson, Thomas Dekker, Thomas Middleton, and William Rowley, and close readings of little-known plays such as The Fair Maid of the Exchange and A Larum For London, Williams demonstrates how disability cuts across foundational distinctions between nature and art, form and matter, and being and seeming. Situated at the intersections of early modern drama, disability studies, and performance theory, Unfixable Forms locates disability on the early modern stage as both a product of cultural constraints and a spark for performance's unsettling demands and electrifying eventfulness.
Message from Author/Inventor Siafa B. Neal "The need to add pizzazz to the already complex game of chess has been and still is my fascination. The rudimentary levels of the game of conventional chess was taught to me by my Dad, the Late David Franklin Neal, Sr. In the past there was a fascination to add adventure and intellectual dynamics to the classical conventional game of chess. The result of this inspiration allows me to derive the establishment and discovery of a new form of chess, namely Advance 3-Dimensional Chess, 3-D Chess. The cornerstone of Advance 3-D Chess allows players to use the 2-dimensional concepts of basic chess and exponentially, extrapolate or translate these concepts into holistic 3-D dynamics perspectives. Thus the Longitudinal Star Gate 14 Model, Model III, materialize into reality. Although this book focuses on the Single Set games, the Longitudinal Star Gate 14 Model, Model III, which initializes as the Long. S.G. 14 Model, resembles a space-aged form of chess that entertains inter and the intra-psychological combative warfare of several combination arrangements of the chess piece initial position set-up. A game may consist of a Single Set, a Double Set, a Triple Set or a Quadruple Set. The participants of the S.G. 14 Model games, namely Model III, may play the game using a simultaneous mode (a chess game that uses two distinct and separate chess sets), a triple mode (a chess game that uses three distinct and separate chess sets), and a Quadruple mode (a chess game that uses four distinct and separate chess sets), whereby all of the chess pieces may engage at the same instant or at intermittent or sporadic intervals. These mode of Play allows a player to challenge between 2 - 4 individual players at the same instant or all at once. A possible game scenario may allow just two chess players to engage in psychological warfare game plays having a maximum of four possible separate and distinct games which the two players play all at once at the same instant. In this situation, the victor is the winner of three (3) out of a possible four (4) games win. This implies that the winner has to [CHECKMATE] his or her opponent's King on three (3) separate occasions out of four (4) possible chess events in order to win the four (4) games match. To reiterate, for the sake of simplicity, this book discusses the Single Set game initial set-up arrangement." Cold Coffee Press endorses 'Advance 3-D Chess: Model III - Renaissance To The Dawn Of A New Age - Book 1, Volume 2 - by Siafa B. Neal. A PDF version of this book was provided by the author and the review was completed on January 1, 2015. Please visit http: //www.coldcoffeepress.com for more details.