Language : English
Published : 2016-01-01
Pages : 358
Communication Mosaics: An Introduction to the Field of Communication 8th Edition
COMMUNICATION MOSAICS: AN INTRODUCTION TO THE FIELD OF COMMUNICATION, 8E draws from the most up-to-date research, theories, and technological information to provide both an overview of the field and practical applications you can immediately use to improve your personal, professional, and public communication skills. Extremely student friendly, the text combines the author’s signature first-person narrative style with popular student commentaries. It introduces the basic processes and skills central to all communication contexts and then explains how these aspects of communication are applied in specific contexts such as interpersonal and public speaking. New coverage in Chapter 13 walks you step-by-step through the process of planning and preparing a public speech. As you progress through the text, each chapter ends with a case study enabling you to put what you learn into practice.
About the Author
Julia Wood joined the faculty at the University of North Carolina at Chapel Hill when she was 24. During her 37 years on the faculty, she taught classes and conducted research on personal relationships as well as gender, communication, and culture. She was named the Lineberger Distinguished Professor of Humanities and the Caroline H. and Thomas S. Royster Distinguished Professor of Graduate Education. In addition to publishing 25 books and 100 articles and book chapters, she has presented more than 100 papers at professional conferences and campuses around the country. Her accolades include 14 awards honoring her teaching and 16 awards recognizing her scholarship. She received her B.A. from North Carolina State University, her M.A. from the University of North Carolina at Chapel Hill, and her Ph.D. from The Pennsylvania State University.
Modernity has had so many meanings and tries to combine so many contradictory sets of attitudes and values that it has become impossible to use it to define the future. It has ended up crashing like an overloaded computer. Hence the idea is that modernity might need a sort of reset. Not a clean break, not a “tabula rasa,” not another iconoclastic gesture, but rather a restart of the complicated programs that have been accumulated, over the course of history, in what is often called the “modernist project.” This operation has become all the more urgent now that the ecological mutation is forcing us to reorient ourselves toward an experience of the material world for which we don’t seem to have good recording devices. Reset Modernity! is organized around six procedures that might induce the readers to reset some of those instruments. Once this reset has been completed, readers might be better prepared for a series of new encounters with other cultures. After having been thrown into the modernist maelstrom, those cultures have difficulties that are just as grave as ours in orienting themselves within the notion of modernity. It is not impossible that the course of those encounters might be altered after modernizers have reset their own way of recording their experience of the world. At the intersection of art, philosophy, and anthropology, Reset Modernity! has assembled close to sixty authors, most of whom have participated, in one way or another, in the Inquiry into Modes of Existence initiated by Bruno Latour. Together they try to see whether such a reset and such encounters have any practicality. Much like the two exhibitions Iconoclash and Making Things Public, this book documents and completes what could be called a “thought exhibition:” Reset Modernity! held at ZKM | Center for Art and Media Karlsruhe from April to August 2016. Like the two others, this book, generously illustrated, includes contributions, excerpts, and works from many authors and artists. ContributorsJamie Allen, Terence Blake, Johannes Bruder, Dipesh Chakrabarty, Philip Conway, Michael Cuntz, Eduardo Viveiros de Castro, Didier Debaise, Gerard de Vries, Philippe Descola, Vinciane Despret, Jean-Michel Frodon, Martin Giraudeau, Sylvain Gouraud, Lesley Green, Martin Guinard-Terrin, Clive Hamilton, Graham Harman, Antoine Hennion, Andres Jaque, Pablo Jensen, Bruno Karsenti, Sara Keel, Oleg Kharkhordin, Joseph Leo Koerner, Eduardo Kohn, Bruno Latour, Christophe Leclercq, Vincent-Antonin Lepinay, James Lovelock, Patrice Maniglier, Claudia Mareis, Claude Marzotto, Kyle McGee, Lorenza Mondada, Pierre Montebello, Stephen Muecke, Cyril Neyrat, Cormac O’Keeffe, Hans Ulrich Obrist, P3G, John Palmesino, Nicolas Prignot, Donato Ricci, Ann-Sofi Ronnskog, Maia Sambonet, Henning Schmidgen, Isabelle Stengers, Hanna Svensson, Thomas Thwaites, Nynke van Schepen, Consuelo Vasquez, Peter Weibel, Richard White, Aline Wiame, Jan Zalasiewicz Exhibition April 10, 2016–August 21, 2016ZKM | Center for Art and Media Karlsruhe Copublished with ZKM | Center for Art and Media, Karlsruhe
About the Author
Bruno Latour, a philosopher and anthropologist, is the author of Reassembling the Social: An Introduction to Actor-Network Theory, Our Modern Cult of the Factish Gods, An Inquiry into Modes of Existence, and many other books. He curated the ZKM exhibits ICONOCLASH and Making Things Public and coedited the accompanying catalogs, both published by the MIT Press.
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.
In this volume, CHINESE FINE ARTS, we take you to a distinguished gallery featuring Chinese Fine arts developed over thousands of years. Chinese calligraphy, painting, music, dance, theatre and sculpture are different mediums used by uninhibited artists to convey both the beautiful and grotesque of Chinese society. From the works of art complied in this book, you can learn about China’s interaction with her neighbours, political tussels in the Imperial Court and the psyche of the ordinary folk.
“Creative Activities for Young Children, International Edition”, is an invaluable resource for any teacher, pre-service or experienced, as well as for parents and child-care providers. Featuring a wealth of information covering every conceivable content area encountered in an early childhood classroom as well as up to grade 5, this combined art/curriculum text promotes creativity in children and encourages readers to exercise their own creativity. The sound theoretical base is applied in hundreds of practical activities. The Tenth Edition features expanded coverage of developmentally appropriate practice (DAP), Web tools in the arts, and brain research, and nearly all photos are new. All references, including websites, software recommendations, and additional readings have been updated. The final section on Creativity and Multicultural Education covers the place of creativity in the anti-bias curriculum, and provides a multitude of creative activity ideas for use in today’s multicultural classrooms. Students will find this book to be a helpful resource throughout their professional careers.