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From the astonishing imagination of the author of "Bottomless Belly Button" comes a darkly fantastical graphic novel about a small town, a lowlife botanist, and a mysterious plant with strange powers.
This video provides "a commented tour of the exhibition, explanations on the revolutionary Plastination technique, an interview with Dr. Gunther von Hagens and information on the exhibition"--Cover.
Cognitive science arose in the 1950s when it became apparent that a number of disciplines, including psychology, computer science, linguistics, and philosophy, were fragmenting. Perhaps owing to the field's immediate origins in cybernetics, as well as to the foundational assumption that cognition is information processing, cognitive science initially seemed more unified than psychology. However, as a result of differing interpretations of the foundational assumption and dramatically divergent views of the meaning of the term information processing, three separate schools emerged: classical cognitive science, connectionist cognitive science, and embodied cognitive science. Examples, cases, and research findings taken from the wide range of phenomena studied by cognitive scientists effectively explain and explore the relationship among the three perspectives. Intended to introduce both graduate and senior undergraduate students to the foundations of cognitive science, Mind, Body, World addresses a number of questions currently being asked by those practicing in the field: What are the core assumptions of the three different schools? What are the relationships between these different sets of core assumptions? Is there only one cognitive science, or are there many different cognitive sciences? Giving the schools equal treatment and displaying a broad and deep understanding of the field, Dawson highlights the fundamental tensions and lines of fragmentation that exist among the schools and provides a refreshing and unifying framework for students of cognitive science.
Body and World is the definitive edition of a book that should now take its place as a major contribution to contemporary existential phenomenology. Samuel Todes goes beyond Martin Heidegger and Maurice Merleau-Ponty in his description of how independent physical nature and experience are united in our bodily action. His account allows him to preserve the authority of experience while avoiding the tendency towards idealism that threatens both Heidegger and Merleau-Ponty. Todes emphasizes the complex structure of the human body; front/back asymmetry, the need to balance in a gravitational field, and so forth; and the role that structure plays in producing the spatiotemporal field of experience and in making possible objective knowledge of the objects in it. He shows that perception involves nonconceptual, but nonetheless objective forms of judgment. One can think of Body and World as fleshing out Merleau-Ponty's project while presciently relating it to the current interest in embodiment, not only in philosophy but also in psychology, linguistics, cognitive science, artificial intelligence, neuroscience, and anthropology. Todes's work opens new ways of thinking about problems such as the relation of perception to thought and the possibility of knowing an independent reality; problems that have occupied philosophers since Kant and still concern analytic and continental philosophy.
This volume includes a study of drawings found in Opicinus's journal, Biblioteca apostolica vaticana MS Vat. Lat. 6435 and others in Biblioteca apostolica vaticana MS Pal. lat. 1993.
“One of our greatest thinkers” on death presents a radical new approach to thinking about dying and the human corpse (Caitlin Doughty, mortician and bestselling author of Smoke Gets in Your Eyes). A fascinating exploration of the relationship between technology and the human corpse throughout history—from 19th-century embalming machines to 21st-century death-prevention technologies. Death and the dead body have never been more alive in the public imagination—not least because of current debates over modern medical technology that is deployed, it seems, expressly to keep human bodies from dying, blurring the boundary between alive and dead. In this book, John Troyer examines the relationship of the dead body with technology, both material and conceptual: the physical machines, political concepts, and sovereign institutions that humans use to classify, organize, repurpose, and transform the human corpse. Doing so, he asks readers to think about death, dying, and dead bodies in radically different ways. Troyer explains, for example, how technologies of the nineteenth century including embalming and photography, created our image of a dead body as quasi-atemporal, existing outside biological limits formerly enforced by decomposition. He describes the “Happy Death Movement” of the 1970s; the politics of HIV/AIDS corpse and the productive potential of the dead body; the provocations of the Body Worlds exhibits and their use of preserved dead bodies; the black market in human body parts; and the transformation of historic technologies of the human corpse into “death prevention technologies.” The consequences of total control over death and the dead body, Troyer argues, are not liberation but the abandonment of Homo sapiens as a concept and a species. In this unique work, Troyer forces us to consider the increasing overlap between politics, dying, and the dead body in both general and specifically personal terms.
What goes on in the body and mind of an endurance athlete at the limits of performance? How do they relate to the world around and prepare for the task ahead? Offering a refreshing perspective on training in the cross-lighting of aesthetic and athletic processes, this book focuses on the learning, mastery and creative adaptation of technique in performance. From traditional and physical actors to runners, boxers and other sports practitioners, it is about performers: their bodies, trainings and experiences. It interrogates what it means to prepare and train as a performer in the early 21st century. Writing from extensive experience in physical theatre and long-distance running, the author combines insights from both disciplines along with theatre history, sports science and perspectives like embodied cognition and affective science. From the kind of thoughts that go through the mind of an actor or a runner, to the economy and aesthetic of their movement and to how they feel about it, this book sheds light on the performing body and its capacities for action. Topics covered include attentional focus and distraction, affordances and equipment, 'choking' and stage fright, physiological regulation and effort perception, pacing and play, optimal flow and creative improvisation, and intentionality and automaticity in expert performance. The volume presents an informative and thought-provoking account accessible to readers interested in theatre, dance, performance, running, athletics, and sport.
Offering a radical re-evaluation of current approaches to performer training, this is a text that equips readers with a set of new ways of thinking about and ultimately 'doing' training. Stemming from his extensive practice and incorporating a review of prevailing methods and theories, Frank Camilleri focuses on how material circumstances shape and affect processes of training, devising, rehearsing and performing. Frank Camilleri puts forward the 'post-psychophysical' as a more extended form of psychophysical discussion and practice that emerged and dominated in the 20th century. The 'post-psychophysical' updates the concept of an integrated bodymind in various ways, such as the notion of a performer's bodyworld that incorporates technology and the material world. Offering invaluable introductions to a wide range of theories around which the book is structured – including postphenomenological, sociomaterial, affect and situated cognition – this volume provides readers with an enticing array of critical approaches to training and creative processes.
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.