Author: British Museum. Department of Printed Books
Publisher:
ISBN:
Category : English imprints
Languages : en
Pages : 1288
Book Description
General Catalogue of Printed Books to 1955
Author: British Museum. Department of Printed Books
Publisher:
ISBN:
Category : English imprints
Languages : en
Pages : 1288
Book Description
Publisher:
ISBN:
Category : English imprints
Languages : en
Pages : 1288
Book Description
Modern Art, 19th and 20th Centuries
Author: Meyer Schapiro
Publisher: New York : G. Braziller, 1978, 1979 printing.
ISBN: 9780807608999
Category : Art
Languages : en
Pages : 370
Book Description
Publisher: New York : G. Braziller, 1978, 1979 printing.
ISBN: 9780807608999
Category : Art
Languages : en
Pages : 370
Book Description
A Vital Rationalist
Author: Georges Canguilhem
Publisher: Princeton University Press
ISBN:
Category : History
Languages : en
Pages : 496
Book Description
Georges Canguilhem is one of France's foremost historians of science. Trained as a medical doctor as well as a philosopher, he combined these practices to demonstrate to philosophers that there could be no epistemology without concrete study of the actual development of the sciences and to historians that there could be no worthwhile history of science without a philosophical understanding of the conceptual basis of all knowledge. A Vital Rationalist brings together for the first time a selection of Canguilhem's most important writings, including excerpts from previously unpublished manuscripts and a critical bibliography by Camille Limoges. Organized around the major themes and problems that have preoccupied Canguilhem throughout his intellectual career, the collection allows readers, whether familiar or unfamiliar with Canguilhem's work, access to a vast array of conceptual and concrete meditations on epistemology, methodology, science, and history. Canguilhem is a demanding writer, but Delaporte succeeds in marking out the main lines of his thought with unrivaled clarity; readers will come away with a heightened understanding of the complex and crucial place he holds in French intellectual history.
Publisher: Princeton University Press
ISBN:
Category : History
Languages : en
Pages : 496
Book Description
Georges Canguilhem is one of France's foremost historians of science. Trained as a medical doctor as well as a philosopher, he combined these practices to demonstrate to philosophers that there could be no epistemology without concrete study of the actual development of the sciences and to historians that there could be no worthwhile history of science without a philosophical understanding of the conceptual basis of all knowledge. A Vital Rationalist brings together for the first time a selection of Canguilhem's most important writings, including excerpts from previously unpublished manuscripts and a critical bibliography by Camille Limoges. Organized around the major themes and problems that have preoccupied Canguilhem throughout his intellectual career, the collection allows readers, whether familiar or unfamiliar with Canguilhem's work, access to a vast array of conceptual and concrete meditations on epistemology, methodology, science, and history. Canguilhem is a demanding writer, but Delaporte succeeds in marking out the main lines of his thought with unrivaled clarity; readers will come away with a heightened understanding of the complex and crucial place he holds in French intellectual history.
Twilight
Author: Stephenie Meyer
Publisher: Little, Brown Books for Young Readers
ISBN: 0316007447
Category : Young Adult Fiction
Languages : en
Pages : 379
Book Description
Fall in love with the addictive, suspenseful love story between a teenage girl and a vampire with the book that sparked a "literary phenomenon" and redefined romance for a generation (New York Times). Isabella Swan's move to Forks, a small, perpetually rainy town in Washington, could have been the most boring move she ever made. But once she meets the mysterious and alluring Edward Cullen, Isabella's life takes a thrilling and terrifying turn. Up until now, Edward has managed to keep his vampire identity a secret in the small community he lives in, but now nobody is safe, especially Isabella, the person Edward holds most dear. The lovers find themselves balanced precariously on the point of a knife -- between desire and danger. Deeply romantic and extraordinarily suspenseful, Twilight captures the struggle between defying our instincts and satisfying our desires. This is a love story with bite. It's here! #1 bestselling author Stephenie Meyer makes a triumphant return to the world of Twilight with the highly anticipated companion, Midnight Sun: the iconic love story of Bella and Edward told from the vampire's point of view. "People do not want to just read Meyer's books; they want to climb inside them and live there." -- Time "A literary phenomenon." -- The New York Times
Publisher: Little, Brown Books for Young Readers
ISBN: 0316007447
Category : Young Adult Fiction
Languages : en
Pages : 379
Book Description
Fall in love with the addictive, suspenseful love story between a teenage girl and a vampire with the book that sparked a "literary phenomenon" and redefined romance for a generation (New York Times). Isabella Swan's move to Forks, a small, perpetually rainy town in Washington, could have been the most boring move she ever made. But once she meets the mysterious and alluring Edward Cullen, Isabella's life takes a thrilling and terrifying turn. Up until now, Edward has managed to keep his vampire identity a secret in the small community he lives in, but now nobody is safe, especially Isabella, the person Edward holds most dear. The lovers find themselves balanced precariously on the point of a knife -- between desire and danger. Deeply romantic and extraordinarily suspenseful, Twilight captures the struggle between defying our instincts and satisfying our desires. This is a love story with bite. It's here! #1 bestselling author Stephenie Meyer makes a triumphant return to the world of Twilight with the highly anticipated companion, Midnight Sun: the iconic love story of Bella and Edward told from the vampire's point of view. "People do not want to just read Meyer's books; they want to climb inside them and live there." -- Time "A literary phenomenon." -- The New York Times
About the Contemplative Life
Author: Philo (of Alexandria.)
Publisher:
ISBN:
Category :
Languages : en
Pages : 530
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 530
Book Description
England and Her Soldiers
Author: Harriet Martineau
Publisher: Cambridge University Press
ISBN: 1108020569
Category : History
Languages : en
Pages : 308
Book Description
Martineau analyses the history of military hygiene and its effect on the health and performance of soldiers in war.
Publisher: Cambridge University Press
ISBN: 1108020569
Category : History
Languages : en
Pages : 308
Book Description
Martineau analyses the history of military hygiene and its effect on the health and performance of soldiers in war.
Bibliography of Eighteenth Century Art and Illustrated Books
Secular Spirituality
Author: Lynn L. Sharp
Publisher: Lexington Books
ISBN: 9780739113394
Category : History
Languages : en
Pages : 282
Book Description
Secular Spirituality challenges the traditional dichotomy between Enlightenment reason and religion. It follows French romantic socialists' and spiritists' search for a new spirituality based on reincarnation as a path to progress for individuals and society. Leaders like Allan Kardec argued for social reform; spiritist groups strove for equality; and women mediums challenged gender roles. Lynn L. Sharp looks closely at what it meant to practice spiritism, analyszing the movement's social and political critique and explaining the popularity of the new belief. She explores points of convergence and conflict in the interplay between spiritism and science, spiritism and psychology, and spiritism and the Catholic church to argue that the nineteenth century was not as 'disenchanted' as has been thought. Secular Spirituality successfully places spiritism within a larger cultural conversation, going beyond the leaders of the movement to look at the way spiritism functioned for its followers.
Publisher: Lexington Books
ISBN: 9780739113394
Category : History
Languages : en
Pages : 282
Book Description
Secular Spirituality challenges the traditional dichotomy between Enlightenment reason and religion. It follows French romantic socialists' and spiritists' search for a new spirituality based on reincarnation as a path to progress for individuals and society. Leaders like Allan Kardec argued for social reform; spiritist groups strove for equality; and women mediums challenged gender roles. Lynn L. Sharp looks closely at what it meant to practice spiritism, analyszing the movement's social and political critique and explaining the popularity of the new belief. She explores points of convergence and conflict in the interplay between spiritism and science, spiritism and psychology, and spiritism and the Catholic church to argue that the nineteenth century was not as 'disenchanted' as has been thought. Secular Spirituality successfully places spiritism within a larger cultural conversation, going beyond the leaders of the movement to look at the way spiritism functioned for its followers.
Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Printing Types, Their History, Forms, and Use
Author: Daniel Berkeley Updike
Publisher:
ISBN:
Category : Design
Languages : en
Pages : 540
Book Description
Publisher:
ISBN:
Category : Design
Languages : en
Pages : 540
Book Description