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Considering silk as a major force of cross-cultural interaction,
this book examines the integration of silk production and
consumption into various cultures in the pre-modern world. Silk has
long been a global commodity that, because of its exceptional
qualities, high value and relative portability, came to be traded
over very long distances. Similarly, the silk industry - from
sericulture to the weaving of cloth - was one of the most important
fields of production in the medieval and early modern world. The
production and consumption of silks spread from China to Japan and
Korea and travelled westward as far as India, Persia and
theByzantine Empire, Europe, Africa and the Americas. As
contributors to this book demonstrate, in this process of diffusion
silk fostered technological innovation and allowed new forms of
organization of labour to emerge. Its consumption constantly
reshaped social hierarchies, gender roles, aesthetic and visual
cultures,as well as rituals and representations of power. Threads
of Global Desire is the first attempt at considering a global
history of silk in the pre-modern era. The book examines the role
of silk production and use in various cultures and its relation to
everyday and regulatory practices. It considers silk as a major
force of cross cultural interaction through technological exchange
and trade in finished and semi-finished goods. Silks mediated
design and a taste for luxuries and were part of gifting practices
in diplomatic and private contexts. Silk manufacturing also
fostered thecirculation of skilled craftsmen, connecting different
centres and regions across continents and linking the countryside
to urban production. DAGMAR SCHAEFER is Director of Department 3
'Artefacts, Action, and Knowledge'at the Max Planck Institute for
the History of Science in Berlin and Professor h.c. of the History
of Technology at the Technical University, Berlin. GIORGIO RIELLO
is Professor of Global History and Culture at the University of
Warwick. He has published extensively on the history of material
culture and trade in early modern Europe and Asia and in particular
on textiles and fashion. LUCA MOLA is Professor of Early Modern
Europe: History of the Renaissance and the Mediterranean in a World
Perspective at the European University Institute in Fiesole.
Contributors: JOSE L. GASCH-TOMAS, SURAIYA FAROQHI, KAROLINA
HUTKOVA, FUJITA KAYOKO, BEN MARSH, RUDOLPHMATTHEE, LESLEY ELLIS
MILLER, DAVID MITCHELL, LUCA MOLA, LISA MONNAS, AMANDA PHILLIPS,
GIORGIO RIELLO, DAGMAR SCHAEFER, ANGELA SHENG
“Seventy years of a car-only approach—not car-centric, it’s
car-only—is actually not just non-driver hostile, it’s driver
hostile. No one benefits.” —Beth Osborne, Director,
Transportation for America The car-only approach in transportation
planning and engineering has led to the construction of roadways
that have torn apart and devalued communities, especially Black and
Brown communities. Forging a new path to repair this damage
requires a community solutions-based approach to planning,
designing, and building our roadways. When Lynn Peterson began
working as a transportation engineer, she was taught to evaluate
roadway projects based only on metrics related to driver safety,
allowable speed for the highest number of cars, project schedule,
and budget. Involving the community and collaborating with peers
were never part of the discussion. Today, Peterson is a recognized
leader in transportation planning and engineering, known for her
approach that is rooted in racial equity, guided by a process of
community engagement, and includes collaboration with other
professionals. In Roadways for People, Lynn Peterson draws from her
personal experience and interviews with leaders in the field to
showcase new possibilities within transportation engineering and
planning. She incorporated a community-solutions based approach in
her work at Metro, TriMet, and while running the Washington State
Department of Transportation, where she played an instrumental role
in the largest transportation bill in that state’s history. The
community solutions-based approach moves away from the narrow
standards of traditional transportation design and focuses instead
on a process that involves consistent feedback, learning loops, and
meaningful and regular community engagement. This approach seeks to
address the transportation needs of the most historically
marginalized members of the community. Roadways for People is
written to empower professionals and policymakers to create
transportation solutions that serve people rather than cars.
Examples across the U.S.—from Portland, Oregon to Baltimore,
Maryland—show what is possible with a community-centered
approach. As traditional highway expansions are put on pause around
the country, professionals and policymakers have an opportunity to
move forward with a better approach. Peterson shows them how.
Complicating perspectives on diversity in video games Gamers have
been troublemakers as long as games have existed. As our popular
understanding of "gamer" shifts beyond its historical construction
as a white, straight, adolescent, cisgender male, the troubles that
emerge both confirm and challenge our understanding of identity
politics. In Gamer Trouble, Amanda Phillips excavates the turbulent
relationships between surface and depth in contemporary gaming
culture, taking readers under the hood of the mechanisms of video
games in order to understand the ways that difference gets baked
into its technological, ludic, ideological, and social systems. By
centering the insights of queer and women of color feminisms in
readings of online harassment campaigns, industry animation
practices, and popular video games like Portal and Mass Effect,
Phillips adds essential analytical tools to our conversations about
video games. She embraces the trouble that attends disciplinary
crossroads, linking the violent hate speech of trolls and the
representational practices marginalizing people of color, women,
and queers in entertainment media to the dehumanizing logic
undergirding computation and the optimization strategies of
gameplay. From the microcosmic level of electricity and flicks of a
thumb to the grand stages of identity politics and global
capitalism, wherever gamers find themselves, gamer trouble follows.
As reinvigorated forms of racism, sexism, and homophobia thrive in
games and gaming communities, Phillips follows the lead of those
who have been making good trouble all along, agitating for a better
world.
Complicating perspectives on diversity in video games Gamers have
been troublemakers as long as games have existed. As our popular
understanding of "gamer" shifts beyond its historical construction
as a white, straight, adolescent, cisgender male, the troubles that
emerge both confirm and challenge our understanding of identity
politics. In Gamer Trouble, Amanda Phillips excavates the turbulent
relationships between surface and depth in contemporary gaming
culture, taking readers under the hood of the mechanisms of video
games in order to understand the ways that difference gets baked
into its technological, ludic, ideological, and social systems. By
centering the insights of queer and women of color feminisms in
readings of online harassment campaigns, industry animation
practices, and popular video games like Portal and Mass Effect,
Phillips adds essential analytical tools to our conversations about
video games. She embraces the trouble that attends disciplinary
crossroads, linking the violent hate speech of trolls and the
representational practices marginalizing people of color, women,
and queers in entertainment media to the dehumanizing logic
undergirding computation and the optimization strategies of
gameplay. From the microcosmic level of electricity and flicks of a
thumb to the grand stages of identity politics and global
capitalism, wherever gamers find themselves, gamer trouble follows.
As reinvigorated forms of racism, sexism, and homophobia thrive in
games and gaming communities, Phillips follows the lead of those
who have been making good trouble all along, agitating for a better
world.
Textiles were the second-most-traded commodity in all of world
history, preceded only by grain. In the Ottoman Empire in
particular, the sale and exchange of silks, cottons, and woolens
generated an immense amount of revenue and touched every level of
society, from rural women tending silkworms to pashas flaunting
layers of watered camlet to merchants traveling to Mecca and
beyond. Sea Change offers the first comprehensive history of the
Ottoman textile sector, arguing that the trade's enduring success
resulted from its openness to expertise and objects from far-flung
locations. Amanda Phillips skillfully marries art history with
social and economic history, integrating formal analysis of various
textiles into wider discussions of how trade, technology, and
migration impacted the production and consumption of textiles in
the Mediterranean from around 1400 to 1800. Surveying a vast
network of textile topographies that stretched from India to Italy
and from Egypt to Iran, Sea Change illuminates often neglected
aspects of material culture, showcasing the objects' ability to
tell new kinds of stories.
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