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MRI Atlas of Pituitary Imaging focuses on magnetic resonance
imaging (MRI), the imaging modality of choice for the evaluation of
pituitary disorders, since it provides a detailed anatomy of the
pituitary gland and surrounding structures, particularly the soft
tissues. A basic understanding and interpretation of MRI is
important for many clinicians outside of the field of radiology,
especially endocrinologists who may receive limited formal training
in such areas. This concise Atlas includes a brief review of the
principles of magnetic resonance imaging and then reinforces these
principles by utilizing a case-based approach to review various
pituitary pathologies. The Atlas serves as a strong clinical
teaching aid for endocrinologists, radiologists, and neurosurgeons
in training. It also serves as a great reference for physicians who
are currently in practice.
It's the founding myth of humanities computing and digital
humanities: In 1949, the Italian Jesuit scholar, Roberto Busa,
S.J., persuaded IBM to offer technical and financial support for
the mechanized creation of a massive lemmatized concordance to the
works of St. Thomas Aquinas. Using Busa's own papers, recently
accessioned in Milan, as well as IBM archives and other sources,
Jones illuminates this DH origin story. He examines relationships
between the layers of hardware, software, human agents, culture,
and history, and answers the question of how specific technologies
afford and even constrain cultural practices, including in this
case the academic research agendas of humanities computing and,
later, digital humanities.
Publishing, Editing, and Reception is a collection of twelve essays
honoring Professor Donald H. Reiman, who moved to the University of
Delaware in 1992. The essays, written by friends, students, and
collaborators, reflect the scholarly interests that defined
Reiman's long career. Mirroring the focus of Reiman's work during
his years at Carl H. Pforzheimer Library in New York and as lead
editor of Shelley and his Circle, 1773-1822 (Harvard University
Press), the essays in this collection explore authors such as Mary
Shelley, William Hazlitt, Lord Byron and Percy Bysshe Shelley;
moreover, they confirm the continuing influence of Reiman's
writings in the fields of editing and British Romanticism. Ranging
from topics such as Byron's relationship with his publisher John
Murray and the reading practices in the Shelley circle to Rudyard
Kipling's response to Shelley's politics, these essays draw on a
dazzling variety of published and manuscript sources while engaging
directly with many of Reiman's most influential theories and
arguments.
The past decade has seen a profound shift in our collective
understanding of the digital network. What was once understood to
be a transcendent virtual reality is now experienced as a
ubiquitous grid of data that we move through and interact with
every day, raising new questions about the social, locative,
embodied, and object-oriented nature of our experience in the
networked world. In The Emergence of the Digital Humanities, Steven
E. Jones examines this shift in our relationship to digital
technology and the ways that it has affected humanities scholarship
and the academy more broadly. Based on the premise that the network
is now everywhere rather than merely "out there," Jones links
together seemingly disparate cultural events-the essential features
of popular social media, the rise of motion-control gaming and
mobile platforms, the controversy over the "gamification" of
everyday life, the spatial turn, fabrication and 3D printing, and
electronic publishing-and argues that cultural responses to changes
in technology provide an essential context for understanding the
emergence of the digital humanities as a new field of study in this
millennium. The Open Access version of this book, available at
https://doi.org/10.4324/9780203093085, has been made available
under a Creative Commons Attribution-Non Commercial-No Derivatives
4.0 license.
The Meaning of Video Games takes a textual studies approach to an
increasingly important form of expression in today's culture. It
begins by assuming that video games are meaningful-not just as
sociological or economic or cultural evidence, but in their own
right, as cultural expressions worthy of scholarly attention. In
this way, this book makes a contribution to the study of video
games, but it also aims to enrich textual studies. Early video game
studies scholars were quick to point out that a game should never
be reduced to merely its "story" or narrative content and they
rightly insist on the importance of studying games as games. But
here Steven E. Jones demonstrates that textual studies-which grows
historically out of ancient questions of textual recension,
multiple versions, production, reproduction, and reception-can
fruitfully be applied to the study of video games. Citing specific
examples such as Myst and Lost, Katamari Damacy, Halo, Facade,
Nintendo's Wii, and Will Wright's Spore, the book explores the ways
in which textual studies concepts-authorial intention, textual
variability and performance, the paratext, publishing history and
the social text-can shed light on video games as more than formal
systems. It treats video games as cultural forms of expression that
are received as they are played, out in the world, where their
meanings get made.
When the World Trade Center was attacked, George Gilder referred to
the terrorists as "Osama Bin Luddites," suggesting that it was
American technology that was under attack. Even--and especially in
the digital age--the turn against technology is powerful, and the
Luddite cause does not disappear.
This book addresses the question of what it might mean today to be
a Luddite--that is, to take a stand against technology. Steven
Jones here explains the history of the Luddites, British textile
works who, from around 1811, proclaimed themselves followers of
"Ned Ludd" and smashed machinery they saw as threatening
trade.Against Technology is not a history of the Luddites, but a
history of an idea: how the activities of a group of British
workers in Yorkshire and Nottinghamshire came to stand for a global
anti--technology philosophy, and how an anonymous collective
movement came to be identified with an individualistic personal
conviction. Angry textile workers in the early nineteenth century
became symbols of a desire for a simple life--certainly not the
goal of the actions for which they became famous. Against
Technology is, in other words, a book about representations, about
the image and the myth of the Luddites and how that myth was
transformed over time into modern neo-Luddism.
When the World Trade Center was attacked, George Gilder referred to
the terrorists as "Osama Bin Luddites," suggesting that it was
American technology that was under attack. Even--and especially in
the digital age--the turn against technology is powerful, and the
Luddite cause does not disappear.
This book addresses the question of what it might mean today to be
a Luddite--that is, to take a stand against technology. Steven
Jones here explains the history of the Luddites, British textile
works who, from around 1811, proclaimed themselves followers of
"Ned Ludd" and smashed machinery they saw as threatening
trade.Against Technology is not a history of the Luddites, but a
history of an idea: how the activities of a group of British
workers in Yorkshire and Nottinghamshire came to stand for a global
anti--technology philosophy, and how an anonymous collective
movement came to be identified with an individualistic personal
conviction. Angry textile workers in the early nineteenth century
became symbols of a desire for a simple life--certainly not the
goal of the actions for which they became famous. Against
Technology is, in other words, a book about representations, about
the image and the myth of the Luddites and how that myth was
transformed over time into modern neo-Luddism.
It's the founding myth of humanities computing and digital
humanities: In 1949, the Italian Jesuit scholar, Roberto Busa,
S.J., persuaded IBM to offer technical and financial support for
the mechanized creation of a massive lemmatized concordance to the
works of St. Thomas Aquinas. Using Busa's own papers, recently
accessioned in Milan, as well as IBM archives and other sources,
Jones illuminates this DH origin story. He examines relationships
between the layers of hardware, software, human agents, culture,
and history, and answers the question of how specific technologies
afford and even constrain cultural practices, including in this
case the academic research agendas of humanities computing and,
later, digital humanities.
This set offers a representitive collection of the verse satire of
the Romantic period, published between the mid-1780s and the
mid-1830s. As well as two single-author volumes, from William
Gifford and Thomas Moore, there is also a wealth of rare, unedited
material.
This set offers a representitive collection of the verse satire of
the Romantic period, published between the mid-1780s and the
mid-1830s. As well as two single-author volumes, from William
Gifford and Thomas Moore, there is also a wealth of rare, unedited
material.
This set offers a representitive collection of the verse satire of
the Romantic period, published between the mid-1780s and the
mid-1830s. As well as two single-author volumes, from William
Gifford and Thomas Moore, there is also a wealth of rare, unedited
material.
This set offers a representitive collection of the verse satire of
the Romantic period, published between the mid-1780s and the
mid-1830s. As well as two single-author volumes, from William
Gifford and Thomas Moore, there is also a wealth of rare, unedited
material.
The past decade has seen a profound shift in our collective
understanding of the digital network. What was once understood to
be a transcendent virtual reality is now experienced as a
ubiquitous grid of data that we move through and interact with
every day, raising new questions about the social, locative,
embodied, and object-oriented nature of our experience in the
networked world. In The Emergence of the Digital Humanities, Steven
E. Jones examines this shift in our relationship to digital
technology and the ways that it has affected humanities scholarship
and the academy more broadly. Based on the premise that the network
is now everywhere rather than merely "out there," Jones links
together seemingly disparate cultural events-the essential features
of popular social media, the rise of motion-control gaming and
mobile platforms, the controversy over the "gamification" of
everyday life, the spatial turn, fabrication and 3D printing, and
electronic publishing-and argues that cultural responses to changes
in technology provide an essential context for understanding the
emergence of the digital humanities as a new field of study in this
millennium. The Open Access version of this book, available at
https://doi.org/10.4324/9780203093085, has been made available
under a Creative Commons Attribution-Non Commercial-No Derivatives
4.0 license.
Object Lessons is a series of short, beautifully designed books
about the hidden lives of ordinary things. Cropping up everywhere,
whether steel latticework or tapered monopoles, encrusted with
fiberglass antennas, cell towers raise up high into the air the
communications equipment that channels our calls, texts, and
downloads. For security reasons, their locations are never
advertised. But it's our romantic notions of connectivity that hide
them in plain sight. We want the network to be invisible, ethereal,
and ubiquitous. The cell tower stands as a challenge to these
desires. Object Lessons is published in partnership with an essay
series in The Atlantic.
The Meaning of Video Games takes a textual studies approach to an
increasingly important form of expression in today's culture. It
begins by assuming that video games are meaningful-not just as
sociological or economic or cultural evidence, but in their own
right, as cultural expressions worthy of scholarly attention. In
this way, this book makes a contribution to the study of video
games, but it also aims to enrich textual studies. Early video game
studies scholars were quick to point out that a game should never
be reduced to merely its "story" or narrative content and they
rightly insist on the importance of studying games as games. But
here Steven E. Jones demonstrates that textual studies-which grows
historically out of ancient questions of textual recension,
multiple versions, production, reproduction, and reception-can
fruitfully be applied to the study of video games. Citing specific
examples such as Myst and Lost, Katamari Damacy, Halo, Facade,
Nintendo's Wii, and Will Wright's Spore, the book explores the ways
in which textual studies concepts-authorial intention, textual
variability and performance, the paratext, publishing history and
the social text-can shed light on video games as more than formal
systems. It treats video games as cultural forms of expression that
are received as they are played, out in the world, where their
meanings get made.
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