Frankenstein and STEAM

Frankenstein and STEAM
Author: Robin Hammerman
Publsiher: Rutgers University Press
Total Pages: 155
Release: 2022-02-11
Genre: Art
ISBN: 9781644532522

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Charles E. Robinson, Professor Emeritus of English at The University of Delaware, definitively transformed study of the novel Frankenstein with his foundational volume The Frankenstein Notebooks and, in nineteenth century studies more broadly, brought heightened attention to the nuances of writing and editing. Frankenstein and STEAM consolidates the generative legacy of his later work on the novel's broad relation to topics in science, technology, engineering, arts, and mathematics (STEAM). Seven chapters written by leading and emerging scholars pay homage to Robinson's later perspectives of the novel and a concluding postscript contains remembrances by his colleagues and students. This volume not only makes explicit the question of what it means to be human, a question Robinson invited students and colleagues to examine throughout his career, but it also illustrates the depth of the field and diversity of those who have been inspired by Robinson's work. Frankenstein and STEAM offers direction for continuing scholarship on the intersections of literature, science, and technology. Published by the University of Delaware Press. Distributed worldwide by Rutgers University Press.

Frankenstein s Science

Frankenstein s Science
Author: Christa Knellwolf King,Jane R. Goodall
Publsiher: Ashgate Publishing, Ltd.
Total Pages: 252
Release: 2008
Genre: Literary Criticism
ISBN: 0754654478

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Frankenstein's Science contextualizes this widely taught novel in contemporary scientific and literary debates, providing new historical scholarship into areas of science and pseudo-science that generated fierce controversy in Mary Shelley's time: anatomy

Frankenstein s Children

Frankenstein s Children
Author: Iwan Rhys Morus
Publsiher: Princeton University Press
Total Pages: 340
Release: 2014-07-14
Genre: Science
ISBN: 9781400847778

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During the second quarter of the nineteenth century, Londoners were enthralled by a strange fluid called electricity. In examining this period, Iwan Morus moves beyond the conventional focus on the celebrated Michael Faraday to discuss other electrical experimenters, who aspired to spectacular public displays of their discoveries. Revealing connections among such diverse fields as scientific lecturing, laboratory research, telegraphic communication, industrial electroplating, patent conventions, and innovative medical therapies, Morus also shows how electrical culture was integrated into a new machine-dominated, consumer society. He sees the history of science as part of the history of production, and emphasizes the labor and material resources needed to make electricity work. Frankenstein's Children explains that Faraday, with his colleagues at the Royal Society and the Royal Institution, looked at science as the province of a highly trained elite, who presented their abstract picture of nature only to select groups. The book contrasts Faraday's views with those of other practitioners, to whom science was a practical, skill-based activity open to all. In venues such as the Galleries of Practical Science, electrical phenomena were presented to a public less distinguished but no less enthusiastic and curious than Faraday's audiences. William Sturgeon, for instance, emphasized building apparatus and exhibiting electrical phenomena, while chemists, instrument-makers, and popular lecturers supported the London Electrical Society. These previously little studied "electricians" contributed much to the birth of "Frankenstein's children"--the not completely benign effects of electricity on a new consumer world. Originally published in 1998. The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These editions preserve the original texts of these important books while presenting them in durable paperback and hardcover editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.

Steampunk Mary Shelley s Frankenstein

Steampunk  Mary Shelley s Frankenstein
Author: Anonim
Publsiher: Hachette UK
Total Pages: 304
Release: 2012-05-08
Genre: Young Adult Fiction
ISBN: 9780762445141

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Everyone is familiar with Mary Shelley's classic novel, but no one has read it like this! Frankenstein is the long celebrated gothic tale of a science experiment gone awry. But in this brand-new edition, Shelley's haunting horror story is transformed with the addition of steampunk-inspired art. With elaborate full-color illustrations throughout, this is a truly unique interpretation of Frankenstein. It's a fresh look at a classic story, spiked with gadgets, fashion, and steam-powered machinery inspired by the hottest trend in science-fiction. Releasing just in time for summer reading, teens will enjoy this classic novel with an awesome steampunk twist!

Vestigial Surreality Omnibus Two Saturn s Rings Episodes 29 56

Vestigial Surreality  Omnibus Two  Saturn s Rings  Episodes 29 56
Author: Douglas Christian Larsen
Publsiher: Lulu.com
Total Pages: 592
Release: 2017-01-06
Genre: Fiction
ISBN: 9781365658891

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Omnibus 2: Saturn's Rings. Episodes 29-56. Reality, what a concept. Is life a puppet show and are we nothing but puppets? Could we really be living in a computer simulation? Through the ages, the conundrum of Reality has messed with the collective consciousness of humanity. The Allegory of Plato's Cave down through the ages to The Matrix. A chance meeting in the park leads two strangers to discover strange connections between themselves and the world, and in truth both had felt that perhaps there was something not quite right with the world, something different. They have both noticed improbable coincidences popping up in their lives, at an almost alarming regularity, and now, meeting, they witness strange signs in the heavens, and find themselves on a bizarre path that will make them question their very reality, and the reality of the world about them, and the universe itself. Do we live in a computer simulation?

Frankenstein

Frankenstein
Author: Mary Shelley
Publsiher: Simon and Schuster
Total Pages: 353
Release: 2004-05
Genre: Fiction
ISBN: 9780743487580

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"Includes detailed explanatory notes, an overview of key themes, and more"--Cover.

Frankenstein

Frankenstein
Author: Audrey A. Fisch
Publsiher: Unknown
Total Pages: 328
Release: 2009
Genre: Frankenstein (Fictitious character)
ISBN: IND:30000110617176

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Traces the complex history of Mary Shelley's Frankenstein, including its publishing history, its dismissal by the literary establishment, and its subsequent reclamation as a touchstone text in high school and college classrooms.

The Publishing Challenge for Independent Video Game Developers

The Publishing Challenge for Independent Video Game Developers
Author: Odile Limpach
Publsiher: CRC Press
Total Pages: 212
Release: 2020-02-04
Genre: Computers
ISBN: 9781000032642

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Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.