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Louder and Faster

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ISBN: 9780520973152 9780520304529 Year: Pages: 293 DOI: 10.1525/luminos.71 Language: English
Publisher: University of California Press
Subject: Social Sciences --- Music
Added to DOAB on : 2019-09-20 11:21:03
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Louder and Faster is a study of taiko in California, focused on the play of sound, performance, identity, ethnicity, race, gender, and politics. Wong explores taiko as a music/dance art form that creates spaces in which memories of the WW2 Japanese American incarceration, Asian American identity, and a desire to be seen/heard intersect with global capitalism, the complications of mediation, and legacies of imperialism. Based on two decades of participatory ethnographic work, the book offers a vivid glimpse of an Asian American presence both loud and fragile.

Barton Myers

Authors: --- --- --- --- et al.
ISBN: 9781950192151 9781950192168 Year: Pages: 126 DOI: 10.21983/P3.0249.1.00 Language: English
Publisher: punctum books
Subject: Architecture
Added to DOAB on : 2019-07-03 11:21:05
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"Drawing on the vast archival resources of its Architecture and Design Collection, the UCSB Art, Design & Architecture Museum (University of California, Santa Barbara) presents an assessment of 50 years of design by Barton Myers (b. 1934), beginning with his work in the Toronto firm A.J. Diamond and Barton Myers (1967–1975) to his own offices in Toronto and Los Angeles, Barton Myers Associates (1975–present).

Myers’s strongest architectural ideas come out of the planning strategies of his early neighborhood activism in 1970s Toronto, his grounding in history, and his training in the classical traditions of site and space planning. Barton Myers is an avowed urbanist—a self-described radical in his early advocacy of old-fashioned qualities like density, mixed-use of new and re-purposed materials, and contextual planning in the late 1960s when that fundamentally conservative position was considered counter-culture. Myers’ urban manifesto was codified in “Vacant Lottery,” the title of the Design Quarterly issue co-edited by Myers and Canadian architect and educator George Baird in 1978 and which led to a renewal of interest in urban planning and offered a strategy for increasing population densities within cities while preserving the existing residential fabric. The term lived on long past the journal’s circulation cycle as both an urban infill strategy and an acknowledgment of the ceding of city planning responsibility to the “lottery” of private developers. Myers’s design practice has thus always been a social justice practice as well. Myers is also a brilliant designer of residential houses that take advantage of local landscape contexts and adaptive reuse of building materials, including steel and glass. 

Five essays – on urban planning, civic structures, reuse of historic buildings, single- and multi-family housing, and theaters – reinforce Myers’s commitment to urbanism and reveal his flexibility with modes of modernism. Natalie Shivers introduces the early planning work in Toronto and traces the “vacant lottery” idea of neighborhood infill to the influential Grand Avenue project in Los Angeles. Howard Shubert examines the architectural and planning strategies, and political complexities, of several civic structures in Canada and the United States. Luis Hoyos explores Myers’s additions and adaptations to historic buildings in diverse urban contexts. Lauren Bricker focuses on the use of steel and other industrial materials in Myers’s houses and analyses the neighborhood-based designs of his multi-family housing. Charles Oakley describes the technical innovations, site planning, and historical underpinnings of Myers’s theaters and performance complexes."

Normatividades e instituciones eclesiásticas en el virreinato del Perú, siglos XVI–XIX

Authors: --- --- --- --- et al.
Book Series: Global Perspectives on Legal History ISBN: 9783944773223 9783944773230 Year: Pages: 248 DOI: 10.12946/gplh12 Language: Spanish;
Publisher: Max Planck Institute for European Legal History
Subject: Law --- History --- Economics
Added to DOAB on : 2019-08-13 11:21:02
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Ecclesiastical institutions and actors were essential for the formation of normative orders in early modern Ibero-America. In a series of seminars, organised by the Max Planck Institute for European Legal History in Mexico City, Lima, Bogotá and São Paulo, scholars from different disciplines presented innovative studies on the history of religious normativity and its practices. Based upon the Lima colloquium, the present volume focuses on the viceroyalty of Peru (16th-19th centuries).

Current Trajectories in Global Pentecostalism: Culture, Social Engagement, and Change

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ISBN: 9783038974536 / 9783038974543 Year: Pages: 200 DOI: 10.3390/books978-3-03897-454-3 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Arts in general --- Religion --- Social Sciences
Added to DOAB on : 2019-02-08 10:23:25
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This path-breaking collection brings together thirteen leading scholars from the humanities and social sciences to address some of the most pressing issues in contemporary global Pentecostalism. Representing institutions from eight different nations on four continents, these scholars perceptively illuminate vital matters ranging from politics, cultural performance, and sexual identity to history, theology, and socioeconomics. The articles are grounded in primary research conducted in Africa, Australia, Europe, and South America and informed by cutting-edge interdisciplinary perspectives, making "Current Trajectories in Global Pentecostalism: Culture, Social Engagement, and Change" a must-read for serious students of global Pentecostalism.

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Emerging Technology Applications to Promote Physical Activity and Health

Authors: ---
ISBN: 9783038977087 Year: Pages: 176 DOI: 10.3390/books978-3-03897-709-4 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Sociology --- Social Sciences
Added to DOAB on : 2019-04-05 10:34:31
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As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.

Keywords

anxiety --- depression --- exercise --- mental health --- virtual reality --- senior citizens --- perceived environmental factor --- recreational physical activity --- screen based sedentary behavior --- pedometers --- accelerometers --- measurement --- physical activity levels --- active video games --- motor activity --- intelligence quotient --- young children --- physical activity --- quality of life --- social cognitive theory --- wearable technology --- real-time physical activity --- wearable technology --- fitness --- Fitbits --- breast cancer --- mammogram --- mobile phone-based health intervention --- mHealth --- app --- health navigator --- Korean American immigrant women --- Autism --- autism spectrum disorder --- augmented reality --- technology --- Google Glass --- social communication --- safety --- smartglasses --- digital health --- Amazon --- Amazon Web Services --- Google --- sedentary behaviour --- air quality --- socio-ecological model --- wrist-worn activity tracker --- active video games --- cardiorespiratory fitness --- locomotor skills --- motor skill competence --- musculoskeletal fitness --- object control skills --- active video game --- accelerometry --- physical activity assessment --- epoch --- placement site --- heart rate --- preoperative anxiety --- virtual reality game --- preoperative experience --- active video game --- light physical activity --- moderate-to-vigorous physical activity --- sedentary behavior --- sex difference --- active video gaming --- serious games --- physical activity --- physical exercise --- sedentary behavior --- narrative review

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