Sister Bernadette's Barking Dog: The Quirky History and Lost Art of Diagramming Sentences
Kitty Burns Florey - 2006
"Sister Bernadette's Barking Dog: The Quirky History and Lost Art of Diagramming Sentences is a 2006 book by author Kitty Burns Florey about the history and art of sentence diagramming. Florey learned to diagram sentences as a Catholic school student at St. John the Baptist Academy in Syracuse, New York. Diagramming sentences is useful, Florey says, because it teaches us to "focus on the structures and patterns of language, and this can help us appreciate it as more than just a vehicle for expressing minimal ideas". Florey said in a 2012 essay "Taming Sentences":When we unscrew a sentence, figure out what makes it tick and reassemble it, we interact with our old familiar language differently, more deeply, responding to the way its individual components fit together. Once we understand how sentences work (what's going on? what action is taking place? who is doing it and to whom is it being done?), it's harder to write an incorrect one.Sentence diagramming was introduced by Brainerd Kellogg and Alonzo Reid, professors at the Brooklyn Polytechnic Institute, in their book History of English published in 1877."Keywords: KITTY BURNS FLOREY SISTER BERNADETTE DOG BARKING DIAGRAMMING SENTENCES ENGLISH GRAMMAR REFERENCE LANGUAGE
Proust and the Squid: The Story and Science of the Reading Brain
Maryanne Wolf - 2007
Every new reader's brain possesses the extraordinary capacity to rearrange itself beyond its original abilities in order to understand written symbols. But how does the brain learn to read? As world-renowned cognitive neuroscientist and scholar of reading Maryanne Wolf explains in this impassioned book, we taught our brain to read only a few thousand years ago, and in the process changed the intellectual evolution of our species.Wolf tells us that the brain that examined tiny clay tablets in the cuneiform script of the Sumerians is configured differently from the brain that reads alphabets or of one literate in today's technology.There are critical implications to such an evolving brain. Just as writing reduced the need for memory, the proliferation of information and the particular requirements of digital culture may short-circuit some of written language's unique contributions—with potentially profound consequences for our future.Turning her attention to the development of the individual reading brain, Wolf draws on her expertise in dyslexia to investigate what happens when the brain finds it difficult to read. Interweaving her vast knowledge of neuroscience, psychology, literature, and linguistics, Wolf takes the reader from the brains of a pre-literate Homer to a literacy-ambivalent Plato, from an infant listening to Goodnight Moon to an expert reader of Proust, and finally to an often misunderstood child with dyslexia whose gifts may be as real as the challenges he or she faces.As we come to appreciate how the evolution and development of reading have changed the very arrangement of our brain and our intellectual life, we begin to realize with ever greater comprehension that we truly are what we read. Ambitious, provocative, and rich with examples, Proust and the Squid celebrates reading, one of the single most remarkable inventions in history. Once embarked on this magnificent story of the reading brain, you will never again take for granted your ability to absorb the written word.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
The Book of Questions
Gregory Stock - 1985
Ask your parents. Ask someone you hardly know. THE BOOK OF QUESTIONS gives you permission to ask those things that are too bold, too embarrassing, or just too difficult to ask by yourself. You will find questions of integrity; of sex; of what you would do for money; even things too personal to talk about out loud.Whether you use it as a tool for self-discovery or as a provocative way to stimulate conversation, this book constantly challenges attitudes, orals, beliefs--and it challenges you.--back cover
Miyazakiworld: A Life in Art
Susan J. Napier - 2018
The story of filmmaker Hayao Miyazaki's life and work, including his impact on Japan and the world A thirtieth‑century toxic jungle, a bathhouse for tired gods, a red‑haired fish girl, and a furry woodland spirit—what do these have in common? They all spring from the mind of Hayao Miyazaki, one of the greatest living animators, known worldwide for films such as My Neighbor Totoro, Princess Mononoke, Spirited Away, Howl’s Moving Castle, and The Wind Rises.
The Book of Symbols: Reflections on Archetypal Images
Ami Ronnberg - 2010
The highly readable texts and over 800 beautiful full-color images come together in a unique way to convey hidden dimensions of meaning. Each of the ca. 350 essays examines a given symbol’s psychic background, and how it evokes psychic processes and dynamics. Etymological roots, the play of opposites, paradox and shadow, the ways in which diverse cultures have engaged a symbolic image—all these factors are taken into consideration.Authored by writers from the fields of psychology, religion, art, literature, and comparative myth, the essays flow into each other in ways that mirror the psyche’s unexpected convergences. There are no pat definitions of the kind that tend to collapse a symbol; a still vital symbol remains partially unknown, compels our attention and unfolds in new meanings and manifestations over time. Rather than merely categorize, The Book of Symbols illuminates how to move from the visual experience of a symbolic image in art, religion, life, or dreams to directly experiencing its personal and psychological resonance.The Book of Symbols sets new standards for thoughtful exploration of symbols and their meanings, and will appeal to a wide range of readers: artists, designers, dreamers and dream interpreters, psychotherapists, self-helpers, gamers, comic book readers, religious and spiritual searchers, writers, students, and anyone curious about the power of archetypal images.
The Power of Babel: A Natural History of Language
John McWhorter - 2001
While laying out how languages mix and mutate over time, linguistics professor John McWhorter reminds us of the variety within the species that speaks them, and argues that, contrary to popular perception, language is not immutable and hidebound, but a living, dynamic entity that adapts itself to an ever-changing human environment.Full of humor and imaginative insight, The Power of Babel draws its illustrative examples from languages around the world, including pidgins, Creoles, and nonstandard dialects.
A Short History of Myth
Karen Armstrong - 2005
She takes us from the Paleolithic period and the myths of the hunters right up to the “Great Western Transformation” of the last five hundred years and the discrediting of myth by science. The history of myth is the history of humanity, our stories and beliefs, our curiosity and attempts to understand the world, which link us to our ancestors and each other. Heralding a major series of retellings of international myths by authors from around the world, Armstrong’s characteristically insightful and eloquent book serves as a brilliant and thought-provoking introduction to myth in the broadest sense—and explains why if we dismiss it, we do so at our peril.
Mindhunter: Inside the FBI's Elite Serial Crime Unit
John E. Douglas - 1995
He has confronted, interviewed and researched dozens of serial killers and assassins, including Charles Manson, Richard Speck, John Wayne Gacy, and James Earl Ray - for a landmark study to understand their motives. To get inside their minds. He is Special Agent John Douglas, the model for law enforcement legend Jack Crawford in Thomas Harris's thrillers Red Dragon and The Silence of the Lambs, and the man who ushered in a new age in behavorial science and criminal profiling. Recently retired after twenty-five years of service, John Douglas can finally tell his unique and compelling story.
You Are an Artist: Assignments to Spark Creation
Sarah Urist Green - 2020
The result is You Are an Artist, a journey of creation through which you'll invent imaginary friends, sort books, declare a cause, construct a landscape, find your band, and become someone else (or at least try). Your challenge is to filter these assignments through the lens of your own experience and make art that reflects the world as you see it.You don't have to know how to draw well, stretch a canvas, or mix a paint colour that perfectly matches that of a mountain stream. This book is for anyone who wants to make art, regardless of experience level. The only materials you'll need are what you already have on hand or can source for free.You Are an Artist brings together more than 50 assignments gathered from some of the most innovative creators working today, including Sonya Clark, Michelle Grabner, The Guerrilla Girls, Fritz Haeg, Pablo Helguera, Nina Katchadourian, Toyin Ojih Odutola, J. Morgan Puett, Dread Scott, Alec Soth, Gillian Wearing, and many others.
Walt Disney Imagineering: A Behind the Dreams Look At Making the Magic Real
The Imagineers - 1996
The Imagineers are like Santa's elves: they are the nuts-and-bolts workers who allow Disney's magic to take flight. Walt Disney Imagineering explains in colorful detail the making of the magic of Walt Disney World, Disneyland, Disneyland Paris, and Tokyo Disneyland -- the world's most popular vacation "kingdoms" -- from the inside out. From Mickey's Toontown to Blizzard Beach, the wizardry of the Imagineers is brought to life in this book through drawings, models, artwork, and anecdotes; also featured are the now legendary conceptual sketches from Walt Disney's very own pencil. Walt Disney Imagineering is sure to inform and fascinate history buffs, art collectors, graphic designers, architects, engineers, and Disney fans alike.
The First Word: The Search for the Origins of Language
Christine Kenneally - 2007
However, because it leaves no permanent trace, its evolution has long been a mystery, and it is only in the last fifteen years that we have begun to understand how language came into being. "The First Word" is the compelling story of the quest for the origins of human language. The book follows two intertwined narratives. The first is an account of how language developed?how the random and layered processes of evolution wound together to produce a talking animal: us. The second addresses why scientists are at last able to explore the subject. For more than a hundred years, language evolution was considered a scientific taboo. Kenneally focuses on figures like Noam Chomsky and Steven Pinker, along with cognitive scientists, biologists, geneticists, and animal researchers, in order to answer the fundamental question: Is language a uniquely human phenomenon? "The First Word" is the first book of its kind written for a general audience. Sure to appeal to fans of Steven Pinker's "The Language Instinct" and Jared Diamond's "Guns, Germs, and Steel," Kenneally's book is set to join them as a seminal account of human history.
The Great Movies
Roger Ebert - 2002
The Great Movies collects one hundred of these essays, each one of them a gem of critical appreciation and an amalgam of love, analysis, and history that will send readers back to that film with a fresh set of eyes and renewed enthusiasm–or perhaps to an avid first-time viewing. Ebert’s selections range widely across genres, periods, and nationalities, and from the highest achievements in film art to justly beloved and wildly successful popular entertainments. Roger Ebert manages in these essays to combine a truly populist appreciation for our most important form of popular art with a scholar’s erudition and depth of knowledge and a sure aesthetic sense. Wonderfully enhanced by stills selected by Mary Corliss, film curator at the Museum of Modern Art, The Great Movies is a treasure trove for film lovers of all persuasions, an unrivaled guide for viewers, and a book to return to again and again.The Great Movies includes: All About Eve • Bonnie and Clyde • Casablanca • Citizen Kane • The Godfather • Jaws • La Dolce Vita • Metropolis • On the Waterfront • Psycho • The Seventh Seal • Sweet Smell of Success • Taxi Driver • The Third Man • The Wizard of Oz • and eighty-five more films.From the Hardcover edition.
Design for the Real World: Human Ecology and Social Change
Victor Papanek - 1972
Translated into twenty-three languages, it is one of the world's most widely read books on design. In this edition, Victor Papanek examines the attempts by designers to combat the tawdry, the unsafe, the frivolous, the useless product, once again providing a blueprint for sensible, responsible design in this world which is deficient in resources and energy.