Book Description
Realist Vision explores the claim to represent the world “as it is.” Peter Brooks takes a new look at the realist tradition and its intense interest in the visual. Discussing major English and French novels and paintings from the nineteenth and twentieth centuries, Brooks provides a lively and perceptive view of the realist project.
Centering each chapter on a single novel or group of paintings, Brooks examines the “invention” of realism beginning with Balzac and Dickens, its apogee in the work of such as Flaubert, Eliot, and Zola, and its continuing force in James and modernists such as Woolf. He considers also the painting of Courbet, Manet, Caillebotte, Tissot, and Lucian Freud, and such recent phenomena as “photorealism” and “reality TV.”
Customer Reviews:
An excellent way to enter realist art and litterature.......2007-01-11
This is an excellent analysis of realism in the 19th century European painting and novel. The author shows a wide knowledge in several fields, allowing him to give a cult and wide overview of the topics covered. His several analysis of specific paintings and novels adds to the depth and leaves aside any fear that the reader may have of general and repeated ideas, so common in other books. It is refreshing to see an English-speaking author dealing with books in an idiom other than English (French in this case). Nevertheless, some references to other national realist oeuvres (Italian, German, Portuguese, Spanish, Scandinavian...) would further enrich the book.
The only flaw of the book - its loose structure, without helpful overview of the subject and a clear conclusion - may also be seen as an advantage of allowing the author a more wandering and enriching reflexion than one can find in a lot of academic-burocratic studies.
The book includes 36 figures. I plan to quote this book in my academic research and recommend it to students in university.
Eduardo Cintra Torres
Realist Vision.......2006-02-25
As an art history student, I found this book very helpful in writing a paper on realism in art and literature in late nineteenth century Paris. Professor Brooks writes in a beautiful, concise way; my understanding of a fascinating subject and time period has been greatly increased.
Book Description
This digital document is an article from American Scholar, published by Thomson Gale on June 22, 2005. The length of the article is 696 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Just looking.(Realist Vision)(Book Review)
Author: Andrew Starner
Publication:
American Scholar (Magazine/Journal)
Date: June 22, 2005
Publisher: Thomson Gale
Volume: 74
Issue: 3
Page: 140(1)
Article Type: Book Review
Distributed by Thomson Gale
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Mixing Colors: 2. Oil (Barron's Art Handbooks: Green Series)
Manufacturer: Barron's Educational Series
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Binding: Hardcover
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ASIN: 0764150871 |
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Care and Compassion: Old Prints and Photographs of Hospitals and Nurses in Berkshire and South Oxfordshire 1839-1930
Margaret Railton , and
Marshall Barr
Manufacturer: Berkshire Medical Heritage Centre
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Neo Beauties: The Pin-Up Art Of Brian Haberlin
Brian Haberlin
Manufacturer: Image Comics
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Binding: Paperback
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ASIN: 1582404429 |
Book Description
The most stunning women ever created adorn each page of this outstanding book of Neo Beauties! You've seen his work for Marvel, DC, Dark Horse, and Image on countless covers, interiors, and merchandising. Now, Brian Haberlin presents his first deluxe art book featuring some of the sexiest and most lovingly rendered images of the female form around today.
Customer Reviews:
Film Music Analysis for Professional Musicians.......2001-02-18
If you love great films, and love well crafted, magnificent film scores, this book is for you. To fully appreciate this book, you must read music, but the descriptive text is also excellent. The 3 and 4 staff musical scores clearly show how famed Hollywood composers create mood and deal with the psychology of important scenes in well known films. This is simply the best book on the analysis of film music. It describes and analyzes the drama of the film and the significance of the music in specific scences.
Hollywood, society, films, and film music were different years ago. This book covers the golden age of Hollywood and the golden age of film music. It includes excerpts of the actual scores of the best film composers who ever lived, matched with some of the best producers and directors ever.
Interesting reading for the really-wanna-knowers.......1999-02-23
This books tells you all you want to know about the filmmusic industry but in my opinion in a little too technical point of view. Many interesting chapters (especially Music for Cartoons, about a.o. Tom & Jerry) with MANY musical examples. Unfortunately the composers mentioned are a little out of date and masters like John Williams, John Barry and James Horner are not even mentioned! Catastrophally but it can be protected when we know how hard it would be to get musical examples from these composers printed in the book. You have to have a deep desire to learn about this business if this book is gonna give you anything. If you have the desire then it's absolutely great reading and a "must-have" in your library!
Average customer rating:
- What It Feels Like to Be Madonna
|
The Madonna Companion: Two Decades of Commentary (The Companion Series)
Allan Metz , and
Carol Benson
Manufacturer: Schrimer Books
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Binding: Paperback
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Desperately Seeking Madonna: In Search of the Meaning of the World's Most Famous Woman
ASIN: 0825671949 |
Customer Reviews:
What It Feels Like to Be Madonna.......2002-10-05
Academic scholars and fans will eat up this book of popular articles and critical essays on the queen of pop music. Anyone interested on the phenomenon of "Madonna" should definitely read this. This book provides valuable insight on her career, artistry and impact on on society, (whether you care to admit it or not.) Feminists, gays and lesbians should take note, there is plenty of material here to generate tons of debate on Madonnna's impact for years to come. A VERY VALUABLE AND FAIRLY RECENT RESOURCE!!!!!!!!!!
Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape.
In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure.
With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through:
- Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement
- The races: humans, dwarves, elves, and halflings
- The types of character actions: attack rolls, skill check, and ability checks
- The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma
- Feat requirements and types
- Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying
- Picking skills, armor, weapons, and gear
- Choosing spells if your character is a sorcerer or domains for a cleric
- Building encounter or combat strategies and using advanced tactics
- Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items
- D & D game etiquette
- Becoming a Dungeon Master
There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Download Description
The fun and easy way to get started in this popular fantasy role-playing game Market research indicates that 4 million American males, ages 8 to 45, play Dungeons & Dragons, while 7.6 million who haven't played say they want to learn how. The popularity of recent sci-fi and fantasy movies has also boosted interest. D&D is complex to learn, and this friendly guide helps the curious locate a game, understand the rules, choose or create a character, follow proper game etiquette, and even move up in the hierarchy to become a Dungeon Master. The four-page foldout cheat sheet will include markers and a model dungeon layout that serves as an actual game board, allowing readers to play using this book and nothing else.
Customer Reviews:
A big help for newbies like me.......2007-05-29
I'm just getting into D&D again after a 20 year haitus, and I've recently purchased the core rulebooks. I was very confused, however, by all of the options and how things have changed since the days of AD&D. This book did a very good job of showing me the strategies for building better characters and different possibilities for combat. I read it cover to cover, and found it especially helpful in knowing the best spells, multi-class options, and battle tactics to utilize.
One of the more helpful guides even for us grognards.......2006-12-01
Interesting batch of reviews this item has generated. As several others, I've being playing RPGs for a very long time (26 yrs). When 3.0, and then 3.5 came out, I felt that a rather simple game had become very complicated. I have sat and read both Player's Manuals, both DMGs, and utilize all 3 Monster Manuals. I still felt somewhat lost and unable to thoroughly and correctly run a game according to all of the new rules. This book changed a lot of that. It is enjoyable to read and explains the rules in a way that really helps you to integrate them into your game. I guess even with my experience I must still qualify as a "Dummy" because I found this book very enlightening and helpful. I highly recommend this book for anyone who needs to either learn the game anew or for anyone who still has questions about 3.0 (and 3.5).
A great introduction into a great hobby.......2006-05-15
This book is a perfect introduction to the D&D game with neophytes in mind, although it has enough meat to keep it from growing dusty on your shelf.
I picked up this book mid-october of last year, and I must say it helped me get over the learning curve of D&D a bit faster, and it broke down into layman's terms those concepts I found abstract in my first readings of the core rulebooks. Nowadays I find less and less use for it as I have really gotten an grip on the game, but every once in a while I skim through it and find interesting bits of information, especially for players. Not AS much for DM's, but there is still substance in this area, as it comes with a small dungeon that served our party as our first two adventures, and as my first time DMing.
So, if you are new to D&D and you don't have any experienced players to lean on, this will be a godsend. If you are new and you have experienced friends, it will still help break you into the rulebooks. If you have been playing for years... well, I can't really suggest this, except maybe as a book to lend people to avoid having to completely teach newcomers to your group.
Exactly what i expected!.......2005-10-14
This book is exactly what I expected from the authors - a well written, useful resource. I have over 10 years playing many editions of D+D and wanted to see what some of the experts had to say and to see their opinions on some of the top 10 lists. I have gleaned some useful information for myself, a person who knows quite a bit, but definately not all of it. Having bought over 40 different resource books, I would rank this among my top 10.
Another very, very obvious use for this book is the benefit it gives newcomers to the game. When 3rd edition first came out, my gaming group drudged through the book for many a session before we finally started to understand the new concepts. D&D for Dummies puts the new ideas, combat maneuvers, some spells, and the confusing Attack of Opportunities in true Dummy book plain English. It is becoming a semi-mandatory read for newbies in my gaming group, it is that useful. It gives a great foundation before attacking the more detailed Players Handbook.
My review is slightly biased, but not overmuch. I am a fan of both authors, the Books for Dummies series (of which I own 8), and obviously D&D. I will say, that if the book was a waste of money, like about 10 D&D resource books I own, I would definately give a negative review. I am glad, however, to give this a high review.
GREAT RESOURCE FOR NOVICES.......2005-08-19
Dungeons & Dragons for Dummies is exactly what the title implies, it's and introduction to the long-time and highly popular role-playing game for novices. It's as simple as that. It's not meant to educate long-time players although I did benefit from it for one major reason which I will explain later. The book opens with a short history of the D&D game from its creation by Gary Gygax, born out of war gaming with miniatures. I played for the first time back in 1979 shortly after the introduction of the Advanced Dungeons & Dragons game and the publication of the First DM's Guide, Player's Handbook, and Monster Manual by TSR.
The book first covers the basics of just what a role-playing game is. Some veteran gamers are taking offense at this but not EVERYONE knows what a role-playing game is and how they are played. It's hard to explain a game that doesn't really end and where there isn't a traditional winner as in most games. It's a concept that must be experienced to be fully understood. The Authors explain first in brief, and later in great detail the concepts of character creation, race & class selection, alignment, weapons, spells, etc...Several examples of fully created characters are included. Later full chapters are dedicated to all of these different subjects. While it's true that trial and error was always a pitfall, and sometimes a humorous pitfall for new players, this book essentially seeks to educate new players to create the best player they can, rather than one who foolishly selects a pole axe for his main weapon and then wondering why he can't use it in the tight confines of the dungeon.
Now I mentioned earlier how veteran gamers might benefit from the books as well as novices. I had left the gaming world for a number of years and only recently have returned to the fold. Dungeons & Dragons has changed a great deal in these past several years. From what was once a game consisting of three main books is now a game with dozens of books, supplements and accessories covering every facet of play. There were new concepts in the game that were foreign to me such as skills, feats, and prestige classes. Now of course I've since learned about all these new additions but I'm sure there are others out there just like me and this book would be a great help to get them caught up on all the changes in the game. In particular the section on prestige classes was very good and featured explanations of all the different prestige classes and their benefits.
But even beyond that the book provides very helpful information that even the most experienced gamers can find useful. Tips such as battle strategies and teamwork. Clerics and Sorcerers working together with their spells, flanking strategies for fighters and other interesting tips. But it's not just a players book, it also contains good information for the DM on running a successful game and keeping the players happy (as I recall, lots of Doritos and Beer was always helpful).
Everything is about lists today, there are entire TV shows dedicated to the Top 100 of this or the Top 10 of that. Dungeons & Dragons for Dummies has their own lists, too, such as the Top 10 Sorceror/Cleric spells, Top 10 low & Mid level monsters, Top 10 D & D resources, and the Top 10 D & D novels.
It's well-written and accurate. While clearly designed for novices, even experienced gamers will find some things of interest. Veteran players should not be so snobbish about this book. The introduction of new blood is always a good thing.
Book Description
Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to:
- Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator
- Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own
- Conjure up exciting combat encounters
- Handle the three types of encounters: challenge, roleplaying, and combat
- Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure
- Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot
To get you off to a fast start, Dungeon Master For Dummies includes:
- A sample dungeon for practice
- Ten ready-to-use encounters and ten challenging traps
- A list of simple adventure premises
- Mapping tips, including common scales, symbols, and conventions, complete with tables
Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:
- Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more
- Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher
- Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector
- Using miniatures, maps, and other game aids
- Using 21st century technology, such as a Web site or blog, to enhance your game
The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered….
Customer Reviews:
not received so why review?.......2007-04-06
haven't received it, listed as not shipped, so why the query for a review? If you fix this glitch in your system, you don't need to post this. Doug Hayes
Just not enough...VERY VERY Basic!.......2006-07-11
I bought this book, hoping it would go farther than getting into the "front door" of DMing. I kept reading, telling myself, no it is going to go into depth, it is going to hit on some substance, but it never did.
It spends too much of its time, focusing on the "dummy" concept. It repeats itself over and over again, stating "you are the DM, you are the one that runs the game". Yes I know that, now get on with the book, I kept saying!
If you are a totally new DM, then this book will be helpful. If you have run a game, a couple of times, then you have probably already figured out all of the concepts mentioned here.
A Terrific Companion For Novice Dungeon Masters.......2006-05-17
Part of the fun of playing Dungeons and Dragons is being the story teller aka referee aka Dungeon Master. The idea is that other PC (Player Characters) are exploring your world and learning to overcome challenges that you create for them. The book is a good place to begin if you've never DM'd before since the authors are all skilled DM's and write from their own experiences.
You're given game etiquette and how to host a game session advice as well as PC styles of play whether it's the Rules Lawyer who invokes the rules at every opportunity or the Power Gamer who builds his character for ultimate power, you're given ideas on how to deal with these types of mind sets which has proved helpful to me.
I've DM'd in both 1st & 2nd edition of D&D and really felt lost in the new 3.0/3.5 editions. I have a lot of the rule books and supplements for 3.0 and I was kind of disappointed this was not covered in this book. I mean what does one do if they have a substantial investment in 3.0 edition books and all of a sudden, they're outdated?!?!?!?! I feel the authors could have discusses this a bit and given some ideas and ways around that setback.
For a Novice DM, the sample town given in the book is a great place to use as a backdrop for your first games. The book does a nice job of dichotomizing a campaign based series of adventures versus the single module type of ones and even mentioned that you can interconnect these modules to create an ongoing campaign. (FYI: A campaign is where the PC's use the same characters from start to finish whereas a module based style of play means the PC's can roll up new characters to play)
The Tens lists are helpful and many of the modules I'd never heard of before. (Used my own world primarily for 1st edition and Forgotten Realms for 2nd edition) Some of the modules I'm going to go out and get. In fact, Wizards of the Coast have graciously allowed many old 1st & 2nd edition modules & supplements to be downloaded free at their website.
Overall I think the book rates 4.5 stars but I was quite disappointed at no mention for how to reconcile 3.0 & 3.5 core rulebooks & supplements!
Product Description
2 books + 1 low price = Cheaper for Dummies.
This book bundle includes a copy of the Dungeon Master's Guide for Dungeons & Dragons Revised 3.5 Edition and Dungeon Master for Dummies, helping DMs to take charge of their campaigns. Includes sample adventures.
Product Description
2 Books + 1 Low Price = Cheaper for Dummies.
This Dungeons & Dragons bundle includes a copy of the Player's Handbook 3.5 and Dungeons & Dragons for Dummies. Enter the fascinating world of D&D. Includes a foldout map.
Average customer rating:
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Emmy Award Winning Nighttime Television Shows 1948-2004
Wesley Hyatt
Manufacturer: McFarland & Company
ProductGroup: Book
Binding: Paperback
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One Day at a Time - The Complete First Season
ASIN: 0786423293 |
Product Description
Since the early days of television, well before most households had a set, the Academy of Television Arts and Sciences has been handing out honors for the industrys best efforts. Now fans can read about their favoritesand perhaps rediscover some forgotten pleasuresin this reference to prime time and nighttime Emmy winners. Beginning with the heated charade contest known as Pantomime Quiz, which won Most Popular Program of 1948 in the first Emmy Awards ceremony (held in 1949), each of more than 100 winning shows gets star treatment with an entry that includes the year of award or awards, air times, hosts, guests, casts and a full discussion of the show's history and run. Many of the entries include original interviews with cast or crew members. With such rich information, each shows entry constitutes a chapter in the history of television through the story of the show and the people who made it happen. The best of variety, drama, game shows, comedies, adventures and many more categories are featured. An appendix offers interesting facts and figures and ranks shows according to such statistics as longest run, longest delay from debut to win, and most Emmys won.
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- Sight, Sound, Motion: Applied Media Aesthetics
- Simplifying Complex Scenes in Watercolor
- Strange Sisters: The Art of Lesbian Pulp Fiction 1949-1969
- Stylefile: Best of Issue 01-10, Trains, Walls, Styles, Interviews, 09.05 : From Prototype to Silver
- Sweet Dreams: Contemporary Art and Complicity
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