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4,788 result(s) for "imaginary"
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Atlas of Imagined Cities
From the Ghostbusters HQ in New York to Nemo's fish tank in Sydney, from the Phantom of the Opera's Parisian lair to scenes from Grand Theft Auto in LA, this is an amazing atlas of imaginary locations in real-life cities around the world. Locations from film, TV, books, computer games and comics are ingeniously plotted on a series of beautiful vintage-looking maps. Feauturing 14 of the world's greatest cities, the maps show exactly where your favourite characters lived, loved, worked and played, and where iconic scenes took place. The locations have been painstakingly tracked down, mapped, annotated and wittily divulged by the authors, and an extensive index helps you find them all. Within the pages of this book, you'll discover: • Where in London super-spies James Bond and George Smiley are neighbours. • The route of the exciting San Francisco car chase in Bullitt. • The Tokyo homes of all the magical girls from the classic Sailor Moon anime. And many more fascinating locations drawn from the world's imagination. Accompanying the maps are illuminating essays that explain how the authors came to their decisions, along with explorations of the key locations and fun timelines of imaginary events. Find out how to get to Sesame Street, where to join Starfleet and thousands of other places besides, in this indispensable guidebook to all those places you always wanted to visit – if only they were real.
The crawling king
There are things best left, unseen, untouched, best forgotten and lost. This wretched tome is one such object, a reeking witness to the horror that consumed the once resplendent kingdom of Gyldenbrae. A scavenged collection of manuscripts, fables, etchings, scribbles and lies! Why would you want such a thing? The Crawling King is a fully-illustrated collection of horror stories by award winning independent animator, Einar Baldvin.
Building Imaginary Worlds
Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Worldmodelling
In light of current developments in modelling, and with the aim of reinvigorating debates around the potentiality of the architectural model – its philosophies, technologies and futures – this issue of AD examines how the model has developed to become an immersive worldbuilding machine. Worldbuilding is the creation of imaginary worlds through forms of cultural production. Although this discourse began with an analysis of imaginary places constructed in works of literature, it has evolved to encompass worlds from fields such as cinema, games, design, landscape, urbanism and architecture. Worldbuilding differs from the notion of worldmaking, which deals with how speculative thinking can influence the construction of the phenomenal world. As architects postulate ever-increasingly complex world models from which to draw inspiration and inform their practice, questions of scale, representation and collaboration emerge. Discussed through a range of articles from acclaimed international contributors in the fields of both architecture and media studies, this issue explores how the architectural model is situated between concepts of worldbuilding and worldmaking – in the creative space of worldmodelling. Contributors: Kathy Battista, Thea Brejzek and Lawrence Wallen, Pascal Bronner and Thomas Hillier, Mark Cousins, James A Craig and Matt Ozga-Lawn, Kate Davies, Ryan Dillon, Christian Hubert, Chad Randl, Theodore Spyropoulos, and Mark JP Wolf. Featured architects: Phil Ayres, FleaFolly Architects, Minimaforms, and Stasus.
Sins of empire
\"A new epic fantasy series from highly acclaimed fantasy author, Brian McClellan, set in the same world as The Powder Mage trilogy. A world on the cusp of a new age ... The young nation of Fatrasta is a turbulent place -- a frontier destination for criminals, fortune-hunters, brave settlers, and sorcerers seeking relics of the past. Only the iron will of the lady chancellor and her secret police holds the capital city of Landfall together against the unrest of an oppressed population and the machinations of powerful empires. Sedition is a dangerous word ... The insurrection that threatens Landfall must be purged with guile and force, a task which falls on the shoulders of a spy named Michel Bravis, convicted war hero Mad Ben Styke, and Lady Vlora Flint, a mercenary general with a past as turbulent as Landfall's present. The past haunts us all ... As loyalties are tested, revealed, and destroyed, a grim specter as old as time has been unearthed in this wild land, and the people of Landfall will soon discover that rebellion is the least of their worries. For more from Brian McClellan, check out: The Powder Mage Trilogy Promise of Blood The Crimson Campaign The Autumn Republic\"-- Provided by publisher.
Plotted
This incredibly wide-ranging collection of maps--all inspired by literary classics--offers readers a new way of looking at their favorite fictional worlds. Andrew DeGraff's stunningly detailed artwork takes readers deep into the landscapes from The Odyssey, Hamlet, Pride and Prejudice, Invisible Man, A Wrinkle in Time, Watership Down,A Christmas Carol, and more. Sure to reignite a love for old favorites and spark fresh interest in more recent works as well, Plotted provides a unique new way of appreciating the lands of the human imagination.
Mouse, bird, snake, wolf
Using sticks, leaves, and clay, Little Ben makes a mouse, Sue, a bird, and Harry, a snake, but when they create a terrifying wolf that turns on them, Little Ben must summon the courage to save them.
Exploring Imaginary Worlds
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.