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Fairies, Elves, Elementals, Gnomes
Circulating File FAIRIES, ELVES, ELEMENTALS, GNOMES A compilation of Extracts from the Edgar Cayce Readings Edgar Cayce Readings Copyrighted by Edgar Cayce Foundation 1971, 1993-2013 All Rights Reserved These readings or parts thereof may not be reproduced in any form without permission in writing from the Edgar Cayce Foundation 215 67th Street Virginia Beach, VA 23451 Printed in U.S.A. FAIRIES, ELVES, ELEMENTALS CIRCULATING FILE Circulating Files are collections of verbatim quotes of what Edgar Cayce said during his readings on a given subject or, in some cases everything. We have medical circulating files which focus on the over 9,000 health-related readings with subjects from Acidity- Alkalinity to Weight Loss. We also have non-medical circulating files on a broad range of topics, for example Egypt: Sphinx, Pyramids, and Hall of Records, Fear and Its Far- Reaching Effects, Advice to Parents, Serving in Accord with Ideals, and Business Advice. Each circulating file is simply a collection of reading quotes or full readings given for different individuals on a similar subject or disease. The A.R.E. cannot and does not suggest treatments for physical ailments nor make claims about the effectiveness of the therapies. We encourage anyone working with the health readings to do so under a doctor's care and advice. The circulating files support the research aspect of the Cayce work. We appreciate any feedback informing us of progress made in improving one’s life or achieving good health by applying suggestions given in the readings. Please send any feedback (testimonies, experiences, results, etc.) to: Library: Circulating File Desk A.R.E. -
Desktop Migration and Administration Guide
Red Hat Enterprise Linux 7 Desktop Migration and Administration Guide GNOME 3 desktop migration planning, deployment, configuration, and administration in RHEL 7 Last Updated: 2021-05-05 Red Hat Enterprise Linux 7 Desktop Migration and Administration Guide GNOME 3 desktop migration planning, deployment, configuration, and administration in RHEL 7 Marie Doleželová Red Hat Customer Content Services [email protected] Petr Kovář Red Hat Customer Content Services [email protected] Jana Heves Red Hat Customer Content Services Legal Notice Copyright © 2018 Red Hat, Inc. This document is licensed by Red Hat under the Creative Commons Attribution-ShareAlike 3.0 Unported License. If you distribute this document, or a modified version of it, you must provide attribution to Red Hat, Inc. and provide a link to the original. If the document is modified, all Red Hat trademarks must be removed. Red Hat, as the licensor of this document, waives the right to enforce, and agrees not to assert, Section 4d of CC-BY-SA to the fullest extent permitted by applicable law. Red Hat, Red Hat Enterprise Linux, the Shadowman logo, the Red Hat logo, JBoss, OpenShift, Fedora, the Infinity logo, and RHCE are trademarks of Red Hat, Inc., registered in the United States and other countries. Linux ® is the registered trademark of Linus Torvalds in the United States and other countries. Java ® is a registered trademark of Oracle and/or its affiliates. XFS ® is a trademark of Silicon Graphics International Corp. or its subsidiaries in the United States and/or other countries. MySQL ® is a registered trademark of MySQL AB in the United States, the European Union and other countries. -
Canadian Guiding Badges and Insignia Brownie Six/Circle Emblems
Canadian Guiding Badges And Insignia Brownie Six/Circle Emblems Following the introduction of the Brownie program to provide Guiding for younger girls, and after the decision to base the new program on The Brownie Story, a further decision was made in 1919 to subdivide a Brownie Pack into smaller groups consisting of six girls. These smaller groups within the Pack were known as Sixes and were identified by a Six emblem bearing the name of some mythical fairy- like person from folklore. [Reference: POR (British, 1919)] The original Six emblems were brown felt; later versions were brown cotton with the edges bound in brown. In 1995, the term “Sixes” was replaced by the term “Circles”, and the shape of the emblems was changed as well. In 1972, three of the original twelve Six emblems were retired and in 1995 four new ones were added. Page 1 V.2 Canadian Guiding Badges And Insignia Brownie Six/Circle Emblems SC0001 SC0002 Bwbachod Badge Discontinued 1919- 19? 19? - 1972 SC0003 SC0004 Djinn Introduced 1994 1995-2004 1994 SC0005 SC0006 Dryad Introduced 1994 1995- 1994 Page 2 V.2 Canadian Guiding Badges And Insignia Brownie Six/Circle Emblems SC0007 SC0008 SC0009 Elf 1919-19? 19? - 1995 1995- SC0010 SC0011 SC0012 Fairy 1919-19? 19? - 1995 1995- SC0013 SC0014 Ghillie Dhu Badge Discontinued 1919-19? 19? - 1972 Page 3 V.2 Canadian Guiding Badges And Insignia Brownie Six/Circle Emblems SC0015 SC0016 SC0017 Gnome 1995- 1919-19? 19? - 1995 SC0018 SC0019 Imp Badge Discontinued 1919-19? 19? - 1995 SC0020 SC0021 SC0022 Kelpie (formerly called Scottish -
Oak Meadow Grade 1 COURSEBOOK
Oak Meadow Grade 1 COURSEBOOK Oak Meadow, Inc. Post Office Box 1346 Brattleboro, Vermont 05302-1346 oakmeadow.com Item #b010110 v.1217 Grade 1 Contents Introduction .................................................... 1 Lesson 1 ..........................................................3 Language Arts: Letters A and B ............................................. 9 Social Studies Calendar making ........................................... 12 Math: Playing games; counting and sorting ................................ 13 Science: Moon phases; plant identification ............................... 14 Arts & Crafts: Knitting; seasonal table .................................. 15 Music & Movement: Recorder note B; balancing ................... 16 Health: Growing body .......................................................... 18 Lesson 2 ........................................................21 Language Arts: Letters C and D ........................................... 25 Social Studies Concepts of time ........................................... 26 Math: Straight-and curved-line form drawings ............................ 27 Science: Seasonal changes .................................................... 30 Arts & Crafts: Knitting; Leaf Print ........................................ 32 Music & Movement: Recorder note B; tempo ....................... 33 Health: Internal organs and body systems ................................. 34 Lesson 3 ........................................................37 Language Arts: Letters E and F ........................................... -
A Double Détournement in the Classroom: HK Protest Online Game As Conceptual Art
A Double Détournement in the Classroom: HK Protest Online Game as Conceptual Art James Shea Department of Humanities and Creative Writing, Hong Kong Baptist University [email protected] Abstract law professor and co-director of the Center for Law and Intellectual Property at Texas A&M University School of This paper examines the role of digital détournement during Law: Hong Kong’s Umbrella Movement in late 2014 through the prism of HK Protest Online Game, a conceptual art game made “They drafted the legislation so broadly that it in response to Hong Kong’s pro-democracy protests. Created covers most of the activities the netizens have by an undergraduate Hong Kong student, this work invites a critical reflection on playability by questioning the relationship been doing…Just saying ‘we’re not going to between videogames, play, and “real time” violence. As an prosecute you’ doesn’t address the concerns of unplayable game, it reroutes the player to contemporaneous the netizens. Most people now interpret this as street demonstrations in Hong Kong, serving both as a something that targets their freedom of speech.” détournement of police aggression and of videogames that [4] commercialize violence. Reversing our expectation of games as playful and political action as non-playful, HKPOG presents its What are the implications for creating digital game as unreal and posits Hong Kong’s protests as sites of artwork, including art games, that “plays” with source play. The paper considers related digital artwork and the use of texts, such as digital détournement, if such forms are détournement during the Umbrella Movement, including umbrellas themselves and digitalized “derivative works” also restricted or prohibited in Hong Kong? The bills lacks a known as “secondary creation” (yihchi chongjok in Cantonese clear exemption for “fair use” or “user-generated and èrcì chuàngzuò in Mandarin; 二次創作). -
'Goblinlike, Fantastic: Little People and Deep Time at the Fin De Siècle
ORBIT-OnlineRepository ofBirkbeckInstitutionalTheses Enabling Open Access to Birkbeck’s Research Degree output ’Goblinlike, fantastic: little people and deep time at the fin de siècle https://eprints.bbk.ac.uk/id/eprint/40443/ Version: Full Version Citation: Fergus, Emily (2019) ’Goblinlike, fantastic: little people and deep time at the fin de siècle. [Thesis] (Unpublished) c 2020 The Author(s) All material available through ORBIT is protected by intellectual property law, including copy- right law. Any use made of the contents should comply with the relevant law. Deposit Guide Contact: email ‘Goblinlike, Fantastic’: Little People and Deep Time at the Fin De Siècle Emily Fergus Submitted for MPhil Degree 2019 Birkbeck, University of London 2 I, Emily Fergus, confirm that all the work contained within this thesis is entirely my own. ___________________________________________________ 3 Abstract This thesis offers a new reading of how little people were presented in both fiction and non-fiction in the latter half of the nineteenth century. After the ‘discovery’ of African pygmies in the 1860s, little people became a powerful way of imaginatively connecting to an inconceivably distant past, and the place of humans within it. Little people in fin de siècle narratives have been commonly interpreted as atavistic, stunted warnings of biological reversion. I suggest that there are other readings available: by deploying two nineteenth-century anthropological theories – E. B. Tylor’s doctrine of ‘survivals’, and euhemerism, a model proposing that the mythology surrounding fairies was based on the existence of real ‘little people’ – they can also be read as positive symbols of the tenacity of the human spirit, and as offering access to a sacred, spiritual, or magic, world. -
The Traveling Gnome Project
The Traveling Gnome Project There is Gnome place home! • Choose a city anywhere in the world • Find a famous structure within that city…preferably something recognizable. • Find a reference of that building • Draw it 3 times (PRACTICE) (one day) • Draw the gnome 3 times (one day) Gnomes are commonly misunda-stood! An Abbreviated History of Garden Gnomes Garden gnomes occupy that same odd niche shared by lawn flamingos and circus- animal topiary; the ultra-kitschy, flamboyant and just-a-little-ridiculous decorations that came to prominence in American suburbs throughout the 1960′s and then latched tenaciously onto our cultural sub consciousness. But unlike flamingos and topiary, gnomes have a long and storied history of folklore and myth to draw upon. Gnomes have been a part of western culture since at least the 16th century with the early writings of Swiss-born alchemist Paracelsus. For many of us, though, our knowledge of the history of garden gnomes really only extends back as far as that one Travelocity commercial. Which is unfortunate, really, because garden gnomes are really the “great grandfathers” of campy garden decor. Theirs is a long and storied history, and a fascinating one to read about. http://www.patioproductions.com/blog/fascinating-stuff/history-of-garden-gnomes/ Back when the Brothers Grimm were traversing the German countryside recording the “volksmarchen” (folk tales) of the country’s rural regions, gnomes were often viewed as spritely, happy-go-lucky garden workers. They helped plants grow, and facilitated harmony between the flora and the fauna of meadows and vegetable patches alike. -
The Hyper Sexual Hysteric: Decadent Aesthetics and the Intertextuality of Transgression in Nick Cave’S Salomé
The Hyper Sexual Hysteric: Decadent Aesthetics and the Intertextuality of Transgression in Nick Cave’s Salomé Gerrard Carter Département d'études du monde anglophone (DEMA) Aix-Marseille Université Schuman - 29 avenue R. Schuman - 13628 Aix-en-Provence, , France e-mail: [email protected] Abstract: Salomé (1988), Nick Cave’s striking interpretation of the story of the Judean princess enhances and extends the aesthetic and textual analysis of Oscar Wilde’s 1891 French symbolist tragedy (Salomé), yet it is largely overlooked. As we examine the prior bricolage in the creation of such a hypertextual work, we initiate a captivating literary discourse between the intertextual practices and influences of biblical and fin-de-siècle literary texts. The Song of Songs, a biblical hypotext inverted by Wilde in the creation of the linguistic-poetic style he used in Salomé, had never previously been fully explored in such an overt manner. Wilde chose this particular book as the catalyst to indulge in the aesthetics of abjection. Subsequently, Cave’s enterprise is entwined in the Song’s mosaic, with even less reserve. Through a semiotic and transtextual analysis of Cave’s play, this paper employs Gérard Genette’s theory of transtextuality as it is delineated in Palimpsests (1982) to chart ways in which Cave’s Salomé is intertwined with not only Wilde but also the Song of Songs. This literary transformation demonstrates the potential and skill of the artist’s audacious postmodern rewriting of Wilde’s text. Keywords: Salomé, Nick Cave, Oscar Wilde, The Song of Songs, Aesthetics, Gérard Genette, Intertextuality, Transtextuality, Transgression, Puvis de Chavannes. -
Aligning the Ethos of Zines with Youth-Driven Philosophical Inquiry
Journal of Unschooling and Alternative Learning 2017 Vol. 11 Issue 22 DESIGNING A SPACE FOR THOUGHTUL VOICES: ALIGNING THE ETHOS OF ZINES WITH YOUTH-DRIVEN PHILOSOPHICAL INQUIRY By: Natalie M. FLETCHER Abstract This article strives to lay some necessary theoretical groundwork for justifying an alliance between zining and youth-driven “philosophical inquiry” (Lipman, 2004)—two important practices that operate outside the mainstream yet can shed light on conventional (mis)understandings of youth by illustrating innovative ways of designing space for young voices to emerge and thrive in their educational experiences and beyond. By highlighting the shared ethos between zining and philosophical inquiry as practices that foster meaning-making, this article aims to emphasize their common participatory, do-it-yourself, experimental, politicizing and transformative features, while noting the challenges involved in extending them to the context of childhood. Further, it illustrates how aligning zining and philosophical inquiry can contribute to a re-envisioning of children by portraying them as capable cultural producers and social historians of their own discourse communities. Lastly, it explores issues of adult authority, suggesting conditions that may help to authenticate the philosophical use of zines with youth. Keywords: Philosophy for Children, Zines, Philosophical Inquiry, Youth Agency Those without power also have the capability to create a culture— one that arises out of their way of understanding the world. —Stephen Duncombe, Notes from Underground: Zines and the Politics of Alternative Culture An eight-year old philosopher is sitting in front of a small booklet wondering what she will write next. She’s deep in thought about the nature of imagination after a heated dialogue with other kids over the possibility of imagining something that does not exist. -
Alternate Universe Fan Videos and the Reinterpretation of the Media
Alternate Universe Fan Videos and the Reinterpretation of the Media Source Introduction According to the Francesca Coppa, American scholar and co-founder of the Organization for Transformative Works1, fan videos are “a form of grassroots filmmaking in which clips from television shows and movies are set to music.”2 Fan videos are commonly referred to as: fanvid, songvid, vid, AMV (for Anime Music Video); their process of creation is called vidding and their editors (fan)vidders. While the “media tradition” described above in Francesca Coppa‟s definition is a crucial part of the fan video production, many other fan videos are created for anime, especially Asian ones (AMV), for video games (some of them called Machinima), or even for other subjects, from band tributes to other types of remix. The vidding tradition – in its current “shape” – goes back to the era of the first VCR; but the very first fan videos may be traced back to the seventies in a slideshow format. When channel mixers and numerous machines available to a large group of consumers emerged, this fan activity easily became an expanding one amongst the fan communities, who were often interested in new technology, whatever era it is. Vidding has now become a digital process, thanks to the expansion of computer and related technical means, including at least semiprofessional editing software. It seems relevant to point out how rare it is that a vidder goes through editing training when they begin to create fan videos, or even become a professional editor later on. Of course, exceptions exist, but vidding generally remains a hobby. -
The Gnomes and Kobolds of Tellene
Friend & Foe The Gnomes and Kobolds of Tellene Credits Author: Paul “Wiggy” Wade-Williams Editors: Brian Jelke & Don Morgan Art Coordinator: Mark Plemmons Cover Illustration: Caleb Cleveland Interior Illustrations: Caleb Cleveland, David Cooper, Keith DeCesare, James Hislope, Patrick McEvoy, Jean-Francois Trudel Project Manager: Brian Jelke Production Manager: Steve Johansson This work is dedicated to: Maggie - my wife and fellow gamer, Jake - my nephew and a future gamer, the staff at Kenzer and Company - for unleashing me on two more races, and finally everyone who liked Fury in the Wastelands. Table of Contents Book One: Hammer & Humor . .3 Book Two: Kin of the Dragon . .97 Rock Gnomes . .4 History . .98 History . .4 Kobold Anatomy . .99 Gnome Anatomy . .5 Social Structure . .101 Culture . .14 Culture . .109 Warfare . .32 Relations with Other Races . .116 Religion . .39 Trade and Tribute . .120 Forest Gnomes . .46 Alchemy . .121 Gnome Anatomy . .46 Calendar . .122 Half-Forest Gnomes . .47 Language . .123 Deep Gnomes . Sample. .61 Warfare file . .124 Half-Deep Gnomes . .62 Religion . .132 Gnomes as Player Characters . .74 Misconceptions . .140 Racial Traits . .76 Kobolds as Player Characters . .142 The Game Mechanics of Playing A Gnome . .77 New Feats . .145 An Example Character . .79 New Spells . .147 New Uses for Existing Skills . .79 Prestige Classes . .148 New Feats . .80 Bestiary . .153 Prestige Classes . .80 Kobold Glossary . .155 Professional Classes . .88 Bestiary . .90 Adventure Hooks . .157 Gnome Glossary . .94 © Copyright 2004, 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W. -
Video Game Détournement: Playing Across Media
Video Game Détournement: Playing Across Media Fanny Barnabé Liège Game Lab – University of Liège – FNRS Bât. A2 Litt. française (19è et 20è) Place Cockerill 3-5, 4000 Liège +32 4 3665503 [email protected] ABSTRACT Taking as a starting point the French concept of “artistic détournement” and its application in the context of video games, this paper aims to study creative remix practices that use video games as materials or as matrices to produce derivative works. Precisely, the research examines a diversified range of productions whose common feature is to be created from video games (mods, machinimas, let’s play videos…) in order to question the relationships between the notions of détournement and play. Where is the boundary between these two activities? How to define and categorize the various forms of détournements in the specific context of the video game culture? Can these remix practices that go beyond the frame of the game and extend themselves to other media be described as “playful”? By crossing rhetoric and theories of play, this paper will try to answer these questions. Keywords Remix, Détournement, Rhetoric, Play studies, Transmedia, Participatory culture INTRODUCTION: DEFINING DÉTOURNEMENT This paper aims to study the “détournements” of video games by players, that is to say: creative remix practices using video games as materials or as matrices to produce derivative works1. There are indeed a large number of fan productions whose common feature is to be created from video games (mods, machinimas, let’s play videos, fanfictions, etc.) and which often overflow the frame of the game software, extending themselves to other media (the video in the case of machinima or let's play; the text in the case of fanfictions; etc.).