Wooden Eyes

Wooden Eyes
Author: Carlo Ginzburg
Publisher: Columbia University Press
Total Pages: 310
Release: 2001
Genre: History
ISBN: 9780231119603

Ginzburg, "the preeminent Italian historian of his generation [who] helped create the genre of microhistory" ("New York Times"), ruminates on how perspective affects what we see and understand. 26 illustrations.

Minerva's Message

Minerva's Message
Author: Martin S. Staum
Publisher: McGill-Queen's Press - MQUP
Total Pages: 359
Release: 1996-10-17
Genre: History
ISBN: 0773566244

In theory the CMPS was set up to enshrine the human and social studies that were at the heart of Enlightenment culture. Staum illustrates, however, that the Institute helped transform key ideas of the Enlightenment in order to maintain civil rights while upholding social stability, and that the social and political assumptions on which it was based affected notions of social science. He traces the careers of individual members and the factions within the Institute, arguing that the discord within the CMPS reflects the unravelling of Enlightenment culture. Minerva's Message presents a valuable overview of the intellectual life of the period and brings together new evidence about the social sciences in their nascent period.

Parables of Theory

Parables of Theory
Author: Lynn A. Higgins
Publisher: Summa Publications, Inc.
Total Pages: 218
Release: 1984
Genre: Experimental fiction
ISBN: 9780917786013

The Nouveau Roman

The Nouveau Roman
Author: Celia Britton
Publisher: Springer
Total Pages: 237
Release: 1992-11-15
Genre: Literary Criticism
ISBN: 1349223395

The Nouveau Roman writers have been actively involved in the theory as well as the practice of fiction, participating in a series of vigorous debates on issues such as the political significance of literature, formalism and structuralism, the status of the author, etc. This study discusses Robbe-Grillet, Sarraute, Simon, Butor and Ricardou, analysing both the interaction of their own theory and fiction and their reactions to the work of figures such as Sartre, Barthes, Lvi-Strauss, Sollers and Kristeva.

Tyssot De Patot and His Work 1655 – 1738

Tyssot De Patot and His Work 1655 – 1738
Author: A. Rosenberg
Publisher: Springer Science & Business Media
Total Pages: 318
Release: 2012-12-06
Genre: History
ISBN: 9401027552

Although the novel, V oyages el avantures de] aques Masse, caused some thing of a stir during the first half of the eighteenth century, its author, Simon Tyssot de Patot (1655-1738), remained largely unknown in his lifetime, and it is only in this century that he has been recognized as one of the countless soldiers in the vast army of philosophes that assaulted the bastions of religious, political and sodallife in Europe of the late seven 1 teenth and early eighteenth centuries. Tyssot was a Huguenot who lived most of his life in Holland where he pursued a career as professor of mathematics in the sodal and cultural 1 Tyssot and his work seem to have been first brought to the attention of modem writers by the German critics during their investigation of the type of desert island or robinsonade literature that preceded and followed Defoe's Robinson Crusoe. The earliest reference I have found occurs in A. Kippenberg, Robinson in Deutschland bis zur Insel Felsenburg (1713-43), Hanover, 1892, pp. 66-67. Tyssot's name and work appear to have been first linked with the development of socialism in A. Lichtenberger, Le Socialisme au XVIIIe siecle, Paris, 1895, p. 44. Tyssot's Voyages et avantures de]aques Masse was discussed for its literary merits in A. LeBreton, Le Roman au dix huitieme siecle, Paris, 1898. LeBreton did not know that Tyssot was the author.

Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 2889454967

Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?