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Mirrors in the Brain: How Our Minds Share Actions, Emotions, and Experience
Emotions and actions are powerfully contagious; when we see someone laugh, cry, show disgust, or experience pain, in some sense, we share that emotion When we see someone in distress, we share that distress. When we see a great actor, musician or sportsperson perform at the peak of their abilities, it can feel like we are experiencing just something of what they are experiencing. Yet only recently, with the discover of mirror neurons, has it become clear just how this powerful sharing of experience is realised within the human brain. This book provides, for the first time, a systematic overview of mirror neurons, written by the man who first discovered them. In the early 1990's Giacomo Rizzolatti and his co-workers at the University of Parma discovered that some neurons had a surprising property. They responded not only when a subject performed a given action, but also when the subject observed someone else performing that same action. These results had a deep impact on cognitive neuroscience, leading the neuroscientist vs Ramachandran to predict that 'mirror neurons would do for psychology what DNA did for biology'. The unexpected properties of these neurons have not only attracted the attention of neuroscientists. Many sociologists, anthropologists, and even artists have been fascinated by mirror neurons. The director and playwright Peter Brook stated that mirror neurons throw new light on the mysterious link that is created each time actors take the stage and face their audience - the sight of a great actor performing activates in the brain of the observer the very same areas that are active in the performer - including both their actions and their emotions. Written in a highly accessible style, that conveys something of the excitement of this groundbreaking theory, Mirrors in the Brain is the definitive account of one the major scientific discoveries of the past 50 years..
Price: $38.65
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The Story of My Life (Penguin Classics)
Coming to the big screen this January—Buena Vista’s Casanova, starring Heath Ledger and Sienna Miller Seducer, gambler, necromancer, swindler, Good Samaritan, spy, swashbuckler, self-made gentleman, entrepreneur, poet, translator, philosopher, and general bon vivant, Giacomo Casanova was not only the most notorious lover the Western world has known but also astoryteller of the first order. The Penguin Classics edition of Casanova’s The Story of My Life features a brilliant translation by Stephen Sartarelli and Sophie Hawkes and provides readers with the most famous episodes as well as the overall shape of Casanova’s monumental memoir in one beguiling, unique volume..
Price: $9.00
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Graphic Witness: Four Wordless Graphic Novels by Frans Masereel, Lynd Ward, Giacomo Patri and Laurence Hyde
"If you care about graphic novels, you need this book." - New York Times best-selling author Neil Gaiman
Graphic Witness features rare wordless novels by four great 20th-century woodcut artists European and North American. The stories they tell reflect the political and social issues of their times as well as the broader issues that are still relevant today. Frans Masereel (1899-1972) was born in Belgium and is considered the father of the wordless graphic novel. Graphic Witness includes the first reprint of his classic work, The Passion of a Man, since its 1918 publication in Munich. American Lynd Ward (1905-85), author of the provocative Wild Pilgrimage, is considered among the most important of wordless novelists. Giacomo Patri (1898-1978) was born in Italy and lived in the United States. His White Collar featured an introduction by Rockwell Kent and was used a promotional piece by the labor movement. Southern Cross by Canadian Laurence Hyde (1914-87) was controversial for its criticism of U.S. H-bomb testing in the South Pacific. An introduction by George A. Walker places each wordless novel in its context and examines the influence of these works on contemporary culture, including film, comic books and contemporary graphic novels. Graphic Witness will appeal to readers interested in social issues, printmaking, art history and contemporary culture. (20071119).
Price: $13.81
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Short Role-playing Simulations for World History
Introduction This book is an exciting collection of role-playing simulations for Social Studies classrooms. Although most of the simulations are written for World and US History, some of them would work equally as well in Economics or Government classes. All of these simulations have been play tested in classes ranging from Junior High to High School and at ability levels ranging from sheltered classes to honors. What is a role-playing simulation? Role-playing simulations attempt to put the student in the position of a person in a particular time and place. Most of the simulations involve group problem solving and conflict resolution. The students are given a character sheet which describes the groups needs and desires, a brief description of the historical problem and a copy of the rules of the game. Familiarity with fantasy role playing games is a plus, but certainly not required. The individual assumes the role they choose and makes decisions as the character would make during that particular time period. No pre-set limits are placed on a particular person s choices as long as they are within the realm of what was historically possible. Because of the freedom to choose in these games the outcome is very unpredictable. No two classes finish the simulation in the exact same way which leads to some very interesting classroom discussions about why things turned out the way they did, what could have happened differently, and how the simulation compares to what actually occurred in history. How are these activities different from other simulations? Unlike many simulations that are commercially available, these games can usually be played in one or two class periods. Their open-ended nature allows for playing up to one week if time permits, but after a couple of days you will find that most of the possibilities have been exhausted and continued play will have only limited instructional value. Another key advantage to this system is the cost. Everything you need to play these simulations can be reproduced out of this book. There are no tiresome charts to deal with and minimal set up and cleanup time required allowing for maximum role-playing time. As much as possible, pieces have been kept to a minimum to make cleanup and storage easier and to keep costs down for teachers on a budget. The emphasis is on role-playing so that the student can get as much as possible out of their personal learning experience and not get tied up in the mechanics of a complicated rules system. How are the simulations used? The best way to use these simulations is at the beginning of a unit when students have little prior knowledge of the historical outcome of a particular conflict. This allows a clean slate for actions instead of a predictable imitation of history just because "That's the way it had to be". When the teacher does begin the regular instructional part of the unit, the students will automatically make comments like, "Wow! That is just like what happened in the game" or "Now I understand why they did what they did". We all know that students remember better what they do than what they heard or read about, so these simulations allow for an unforgettable experience, which will bring history alive for them. After the simulation is completed the teacher can lead a very interesting discussion of why things happened the way they did and how they might have turned out differently in the game or actually did turn out differently in other countries. This debriefing period is the most valuable portion of the activity. Students will be eager to participate because they were active stakeholders in the decisions made instead of passive listeners hearing about other people's problems from long ago. The activities build historical understanding, empathy for the viewpoints of others and group decision-making skills..
Price: $16.99
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Conjuring Hitler: How Britain And America Made the Third Reich
; Fascinating and controversial new perspective on Hitler's rise to power; Provides startling evidence of Britain and America's financial support for the Third Reich; Suggests that the western elite deliberately supported Nazism in the pre-war period to destabilise any alliance between Germany and Russia Nazism is usually depicted as an eerie German phenomenon, the outcome of political blunders and unique economic factors: we are told that it could not be prevented, and that it will never be repeated. Guido Giacomo Preparata shows that the truth is very different: using meticulous economic analysis, he reveals that Hitler's extraordinary rise to power was actually facilitated over the course of a decade following WWI - and eventually financed - by the British and American political classes. Tracing events in the Third Reich, Preparata offers a startling history of Anglo-American geopolitical interests in the early twentieth century. He explains that Britain, still clinging to its empire, was terrified of an alliance forming between Germany and Russia. He shows how Britain, through the Bank of England, came to exercise some control over Weimar and how Britain's financial support for Hitler enabled the Nazis to seize power. Nazism was not regarded as an aberration: for the British establishment of the time, it was a convenient way of destabilising Europe, and driving Germany into conflict with Stalinist Russia. In this way Britain ensured that it would prevent the formation of any rival continental power block. Guido Giacomo Preparata lays bare the economic forces at play in the Third Reich, and identifies the key players in the British and American establishment who aided Hitler's meteoric rise..
Price: $20.47
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History of My Life
"All that a life of this kind can contain Casanova put into his story. And how much of the world! -- the eighteenth century as you get it in no other book; society from top to bottom; Europe from England to Russia, a more brilliant variety of characters than you can find in any eighteenth-century novel." -- Edmund Wilson Volumes 9 and 10 contain descriptions of Casanova's first visits to England, Prussia, Russia, and Poland. In all these countries he gained access to the Courts. Frederick the Great of Prussia and Catherine the Great of Russia join the roster of potentates entertained and charmed by the adventurer. Though beginning to age, and ruing it, Casanova still manages to exert a powerful attraction on women. .
Price: $3.99
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Black Dog Opera Library Deluxe Box Set (Black Dog Opera Library)
The Black Dog Opera Library is one of the most popular, informative, and budget-friendly ways to enjoy all the great operas. Each book in the series includes a history of the opera, a synopsis of the story, a complete libretto in its original language as well as in English, and dozens of photographs and drawings depicting great scenes, singers, performances, and more. Each book also includes an excellent Angel/EMI recording of the entire opera on two CDs, as well as commentary from experts in the field who guide you through the music as you listen. All of this for less than twenty dollars!.
Price: $54.56
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Short Role-playing Simulations for US History
Introduction This book is an exciting collection of role-playing simulations for Social Studies classrooms. Although most of the simulations are written for World and US History, some of them would work equally as well in Economics or Government classes. All of these simulations have been play tested in classes ranging from Junior High to High School and at ability levels ranging from sheltered classes to honors. What is a role-playing simulation? Role-playing simulations attempt to put the student in the position of a person in a particular time and place. All of the simulations involve group problem solving and conflict resolution. The students are given a character sheet, which describes the groups needs and desires, a brief description of the historical problem and a copy of the rules of the game. Familiarity with fantasy role playing games is a plus, but certainly not required. The individual assumes the role they choose and makes decisions as the character would make during that particular time period. No pre-set limits are placed on a particular person's choices as long as they are within the realm of what was historically possible. Because of the freedom to choose in these games the outcome is very unpredictable. No two classes finish the simulation in the exact same way which leads to some very interesting classroom discussions about why things turned out the way they did, what could have happened differently, and how the simulation compares to what actually occurred in history. How are these activities different from other simulations? Unlike many simulations that are commercially available, these games can usually be played in one or two class periods. Their open-ended nature allows for playing up to one week if time permits, but after a couple of days you will find that most of the possibilities have been exhausted and continued play will have only limited instructional value. Another key advantage to this system is the cost. Everything you need to play these simulations can be reproduced out of this book. There are no tiresome charts to deal with and minimal set up and cleanup time required allowing for maximum role-playing time. As much as possible, pieces have been kept to a minimum to make cleanup and storage easier and to keep costs down for teachers on a budget. The emphasis is on role-playing so that the student can get as much as possible out of their personal learning experience and not get tied up in the mechanics of a complicated rules system. How are the simulations used? The best way to use these simulations is at the beginning of a unit when students have little prior knowledge of the historical outcome of a particular conflict. This allows a clean slate for actions instead of a predictable imitation of history just because "That's the way it had to be". When the teacher does begin the regular instructional part of the unit, the students will automatically make comments like, "Wow! That is just like what happened in the game" or "Now I understand why they did what they did". We all know that students remember better what they do than what they heard or read about, so these simulations allow for an unforgettable experience, which will bring history alive for them. After the simulation is completed the teacher can lead a very interesting discussion of why things happened the way they did and how they might have turned out differently in the game or actually did turn out differently in other countries. This debriefing period is the most valuable portion of the activity. Students will be eager to participate because they were active stakeholders in the decisions made instead of passive listeners hearing about other people's problems from long ago. The activities build historical understanding, empathy for the viewpoints of others and group decision-making skills..
Price: $17.50
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La Boheme in Full Score
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