LEADER 04480nam 2201045Ia 450 001 9910790184203321 005 20230721014648.0 010 $a0-520-94349-X 024 7 $a10.1525/9780520943490 035 $a(CKB)2670000000162521 035 $a(EBL)1609003 035 $a(SSID)ssj0000628020 035 $a(PQKBManifestationID)11441374 035 $a(PQKBTitleCode)TC0000628020 035 $a(PQKBWorkID)10701506 035 $a(PQKB)11703161 035 $a(StDuBDS)EDZ0000055991 035 $a(MiAaPQ)EBC1609003 035 $a(DE-B1597)520922 035 $a(OCoLC)1110706903 035 $a(DE-B1597)9780520943490 035 $a(Au-PeEL)EBL1609003 035 $a(CaPaEBR)ebr10675704 035 $a(OCoLC)870245481 035 $a(EXLCZ)992670000000162521 100 $a20080508d2009 ub 0 101 0 $aeng 135 $aur||#|||||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe aesthetics of Japanese fascism$b[electronic resource] /$fAlan Tansman 210 $aBerkeley $cUniversity of California Press$dc2009 215 $a1 online resource (369 p.) 225 1 $aA study of the Weatherhead East Asian Institute 300 $aDescription based upon print version of record. 311 $a0-520-24505-9 320 $aIncludes bibliographical references and index. 327 $tFront matter --$tContents --$tPreface --$tAbbreviations --$tIntroduction: The Aesthetics Of Japanese Fascism --$t1. Modernist Beginnings: Akutagawa Ry?mnosuke And Kobayashi Hideo --$t2. The Beauty Of Violence: Yasuda Yoj?r?'s "Japanese Bridges --$t3. Objects Of The Sublime In Literary Writing: Yasuda Yoj?r?, Yanagi S?etsu, Kawabata Yasunari, And Shiga Naoya --$t4. The Rhetoric Of Unspoken Fascism: The Essence Of The National Polity --$t5. Sentimental Fascism On Screen: Mother Under The Eyelids --$t6. An Aesthetics Of Devotion: Kobayashi Hideo's Cultural Criticism --$t7. Filaments Of Fascism In Postwar Times --$tCoda: Reading Fascist Aesthetics --$tNotes --$tIndex 330 $aIn this wide-ranging study of Japanese cultural expression, Alan Tansman reveals how a particular, often seemingly innocent aesthetic sensibility-present in novels, essays, popular songs, film, and political writings-helped create an "aesthetic of fascism" in the years leading up to World War II. Evoking beautiful moments of violence, both real and imagined, these works did not lead to fascism in any instrumental sense. Yet, Tansman suggests, they expressed and inspired spiritual longings quenchable only through acts in the real world. Tansman traces this lineage of aesthetic fascism from its beginnings in the 1920's through its flowering in the 1930's to its afterlife in postwar Japan. 410 0$aStudies of the Weatherhead East Asian Institute, Columbia University. 606 $aJapanese literature$y20th century$xHistory and criticism 606 $aFascism in literature 606 $aFascist aesthetics$zJapan$xHistory$y20th century 606 $aFascism$zJapan$xHistory$y20th century 610 $a1920s. 610 $a1930s. 610 $a20th century. 610 $aaesthetics. 610 $aart aesthetics. 610 $acultural expression. 610 $acultural history. 610 $acultural perspective. 610 $aglobal history. 610 $ahistorical. 610 $ahuman condition. 610 $ajapan. 610 $ajapanese culture. 610 $ajapanese essays. 610 $ajapanese fascism. 610 $ajapanese film. 610 $ajapanese music. 610 $ajapanese novels. 610 $ajapanese politics. 610 $amodern history. 610 $anonfiction. 610 $apolitical science. 610 $apopular music. 610 $apostwar japan. 610 $apre war japan. 610 $aretrospective. 610 $arevolution. 610 $aspiritual history. 610 $aviolence. 610 $aworld history. 610 $aworld war ii. 610 $awwii. 615 0$aJapanese literature$xHistory and criticism. 615 0$aFascism in literature. 615 0$aFascist aesthetics$xHistory 615 0$aFascism$xHistory 676 $a895.6/09 700 $aTansman$b Alan$f1960-$01462583 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790184203321 996 $aThe aesthetics of Japanese fascism$93671611 997 $aUNINA LEADER 05697nam 2200769Ia 450 001 9910958733203321 005 20250521140319.0 010 $a9786613904911 010 $a9781118421444 010 $a1118421442 010 $a9781283592468 010 $a1283592460 010 $a9781118301333 010 $a1118301331 035 $a(CKB)2560000000093204 035 $a(EBL)861690 035 $a(OCoLC)811501230 035 $a(SSID)ssj0000738895 035 $a(PQKBManifestationID)11445441 035 $a(PQKBTitleCode)TC0000738895 035 $a(PQKBWorkID)10689328 035 $a(PQKB)10328826 035 $a(Au-PeEL)EBL861690 035 $a(CaPaEBR)ebr10596945 035 $a(CaONFJC)MIL390491 035 $a(CaSebORM)9781118421444 035 $a(MiAaPQ)EBC861690 035 $a(OCoLC)852472983 035 $a(OCoLC)ocn852472983 035 $a(EXLCZ)992560000000093204 100 $a20120615d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aProfessional HTML5 mobile game development /$fPascal Rettig, David Karlins, Brad Wilson 205 $a1st edition 210 $aIndianapolis, IN $cWIley Pub. Inc.$d2012 215 $a1 online resource (554 p.) 300 $aDescription based upon print version of record. 311 08$a9781118301326 311 08$a1118301323 320 $aIncludes bibliographical references and index. 327 $aProfessional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes 327 $aHandling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js 327 $aSummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging 327 $aSummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary 327 $aChapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus 327 $aAdding Physics with Box2D 330 $aCreate mobile game apps for the lucrative gaming market If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so yo 606 $aHTML (Document markup language) 606 $aVideo games$xProgramming 615 0$aHTML (Document markup language) 615 0$aVideo games$xProgramming. 676 $a006.3 676 $a794.81526 700 $aRettig$b Pascal$01819551 701 $aKarlins$b David$0222843 701 $aWilson$b Brad$c(Computer software developer)$01819413 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910958733203321 996 $aProfessional HTML5 mobile game development$94379915 997 $aUNINA