ScreenAge

ScreenAge
Title ScreenAge PDF eBook
Author Fenton Bailey
Publisher Random House
Pages 245
Release 2022-11-17
Genre Biography & Autobiography
ISBN 1473597862

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'Like a superheated kernel of corn, the world has gone Pop... Drag has become mainstream. Being gay became cool. From being the criminal outsider, being queer has even become representative of the way the outsider voice is common to us all.' When he moved to New York in 1982, Fenton Bailey saw the world go Pop. Together with filmmaking partner Randy Barbato, their production company World of Wonder would pioneer the genre of Reality TV and chronicle the emerging Screen Age through their extraordinary programs and outrageous subjects - from Bible Belt televangelists and conspiracy theories to pioneering drag queens. Working with icons such as Britney Spears, Tammy Faye Bakker and RuPaul, the production company's shows tell a wider story of how television has fundamentally shifted our reality. Packed with glorious insider gossip and amazing celebrity stories, these are the riotous tales behind the shows that would make ScreenAgers of us all.

Your Stone Age Brain in the Screen Age

Your Stone Age Brain in the Screen Age
Title Your Stone Age Brain in the Screen Age PDF eBook
Author Richard E. Cytowic
Publisher MIT Press
Pages 352
Release 2024-10-01
Genre Social Science
ISBN 0262049007

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An award-winning neurologist on the Stone-Age roots of our screen addictions, and what to do about them. The human brain hasn’t changed much since the Stone Age, let alone in the mere thirty years of the Screen Age. That’s why, according to neurologist Richard Cytowic—who, Oliver Sacks observed, “changed the way we think of the human brain”—our brains are so poorly equipped to resist the incursions of Big Tech: They are programmed for the wildly different needs of a prehistoric world. In Your Stone Age Brain in the Screen Age, Cytowic explains exactly how this programming works—from the brain’s point of view. What he reveals in this book shows why we are easily addicted to screen devices; why young, developing brains are particularly vulnerable; why we need silence; and what we can do to push back. In the engaging storytelling style of his popular TED Talk, Cytowic draws an easily comprehensible picture of the Stone Age brain’s workings—the function of neurotransmitters like dopamine in basic instincts for survival such as desire and reward; the role of comparison in emotion, and emotion in competition; and, most significantly, the orienting reflex, one of the unconscious circuits that automatically focus, shift, and sustain attention. Given this picture, the nature of our susceptibility to digital devices becomes clear, along with the possibility of how to break their spell. Full of practical actions that we can start taking right away, Your Stone Age Brain in the Screen Age offers compelling evidence that we can change the way we use technology, resist its addictive power over us, and take back the control we have lost.

The Hahnemannian Monthly

The Hahnemannian Monthly
Title The Hahnemannian Monthly PDF eBook
Author
Publisher
Pages 1146
Release 1921
Genre Homeopathy
ISBN

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Boston Medical and Surgical Journal

Boston Medical and Surgical Journal
Title Boston Medical and Surgical Journal PDF eBook
Author
Publisher
Pages 1050
Release 1922
Genre Medicine
ISBN

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Medical Journal of Australia

Medical Journal of Australia
Title Medical Journal of Australia PDF eBook
Author
Publisher
Pages 1200
Release 1937
Genre Medicine
ISBN

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Chironian

Chironian
Title Chironian PDF eBook
Author
Publisher
Pages 236
Release 1915
Genre Homeopathy
ISBN

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Transactions on Edutainment XIII

Transactions on Edutainment XIII
Title Transactions on Edutainment XIII PDF eBook
Author Zhigeng Pan
Publisher Springer
Pages 310
Release 2017-03-07
Genre Computers
ISBN 3662543958

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This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.