173 resultados para Treasure troves
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"The rose of Dixie." The third ingredient.- The hiding of Black Bill.- Schools and schools.- Thimble, thimble.- Supply and demand.- Buried treasure.- To him who waits.- He also serves.- The moment of victory.- The head-hunter.- No story.- The higher pragmatism.- Best-seller.- Rus in urbe.- A poor rule.
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The man who could not lose.--My buried treasure.--The consul.--The nature faker.--The lost house.
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Vols. 2 and 3 have dedication signed: T. Crofton Croker.
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Continuation of the Annual Report of the Auditor and Treasure of Montana Territory
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Criticisms, etc.--XXIII-XXIV. Letters to his family and friends, selected and ed. ... by S. Colvin.--XXV-XXVI. The life of Robert Louis Stevenson, by G. Balfour.--XXVII. New letters, selected and ed. by S. Colvin.
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v.17. Tartarin of Tarascon, to which is added Tartarin on the Alps; tr. by Katharine P. Wormeley.--v.18. Port-Tarascon, to which is added Studies and landscapes; tr. by Katharine P. Wormeley.--v.19. Letters from my mill, to which is added Letters to an absent one; tr. by Katharine P. Wormeley.--v.20. Monday tales; tr. by Marian McIntyre.--v.21-22. Jack; tr. by Marion McIntyre.--v.23. The support of the family; tr. by G. B. Ives, to which is added Notes on life; tr. by Mary Hendee.--v.24. Memoir by L. Daudet, to which is added The Daudet family ("Mon frère et moi") by E. Daudet; tr. by C. De Kay
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Cesnola, L.P., honorary degree, 1880.
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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
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Encyclopaedia Slavica Sanctorum project aims at building a repertoire of medieval and early modern Bulgarian texts for saints in combination with ethnological data and some visual sources. A basic project task is to produce an accessible on-line digital repository of this valuable cultural heritage treasure. The paper presents the Encyclopaedia Slavica Sanctorum environment, its architecture, functional specification, application modeling process and software implementation. The paper also discusses the specifics of the ―Encyclopaedia Slavica Sanctorum‖ project and its knowledge domain. The paper also presents the integration between the Encyclopaedia Slavica Sanctorum and the Bulgarian Iconographical Digital Library, a digital library keeping rare specimens, private collections of Orthodox icons, wall- paintings and other iconographical objects, selected from difficult-to-access storages, distant churches, chapels, and monasteries, objects in a risk environment or unstable conditions.
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This article briefly reviews the software developments for digital presentation and preservation of Bulgarian folklore treasure created within the project “Knowledge Technologies for Creation of Digital Presentation and Significant Repositories of Folklore Heritage” by teams of the Institute of Mathematics and Informatics.
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Information and multimedia technologies that have been developed during the past couple of years provided new e-tools to memory institutions (viz. museum, libraries, galleries, etc.), reviving the valuable treasure made by generation of people. Digital libraries (DLs) are such powerful contemporary tools for cultural heritage presentation, preservation and archiving. However, DLs power will in-crease significantly if they use mechanisms for ubiquitous sharing of their e-artefacts and they distribute attractive content in the social networks, reflecting community demands and needs. This paper presents a service for automatic sharing of iconographical artefacts and full collections from the Bulgarian Iconographical Digital Library to selected Facebook communities. In this case the service will be used for widely promotion of knowledge about East-Christian Iconographical Art and Culture, but I could be used not only for this and not only in this domain.
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The Blue Highway is a collection of eleven literary short stories and ten miniatures that depict men in trouble, searching for a code to live by. The miniatures are repressed memories, appearing suddenly like the tips of ice bergs and act as stepping stones (tension bridges) between the larger works. The stories begin at the end with "Time Out", the story of Frank, a down and out homeless vet at the end of his rope. Then we begin the journey along "The Blue Highway" with Danny and his gang of teenage bandits, taking themselves to Disney World to see if they can recapture their lost dream. On our journey we will meet Mark, the ex-killer, an old Cuban fisherman who will not give up his honor, a young man on a way to a war who discovers a fantastic treasure, a soldier on his way home again, two MP's who nearly kill the wrong man, we will spend a night on an African savannah with wild hyenas and finally, meet a grandfather who discovers the one gift which might save his family. The same gift which might save Frank as well. ^
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The Ais were a Native American group who lived along the Atlantic shoreline of Florida south of Cape Canaveral. This coastal population’s position adjacent to a major shipping route afforded them numerous encounters with the Atlantic world that linked Europe, Africa, the Caribbean, and the Americas. Through their exploitation of the goods and peoples from the European shipwrecks thrown ashore, coupled with their careful manipulation of other Atlantic contacts, the Ais polity established an influential domain in central east Florida during the sixteenth and seventeenth centuries. The pre-contact peoples of Florida’s east coast, including the ancestors of the Ais, practiced a maritime adaptation concentrated on the exploitation of their bountiful riverine, estuarine, and marine environments. The Ais then modified their maritime skills to cope with the opportunities and challenges that accompanied European contact. Using their existing aquatic abilities, they ably salvaged goods and castaways from the Spanish, French, English, and Dutch vessels dashed on the rocks and reefs of Florida’s coast. The Ais’ strategic redistribution of these materials and peoples to other Florida Native Americans, the Spaniards of St. Augustine, and other passing Europeans gained them greater influence. This process, which I call indigenous wrecking, enabled the Ais to expand their domain on the peninsula. Coastal Florida Native Americans’ maritime abilities also attracted the attention of Europeans. In the late seventeenth century, English buccaneers and salvagers raided Florida’s east coast to capture indigenous divers, whom they sent to work the wreck of a sunken Spanish treasure ship located in the Bahamas. The English subsequently sold the surviving Native American captives to other Caribbean slave markets. Despite population losses to such raids, the Ais and other peoples of the east coast thrived on Atlantic exchange and used their existing maritime adaptation to resist colonial intrusions until the start of the eighteenth century. This dissertation thus offers a narrative about Native Americans and the Atlantic that is unlike most Southeastern Indian stories. The Ais used their maritime adaptation and the process of indigenous wrecking to engage and exploit the arriving Atlantic world. In the contact era, the Ais truly became Atlantic Ais.
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The Blue Highway is a collection of eleven literary short stories and ten miniature that depict men in trouble, searching for a code to live by. The miniatures are repressed memories, appearing suddenly like the tips of ice bergs and act as stepping stones (tension bridges) between the larger works. The stories begin at the end with "Time Out", the story of Frank, a down and out homeless vet at the end of his rope. Then we begin the journey along "The Blue Highway" with Danny and his gang of teenage bandits, taking themselves to Disney World to see if they can recapture their lost dream. On our journey we will meet Mark, the ex-killer, an old Cuban fisherman who will not give up his honor, a young man on a way to a war who discovers a fantastic treasure, a soldier on his way home again, two MP's who nearly kill the wrong man, we will spend a night on an African savannah with wild hyenas and finally, meet a grandfather who discovers the one gift which might save his family. The same gift which might save Frank as well.
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Major developments in the technological environment can become commonplace very quickly. They are now impacting upon a broad range of information-based service sectors, as high growth Internet-based firms, such as Google, Amazon, Facebook and Airbnb, and financial technology (Fintech) start-ups expand their product portfolios into new markets. Real estate is one of the information-based service sectors that is currently being impacted by this new type of competitor and the broad range of disruptive digital technologies that have emerged. Due to the vast troves of data that these Internet firms have at their disposal and their asset-light (cloud-based) structures, they are able to offer highly-targeted products at much lower costs than conventional brick-and-mortar companies.