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Books on the topic 'Interactive Dreams'

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1

Lucid dreaming for beginners: Simple techniques for creating interactive dreams. Woodbury, Minn: Llewellyn Publications, 2007.

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2

Sarah, Wood, ed. The garden planning kit: An interactive guide to designing, planning, and planting the garden of your dreams. New York: HarperCollins Publishers, 1996.

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3

Peck, Richard. The Great Interactive Dream Machine. New York: Penguin USA, Inc., 2010.

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4

Canadian Science and Engineering Hall of Fame. Dream builders. Almonte, Ont: Timebox, 1997.

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5

My dream map: An interactive companion to put your dream to the test. Nashville, Tenn: Thomas Nelson, 2009.

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6

The great interactive dream machine: Another adventure in cyberspace. New York: Dial Books for Young Readers, 1996.

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7

Peck, Richard. The great interactive dream machine: Another adventure in cyberspace. New York: Puffin Books, 1998.

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8

Gilkerson, Linda D. Self-employment: From dream to reality! : an interactive workbook for starting your small business. 3rd ed. Indianapolis, Ind: JIST Works, 2008.

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9

M, Paauwe Theresia, ed. Self-employment: From dream to reality! : an interactive workbook for starting your small business. 2nd ed. Indianapolis, IN: JIST Works, 2003.

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10

Moody, Fred. The visionary position: The inside story of the digital dreamers who are making virtual reality a reality. London: Allen Lane, 1999.

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11

The visionary position: The inside story of the digital dreamers who are making virtual reality a reality. New York: Times Business, 1999.

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12

Teach me dreams: The search for self in the revolutionary era. Princeton, N.J: Princeton University Press, 2000.

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13

Anita, Ruddell, ed. Fancy dressing. Bethany, MO: Fitzgerald Books, 1995.

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14

Dreams: Working Interactive. Llewellyn Publications, 2000.

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15

The Meaning of Your Dreams: An Interactive Guide. Blandford, 2000.

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16

McElroy, Mark. Lucid Dreaming for Beginners: Simple Techniques for Creating Interactive Dreams (For Beginners). Llewellyn Publications, 2007.

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17

Jones, Joseph S. Dreams2destiny Interactive Study Course: Identify Your Gifts and Talents, Realize Your Life Calling, Find True Fulfillment. Harrison House, 2006.

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18

Winnie the Pooh: Sweet Dreams (Interactive Music Book) (Disney's Winnie the Pooh). Publications International, Ltd., 2002.

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19

Jon, Dovey, ed. Fractal dreams: New media in social context. London: Lawrence & Wishart, 1996.

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20

Great Interactive Dream Machine. Tandem Library, 1999.

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21

Peck, Richard. Great Interactive Dream Machine. Turtleback Books Distributed by Demco Media, 2000.

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22

My Dream Journal (Interactive Journals). Ryland Peters & Small, 2003.

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23

Morris, Janet. Dream Catcher Journal: A Guided Dream Journal (Interactive Journals). Peter Pauper Press, 2002.

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24

Reetz, Kurt, and Kimberly Schure. Kasey and the Dream Forest: The First Dream (Interactive CD-ROM). Long Hill Productions, Inc., 2001.

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25

Weinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.

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This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.
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26

Studios, Diaz. Disney Princess: Once Upon a Dream Songs (Interactive Music Book). Publications International, Ltd., 2004.

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27

Martin, Bridget, ed. Harmful Interaction between the Living and the Dead in Greek Tragedy. Liverpool University Press, 2020. http://dx.doi.org/10.3828/liverpool/9781789621501.001.0001.

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This book examines harmful interaction between the living and the dead in fifth-century BC Greek tragedy, i.e. how the living can harm the dead, and how the dead can harm the living in return. Tragedy contains some of the most fascinating and important stage-ghosts in Western literature, whether the talkative Persian king Darius, who is evoked from the Underworld in Aeschylus’ Persians, or the murdered Trojan prince Polydorus, who seeks burial for his exposed corpse in Euripides’ Hecuba. These manifest figures can tell us a vast amount about the abilities of the tragic dead, particularly in relation to the nature, extent and limitations of their interaction with the living through, for example, ghost-raising ceremonies and dreams. Beyond these manifest dead, tragedy presents a wealth of invisible dead whose anger and desire for revenge bubble up from the Underworld, and whose honour and dishonour occupy the minds and influence the actions of the living. Combining both these manifest and invisible dead, this book delves into the possibility of harmful interaction between the living and the dead. This includes discussions on the extent to which the dead are aware of and can react to honourable or dishonourable treatment by the living, the social stratification of the Underworld, the consequences of corpse exposure and mutilation for both the living and the dead, and how the dead can use and collaborate with avenging agents, such as the gods, the living and the Erinyes.
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28

Enriching Circle Time: Dream Journeys and Positive Thoughts (Lucky Duck Books). Paul Chapman Educational Publishing, 2004.

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29

Pick, Daniel. 2. How psychoanalysis began. Oxford University Press, 2015. http://dx.doi.org/10.1093/actrade/9780199226818.003.0002.

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Psychoanalysis emerged between the 1880s and 1900s. Its origins can be traced to many sources, but mostly to the work of Sigmund Freud. ‘How psychoanalysis began’ considers, in turn, Freud’s work on hysteria using hypnosis; his focus on patients’ fears and phantasies; his interest in the interaction of mind and social circumstance (‘inner’ and ‘outer’ realities); his publication The Interpretation of Dreams, which proposed that the dreaming state can provide access to more forbidden thoughts, as there is a partial release from censorship; the ‘primary process’; Freudian slips; how sexuality involves a host of different feelings that may be enjoyed, endured, subdued, or displaced; and the experiences of infancy and childhood.
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30

Sobel, Mechal. Teach Me Dreams: The Search for Self in the Revolutionary Era. Princeton University Press, 2002.

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31

Ruddell, Anita, and Cheryl Brown. Fun to Do: Fancy Dressing. Murdoch Books UK, 1994.

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32

Anita, Ruddell, ed. Fancy dressing. Merehurst, 1994.

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33

Natale, Simone. Deceitful Media. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190080365.001.0001.

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Artificial intelligence (AI) is often discussed as something extraordinary, a dream—or a nightmare—that awakens metaphysical questions on human life. Yet far from a distant technology of the future, the true power of AI lies in its subtle revolution of ordinary life. From voice assistants like Siri to natural language processors, AI technologies use cultural biases and modern psychology to fit specific characteristics of how users perceive and navigate the external world, thereby projecting the illusion of intelligence. Integrating media studies, science and technology studies, and social psychology, Deceitful Media examines the rise of artificial intelligence throughout history and exposes the very human fallacies behind this technology. Focusing specifically on communicative AIs, Natale argues that what we call “AI” is not a form of intelligence but rather a reflection of the human user. Using the term “banal deception,” he reveals that deception forms the basis of all human-computer interactions rooted in AI technologies, as technologies like voice assistants utilize the dynamics of projection and stereotyping as a means for aligning with our existing habits and social conventions. By exploiting the human instinct to connect, AI reveals our collective vulnerabilities to deception, showing that what machines are primarily changing is not other technology but ourselves as humans. Deceitful Media illustrates how AI has continued a tradition of technologies that mobilize our liability to deception and shows that only by better understanding our vulnerabilities to deception can we become more sophisticated consumers of interactive media.
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34

Moore, Tom. Britain, Gaul, and Germany. Edited by Martin Millett, Louise Revell, and Alison Moore. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199697731.013.015.

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Britain’s place in the Roman Empire cannot be seen in isolation. The province’s close links to Gaul and Germany stemmed from earlier interaction in the late Iron Age, and these connections have been seen as highly significant in explaining the changes in burial, dress, and settlement that took place in Britain from the first century BC to the fifth century AD. Exploring evidence from changes in diet, architecture, and burial rites, this chapter will assess the nature and extent of cultural interactions between these provinces. In particular, it will examine whether these links can be used to argue for a ‘Gallicization’ of Britain, rather than a ‘Romanization’. It will question whether such terms are helpful in reconceptualizing the processes of cultural change before and after the Roman Conquest or whether they present their own set of problems for understanding cultural interactions and social change.
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