A Biography of the Pixel

In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making.

Author: Alvy Ray Smith

Publisher: MIT Press

ISBN: 9780262365215

Category: Computers

Page: 560

View: 720

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The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie.
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A Biography of the Pixel

The co-founder of Pixar explains the history and development of computer animation

Author: Alvy Ray Smith

Publisher:

ISBN: 0262365227

Category: Computer animation

Page:

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"The co-founder of Pixar explains the history and development of computer animation"--
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A Biography of the Pixel

In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making.

Author: Alvy Ray Smith

Publisher: MIT Press

ISBN: 9780262542456

Category: Computers

Page: 560

View: 484

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The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie.
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How to Talk to a Science Denier

How can we get them to change their minds and accept the facts when they don't believe in facts? In this book, Lee McIntyre shows that anyone can fight back against science deniers, and argues that it's important to do so.

Author: Lee McIntyre

Publisher: MIT Press

ISBN: 9780262366717

Category: Science

Page: 264

View: 410

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Can we change the minds of science deniers? Encounters with flat earthers, anti-vaxxers, coronavirus truthers, and others. "Climate change is a hoax--and so is coronavirus." "Vaccines are bad for you." These days, many of our fellow citizens reject scientific expertise and prefer ideology to facts. They are not merely uninformed--they are misinformed. They cite cherry-picked evidence, rely on fake experts, and believe conspiracy theories. How can we convince such people otherwise? How can we get them to change their minds and accept the facts when they don't believe in facts? In this book, Lee McIntyre shows that anyone can fight back against science deniers, and argues that it's important to do so. Science denial can kill. Drawing on his own experience--including a visit to a Flat Earth convention--as well as academic research, McIntyre outlines the common themes of science denialism, present in misinformation campaigns ranging from tobacco companies' denial in the 1950s that smoking causes lung cancer to today's anti-vaxxers. He describes attempts to use his persuasive powers as a philosopher to convert Flat Earthers; surprising discussions with coal miners; and conversations with a scientist friend about genetically modified organisms in food. McIntyre offers tools and techniques for communicating the truth and values of science, emphasizing that the most important way to reach science deniers is to talk to them calmly and respectfully--to put ourselves out there, and meet them face to face.
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The Practice of Light

In this book, Sean Cubitt traces a genealogy of the dominant visual media of the twenty-first century—digital video, film, and photography—through a history of materials and practices that begins with the inventions of intaglio printing ...

Author: Sean Cubitt

Publisher: MIT Press

ISBN: 9780262027656

Category: Art

Page: 368

View: 218

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An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess. Light is the condition of all vision, and the visual media are our most important explorations of this condition. The history of visual technologies reveals a centuries-long project aimed at controlling light. In this book, Sean Cubitt traces a genealogy of the dominant visual media of the twenty-first century—digital video, film, and photography—through a history of materials and practices that begins with the inventions of intaglio printing and oil painting. Attending to the specificities of inks and pigments, cathode ray tubes, color film, lenses, screens, and chips, Cubitt argues that we have moved from a hierarchical visual culture focused on semantic values to a more democratic but value-free numerical commodity. Cubitt begins with the invisibility of black, then builds from line to surface to volume and space. He describes Rembrandt's attempts to achieve pure black by tricking the viewer and the rise of geometry as a governing principle in visual technology, seen in Dürer, Hogarth, and Disney, among others. He finds the origins of central features of digital imaging in nineteenth-century printmaking; examines the clash between the physics and psychology of color; explores the representation of space in shadows, layers, and projection; discusses modes of temporal order in still photography, cinema, television, and digital video; and considers the implications of a political aesthetics of visual technology.
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Blood Sweat and Pixels

NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of ...

Author: Jason Schreier

Publisher: HarperCollins

ISBN: 9780062651242

Category: Business & Economics

Page: 320

View: 828

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NATIONAL BESTSELLER Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
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Sweet Envy Deceptively Easy Desserts Designed to Steal the Show

Here's a secret: You can make wow-worthy cakes, cookies, candies, and more, in your own kitchen, faster and more easily than you'd ever guess. (Certainly you don't need to tell your satisfied audience.) Seton Rossini provides step-by-step ...

Author: Seton Rossini

Publisher: The Countryman Press

ISBN: 9781581576238

Category: Cooking

Page: 160

View: 632

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Inspired desserts that make a statement--yet are fast and easy Want your friends and family to gasp in awe when you bring dessert to the table? Here's a secret: You can make wow-worthy cakes, cookies, candies, and more, in your own kitchen, faster and more easily than you'd ever guess. (Certainly you don't need to tell your satisfied audience.) Seton Rossini provides step-by-step instructions and photographs to help you make 75 crowd-pleasing confections such as: Honeybee Cupcakes Pinata Cake Rothko Cookies Limoncello Tart Bailey's Marshmellows Rossini takes her cue from artists, vintage sweets, cocktails, and more, to create desserts that are crazy fun, breathtakingly beautiful, and, most importantly, surprisingly simple.
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A Black Gaze

Examining the work of contemporary Black artists who are dismantling the white gaze and demanding that we see--and see Blackness in particular--anew.

Author: Tina M. Campt

Publisher: MIT Press

ISBN: 9780262045872

Category: Art

Page: 232

View: 224

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Examining the work of contemporary Black artists who are dismantling the white gaze and demanding that we see--and see Blackness in particular--anew. In A Black Gaze, Tina Campt examines Black contemporary artists who are shifting the very nature of our interactions with the visual through their creation and curation of a distinctively Black gaze. Their work--from Deana Lawson's disarmingly intimate portraits to Arthur Jafa's videos of the everyday beauty and grit of the Black experience, from Kahlil Joseph's films and Dawoud Bey's photographs to the embodied and multimedia artistic practice of Okwui Okpokwasili, Simone Leigh, and Luke Willis Thompson--requires viewers to do more than simply look; it solicits visceral responses to the visualization of Black precarity. Campt shows that this new way of seeing shifts viewers from the passive optics of looking at to the active struggle of looking with, through, and alongside the suffering--and joy--of Black life in the present. The artists whose work Campt explores challenge the fundamental disparity that defines the dominant viewing practice: the notion that Blackness is the elsewhere (or nowhere) of whiteness. These artists create images that flow, that resuscitate and revalue the historical and contemporary archive of Black life in radical ways. Writing with rigor and passion, Campt describes the creativity, ingenuity, cunning, and courage that is the modus operandi of a Black gaze.
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Once Upon a Pixel

Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games.

Author: Eddie Paterson

Publisher: CRC Press

ISBN: 9781351014250

Category: Computers

Page: 178

View: 341

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Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming’s most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
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Zombies Ate My Homework

This story kicks off a new full-color series of unofficial graphic novels for Minecrafters!

Author: Cara J. Stevens

Publisher: Simon and Schuster

ISBN: 9781510722330

Category: Juvenile Fiction

Page: 192

View: 385

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This story kicks off a new full-color series of unofficial graphic novels for Minecrafters! When quiet farm girl Pixel receives an acceptance letter from the prestigious academy for gifted students, Redstone Junior High, she is thrilled! And she works up the courage to leave her family and her beloved farm animals to become a Redstone student. The school prides itself on its safety record as much as its academics -- Mob-free for more than 100 years! boasts a sign on campus. Little does Pixel know that the school's long history of safety is about to take an unsettling turn. When zombies begin popping up on campus, the students begin to panic. Pixel, with the help of her new best friends, is the only one who can figure out why the zombies are invading -- but can she do it before the school becomes a battlefield? The adventure that unfolds will test Pixel's courage, reveal a unique and precious gift that she never knew she had, and change how she treats hostile mobs forever.
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Press Reset

Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how ...

Author: Jason Schreier

Publisher: Grand Central Publishing

ISBN: 9781538735480

Category: Games & Activities

Page: 304

View: 462

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From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.
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Creativity Inc

Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie.

Author: Ed Catmull

Publisher: Random House

ISBN: 9780679644507

Category: Business & Economics

Page: 368

View: 358

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From a co-founder of Pixar Animation Studios—the Academy Award–winning studio behind Coco, Inside Out, and Toy Story—comes an incisive book about creativity in business and leadership for readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. NEW YORK TIMES BESTSELLER | NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The Huffington Post • Financial Times • Success • Inc. • Library Journal Creativity, Inc. is a manual for anyone who strives for originality and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about creativity—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, WALL-E, and Inside Out, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his co-founding Pixar in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on leadership and management philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody.
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Pixel Art for Game Developers

Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide

Author: Daniel Silber

Publisher: CRC Press

ISBN: 9781482252316

Category: Computers

Page: 256

View: 752

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Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide
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Pixels of You

In a near future New York City of cyber augmentation and artificial intelligence, Indira and Fawn, two competitive interns in an art gallery, work together on a photography project, turning a rivalry into a friendship and perhaps something ...

Author: Ananth Hirsh

Publisher: Amulet Books

ISBN: 1419752812

Category: Young Adult Fiction

Page: 176

View: 716

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A human and human-presenting AI slowly become friends--and maybe more--in this thoughtful YA graphic novel by award-winning creators In a near future, augmentation and AI changed everything and nothing. Indira is a human who had to be cybernetically augmented after a tragic accident. Though she struggles with pain and the strange nightmares haunting her, she lives a mostly normal life, interning at a local gallery. Fawn is a human-presenting AI and has to grapple with both her family's expectations and the way the world perceives AI. Though she works at the gallery with Indira, neither girl thinks much of the other's photography. But after a huge public blowout, their mentor gives them an ultimatum: work together on a project or leave her gallery forever. Grudgingly, the two begin to collaborate, and slowly, their rivalry turns into a friendship--and then perhaps to something more. And as Indira and Fawn learn to navigate each other and the world around them, they find a connection they could have never expected.
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Pixels to Premieres

"Pixels to Premieres" is a collection of over 50 essays by film critic Mark McPherson on the wild history of video game movies. Spanning over 30 years worth of movies, this book covers a number of different video game movies including.

Author: Mark McPherson

Publisher: Independently Published

ISBN: 179542169X

Category: Art

Page: 272

View: 653

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"Pixels to Premieres" is a collection of over 50 essays by film critic Mark McPherson on the wild history of video game movies. Spanning over 30 years worth of movies, this book covers a number of different video game movies including...-Video Game to Movie Adaptations: Super Mario Bros.Street FighterResident Evil-Video Game Themed Movies: TRONWreck-It RalphPixel-Video Game Documentaries: The King of KongSecond SkinIndie Game: The Movie
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Fluid Frames

This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation. · Firsthand advice ...

Author: Corrie Francis Parks

Publisher: CRC Press

ISBN: 9781317665434

Category: Computers

Page: 240

View: 739

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Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation. · Firsthand advice from experimental animation veterans and rising stars in the field · Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC · Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book’s companion website In addition to the practical advice, you’ll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.
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Googled

This book is based on the most extensive cooperation ever granted a journalist, including access to closed-door meetings and interviews with industry legends, including Google founders Larry Page and Sergey Brin, Marc Andreessen, and media ...

Author: Ken Auletta

Publisher: Penguin

ISBN: 9780143118046

Category: Business & Economics

Page: 432

View: 221

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"The fullest account yet of the rise of one of the most profitable, most powerful, and oddest businesses the world has ever seen." -San Francisco Chronicle Just eleven years old, Google has profoundly transformed the way we live and work-we've all been Googled. Esteemed media writer Ken Auletta uses the story of Google's rise to explore the future of media at large. This book is based on the most extensive cooperation ever granted a journalist, including access to closed-door meetings and interviews with industry legends, including Google founders Larry Page and Sergey Brin, Marc Andreessen, and media guru "Coach" Bill Campbell. Auletta's unmatched analysis, vivid details, and rich anecdotes illuminate how the Google wave grew, how it threatens to drown media institutions, and where it's taking us next.
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Ideas That Created the Future

Each paper is accompanied by a brief essay by Harry Lewis, the volume's editor, offering historical and intellectual context.

Author: Harry R. Lewis

Publisher: MIT Press

ISBN: 9780262045308

Category: Computers

Page: 520

View: 243

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Classic papers by thinkers ranging from from Aristotle and Leibniz to Norbert Wiener and Gordon Moore that chart the evolution of computer science. Ideas That Created the Future collects forty-six classic papers in computer science that map the evolution of the field. It covers all aspects of computer science: theory and practice, architectures and algorithms, and logic and software systems, with an emphasis on the period of 1936-1980 but also including important early work. Offering papers by thinkers ranging from Aristotle and Leibniz to Alan Turing and Nobert Wiener, the book documents the discoveries and inventions that created today's digital world. Each paper is accompanied by a brief essay by Harry Lewis, the volume's editor, offering historical and intellectual context.
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Pixel

Each pixel contributes to this array, but no individual point can create the whole. The thirty stories that comprise Krisztina Tóth's book similarly produce an interconnected web.

Author: Krisztina Toth

Publisher:

ISBN: 0857426095

Category: Literary Collections

Page: 240

View: 529

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Like stars in the sky, pixels may seem like tiny, individual points. But, when viewed from a distance, they can create elaborate images. Each pixel contributes to this array, but no individual point can create the whole. The thirty stories that comprise Krisztina Tóth's book similarly produce an interconnected web. While each tale of love, loss, and failed self-determination narrates the sensuousness of an individual's life, together, the thirty stories tell a more complicated tale of relationships. Circumstances that appear unrelated may converge in harmony or in heartbreak, just as the events that loom largest may fail to produce a longed-for outcome. These threads often determine the course of lives in unpredictable ways--sometimes comic, sometimes tragic, but rarely in the ways we originally anticipated.
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Lift as You Climb

Learn about the civil rights activist Ella Baker in this inspiring picture book from Sibert Honor winner Patricia Hruby Powell and Caldecott Honor winner R. Gregory Christie. “What do you hope to accomplish?” asked Ella Baker’s ...

Author: Patricia Hruby Powell

Publisher: Simon and Schuster

ISBN: 9781534406247

Category: Juvenile Nonfiction

Page: 48

View: 343

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Learn about the civil rights activist Ella Baker in this inspiring picture book from Sibert Honor winner Patricia Hruby Powell and Caldecott Honor winner R. Gregory Christie. “What do you hope to accomplish?” asked Ella Baker’s granddaddy when she was still a child. Her mother provided the answer: “Lift as you climb.” Long before the civil rights movement of the 1950s and 60s, Ella Baker worked to lift others up by fighting racial injustice and empowering poor African Americans to stand up for their rights. Her dedication and grassroots work in many communities made her a valuable ally for leaders like Dr. Martin Luther King Jr., and she has been ranked as one of the most influential women in the civil rights movement. In the 1960s she worked to register voters and organize sit-ins, and she became a teacher and mentor to many young activists. Caldecott Honor winner R. Gregory Christie’s powerful pictures pair with Patricia Hruby Powell’s poignant words to paint a vivid portrait of the fight for the freedom of the human spirit.
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