Not exact matches
On the three scientific voyages he led
between 1768 and his violent death in 1779, English Navy Captain James Cook
explored and
mapped vast regions of the previously uncharted world, filling in with astounding accuracy fully a third of the globe.
Between the 1960s and the mid-1990s, much of San Estevan was
mapped by archaeologists
exploring the last incarnation of San Estevan as a Late Classic Period site.
The levels were as interesting as any other Halo campaign but due to the better graphics and the ability to climb up a ledge rather than having to jump above it's height it made it great to
explore for skulls and collectables, within the 9 hour co-op game both myself and Russ found ourselves venturing off and climbing up different parts of the
maps to see how high we could get or what was hidden away, we came across a few Easter eggs on the way and found some rare or «special» weapons, Halo has always been a FPS which you have to
explore to find Easter eggs etc. but Halo 5 just seemed better than the rest for this, the game flowed well
between each level bouncing from blue team and team Osiris following the story to show where paths cross and what each team is doing in
between, I feel like all of the trailers kind of pointed the story into a different direction to the way the campaign developed which was surprising and confusing at the same time but none the less it was a great campaign and one of the best Halo games I have played in many years, I was never a fan of Halo 4 I thought it lacked everything a Halo game should be but Halo 5 has surprised me and was well worth the wait.
You move your characters
between nodes on a
map, and experience random events that are all tailored to suit the location and culture you are
exploring right at the moment.
Solving quests earns clues as to the murderer's identity; in
between quests, the player can hunt bounties,
explore the
map, and tussle with bandits.
The game
map stretches from eastern Ferelden to western Orlais, but while it's more open world than previous games, BioWare has not built «a million square miles of space»
between the «significant» regions players will actually be
exploring.
As you
explore, the
map gets filled in (or you can fill the
map in yourself if you turn off the auto -
map feature in the options, but there really is no reason to do so), but it is the player's job to draw in where the walls are in
between the square tiles, as well place icons on the
map to indicate locations of interest as well as permanent landmarks such as doors, stairs, treasure chests, etc..
One wonders if Weber and Stritzler - Levine realised just how far off the
map they would go when independent institutional curator José Roca, a native of Colombia who now lives in Bogotá, agreed to take on the project.1 Inspired by a show of Andean chuspas — bags made from coca leaves — that would run simultaneously in the BGC Focus Gallery, Roca envisioned immersive environments in which the paradoxes, polarities and points of contact
between diverse artistic practices are
explored through the tropes of the river and weaving.2 The works themselves provide their own context as they interact with each other and viewers, who are given a minimalist illustrated pamphlet as their only guide to what they will encounter in the gallery spaces.
Three - dimensional depth
map sculptures drawing on «the formal relationship of both the photographic negative and the binary relationship
between cast and mould» will populate the site - specific networked installation, taking over the entire building and
exploring «the mutability of symbolism held in form» in dialogue with its architecture.
Her work is concerned with the spatial potential of the painted surface,
explored through the construction of geometric configurations that
map the pictorial relationship
between two and three dimensions.
Featuring a number of iconic works as well as a range of pieces rarely seen, the exhibition
explores the continuous terrain
mapped by Wilke
between language, image and object, incorporating performance, photography, drawings, collages and sculptures rendered in materials as diverse as ceramic, gum, latex, erasers and bronze.
Cartography for Daydreamers alludes to the associative -
mapping aspect of the art of Lisa Kairos, who
explores dynamics
between materialism and transparency, weight and buoyancy, construction and organic growth.
Imaginary Coordinates, published on the occasion of an exhibition originating at Chicago's Spertus Museum, juxtaposes the museum's extensive collection of antique Holy Land
maps with contemporary artwork by Israeli and Palestinian women (including Ayreen Anastas, Yael Bartana, Mona Hatoum, Emily Jacir, Sigalit Landau, Enas Mutthafar, Michal Rovner and Shirley Shor) to
explore issues of national identity, borders and the critical disparity
between maps and lived experience.
Straddling
between fact and fiction, Dayrit's works
explore origins and histories, and their representations in visual apparatuses, from the
map, curiosity cabinet, and on to the museum.
Brennan's film
maps converging lines
between the protected relics of ancient temples, smuggled antiquities and exchanged car parts,
exploring the care, circulation and shifting value of objects.
Another vital intersection was
explored in Ascott's use of the thesaurus in 1963 [1], which drew an explicit parallel
between the taxonomic qualities of verbal and visual languages - a concept would be taken up in Joseph Kosuth's Second Investigation, Proposition 1 (1968) and Mel Ramsden's Elements of an Incomplete
Map (1968).
Visitors can see work, read detailed biographies, and
explore relationships
between groups through an interactive
map within a clean, expansive, and visually rich design.
Explore the exhibition after hours with special performances from Future
Map artists Catherine Wharfe and Lucia Rivero and a conversation
between this year's Future
Map Prize Winner, Josh Baum and Ellen Mara De Wachter, Exhibitions Curator at Zabludowicz Collection.
By
mapping the remarkable run of the icon of Justice, a woman with scales and sword, and by tracing the development of public spaces dedicated to justice — courthouses — the authors
explore the evolution of adjudication into its modern form as well as the intimate relationship
between the courts and democracy.
In previous steps, you have (1) built an alliance strong enough to face the patterns that come
between you; (2)
mapped your negative cycle; and (3)
explored and vulnerably shared your deeper feelings.
In previous steps, you have (1) built an alliance strong enough to face the patterns that come
between you; (2)
mapped your negative cycle; (3)
explored and vulnerably shared deeper, internal feelings; and (4) developed a compassionate acceptance and ability to rise above your negative cycle.