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Long before photography, Silhouette Art was a form of portraiture, accomplished in a variety of ways by silhouette artists, from painting what appears in a shadow to clipping by hand and by eye. The latter skill is just one version of paper cutting, an ancient tradition found in cultures from Asia to Europe.

The name Silhouette is from Etienne de Silhouette, an eighteenth century French Minister of Finance to Louis XV. He hand cut out pensions and luxuries thus the term “cut out” or “minimal.“ Mr. Silhouette lasted a mere eight months at his post due to his “conservatism,“ and people would often dress entirely in black to protest his budget cuts. It is said that Silhouette would while away the hours in his office making these profile “shades” of the various heads of state, and place them on the mantle in his office for people to see.

Silhouette “shades” were the way to have a profile made without having to have an expensive portrait commissioned, and cost about a penny a piece. They were referred to as the “poor man’s portrait.”

It is likely that a man named August Edouart made the word "silhouette" popular when he came to England in 1829 from France. Edouart wanted to create the impression of something different, so he strove to distinguish his work from the popular "shade" which was often traced by machine, a method he found crude and without merit.

From its heyday in the 18th century, the practice is waning, in part because there are only a few dozen silhouette artists of varying technical ability in the world.

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Tony Smith was one of the most influential artists of the 20th century. A sculptor, painter, and architect who apprenticed with Frank Lloyd Wright, he reached international fame in the 1960s and 1970s with his large-scale, geometric sculpture.
Throughout his career, Smith taught at various colleges and universities, including New York University, Cooper Union, Pratt Institute, Bennington College and Hunter College.

Today, examples of Smith’s work can be found at MoMA in New York, the Metropolitan Museum of Art, The Whitney Museum of American Art, the Guggenheim Museum, The National Gallery of Art, The Hirshhorn, the Walker Art Center, The New Jersey State Museum, the Newark Museum, the Montclair Art Museum, and the Nasher Sculpture Center. Cities where Smith’s work has been on public display include New York, Detroit, Princeton, Seattle, Minneapolis, San Antonio, Cambridge, Ottawa, Buffalo, Seoul, Dallas, Tokyo, Valencia, Boston, St. Louis, Louisville, Philadelphia, Cleveland, Pittsburgh, New Orleans, Toledo, Houston, Rochester, Washington, D.C., Baltimore, Oslo, Honolulu, Albany, Milwaukee, San Francisco, and Miami.

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Colors affect the bodily functions, mind and emotions with the energy produced by light. Studies conducted clearly demonstrate the benefits of colors where the development of the brain, creativity, productivity and learning are concerned. The effects of color on human beings can be varied; causing excitement, lending calm, giving inspiration, raising anxiety or tension or giving peace are some of these effects. These effects can be observed more distinctly in children. Children can be more sensitive to colors.
In addition to affecting our mood, emotions and actions, color also affects the ambiance of a space as well as how big or small, coldly or warmly it is perceived. Colors are the most commonly used tool by children to express their emotions and thoughts. Although the preferences of children show a general commonality based on age group, their color choices can differ based on their moods, the way they express themselves and their feelings.
Color is an important component of designing the educational spaces of children. Children display their full potential and learn in spaces where they are provided the means and opportunity to learn. Research studies demonstrate the important role played by environmental factors in developing levels of success and productivity, reducing the error rate and inducing positive behavior.

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Almost as serious as black; however, it could be said to be softer and warmer. It has this qualities thanks to the red and yellow in its content. It is a color associated with nature and the universe. It is intense, reliable, warm and positive.

In contrast to black, it is considered reliable and supportive by many people. It can be specifically used in teenagers’ rooms. Due to the fact that it is a down-to-earth color influenced by the energy of red and yellow and the seriousness of black, it could prove helpful in developing feelings of responsibility and protection in teenagers. It is a color associated with will and possession. Brown as a color has positive influence on the family and friendships of teenagers. At the same time it gives peace and serenity. It calms teenagers high spirits and helps them to remain down to earth in the academic field. To achieve success in education simultaneously with relaxation you can choose to color a part of your teenager’s room in a shade that is yellow intense. Moreover, silky beige and straw colors can be used together in nurseries. This color gives rise to feelings of confidence and is relaxing.

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A mixture of red and white, physically affects us in a positive way. It is relaxing and warm. It is the only lighter shade of red with it’s own name. Other lighter colors are just light green or light blue. Pink is also psychologically a strong color. It represents the continuity of living beings as well as femininity. It has a deeply soothing effect. Too much pink could be tiring and oppressive. It is not suitable to use too much pink in the rooms of shy and introverted children as this is not an energetic color. It can lead to further withdrawal of this type of children. Pink with lesser undertones of red can be easily used in the rooms of active and energetic children. It evokes feelings of warmth and peace.

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A mixture of red and blue that are physically and psychologically opposites of each other. Its different shades are reminiscent of fragility, elegance and wealth; however, sometimes some shades could prove to be disturbing.

Purple stimulates the part of the brain related to creativity. At the same time it has a calming effect. Violet is a lighter shade of purple and is included in the spectrum. Purple on the other hand is a complex color and in terms of color type there are big differences between them. Girls like pink and purple very much. Purple is a color appropriate for children. Purple can be easily used in the rooms of preschool children that are usually involved in creative activities as well as teenage girls’ rooms for purposes of contributing to their academic skills. Due to the fact that it also contributes to physical and spiritual serenity, purple and its different shades can be used in the rooms of hyperactive and highly animated children.

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Softer and simpler in comparison to red. It represents happiness, sociability, an extrovert nature as well as joy with the excitement of red and the energy of yellow. It is ideal in overcoming tiredness. It radiates warmth, increases appetite and helps you wake up early in the mornings. Its energy can be lower when saturation is low. It is ideal for use in the rooms of introverted children with problems in socializing. Orange physically represents self confidence, independence and to a certain extent competition. If there is a separate recreation room in your house and your child spends time there with his/her friends you can easily use shades of orange in this room.

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Psychologically represents health, and it has a calming effect on the nervous system. Green is reminiscent of peace, calm and quiet. Due to the fact that the lens of the eye focuses on green on the retina, green is the most relaxing color.

The yellow in green lends an elegant character to this color while the blue renders it warm. Light green reduces pressure. Symbolically green represents the power of nature and life and as such it is considered to be the most natural, relaxing, calming and balanced color. Red signals “stop” there is danger, while green signals “safe crossing” and thus reduces the tension in the body. Green can be used with ease in nurseries, and in children’s and teenagers’ rooms. The use of color green in nurseries will ensure a peaceful and comfortable transition into sleep for the baby. When green is used with more undertones of yellow, it clarifies the mind, and therefore can be used in teenagers’ rooms to foster success in school. The serenity of blue and the mental clarity achieved with yellow will have a good impact on them.

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In all respects is the total opposite of red. While blue is transparent and wet in appearance red is opaque and dry. Psychologically the cold and comforting nature of blue is the polar opposite of the warmth and excitement of red. In contrast to red, blue reduces body temperature, blood pressure and pulse rate. Blue evokes feelings of contentment, spaciousness and comfort due to being the color of the sky and ocean as well. As the shade of blue approaches black with the addition of black it may become depressive and melancholic. Blue is a color that is widely recommended for use in children’s rooms. Especially in nurseries, the use of blue helps the baby’s easy and peaceful transition into sleep. It can also be comfortably used with active and vibrant children due to its calming effect. As is the case with all other colors, you can accessorize your room in red and yellow when you choose to paint your walls in blue

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The most joyful color on the color scale. It represents wisdom and kindness. It radiates warmth, joy, enthusiasm, fun and inspiration. Its effect is not as severe as red’s. Yellow is relatively a lighter color and as such it has a refreshing effect.

Symbolically yellow represents mental and spiritual enlightenment daylight and communication. Due to the fact that it also affects memory, motivation and attention it is suitable for use in children’s rooms. However, its intense use may cause tenseness and anger. Studies conducted reveal that intense use of yellow could cause babies to cry more.

Calmer and more peaceful environments for children could be created by using yellow in combination with blue and green in babies’ rooms

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The most dominant color among all colors. It is a strong stimulus. In scientific studies, red has been observed to have a more stimulating effect on visual activity and autonomic nervous system functions in comparison to blue.

Red attracts all the attention and distorts the effect of other colors. The lens of the eye must adjust to be able to focus on red. The natural focal point is behind the retina. The dynamism of red is reduced as it turns into pink with the addition of white and gains softer and calmer undertones. For this reason, the use of red on the walls of children’s rooms must be avoided. Due to its strong and warm effect red could be used as an accent in children’s rooms fashioned in beige, blue and brown. Using intense red in the room of your child who uses it to study, play with his/her friends and sleep in, could have a negative effect on your child. Children could feel themselves tense and aggressive in rooms painted in intense red.

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Rose windows are particularly characteristic of Gothic architecture and may be seen in all the major Gothic Cathedrals of Northern France. Their origins are much earlier and rose windows may be seen in various forms throughout the Medieval period. Their popularity was revived, with other medieval features, during the Gothic revival of the 19th century so that they are seen in Christian churches all over the world.

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Symbol of peace and freedom, it can simbolizes France’s fight for equal rights and democracy.

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National anthem of France. The song was written in 1792 after the declaration of war by France against Austria, and was originally titled "Chant de guerre pour l'Armée du Rhin" ("War Song for the Rhine“).

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Coloured glass used for making decorative windows and other objects through which light passes. Strictly speaking, all coloured glass is “stained,” or coloured by the addition of various metallic oxides while it is in a molten state; nevertheless, the term stained glass has come to refer primarily to the glass employed in making ornamental or pictorial windows. The singular colour harmonies of the stained-glass window are due less to any special glass-colouring technique itself, however, than to the exploitation of certain properties of transmitted light and the light-adaptive behaviour of human vision. Rarely equalled and never surpassed, the great stained-glass windows of the 12th and early 13th centuries actually predate significant technical advances in the glassmaker’s craft by more than half a century.

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The Louvre Pyramid is a large glass and metal pyramid designed by a Chinese-American architect, surrounded by three smaller pyramids, in the main courtyard of the Louvre Palace in Paris. The large pyramid serves as the main entrance to the Museum.

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The Louvre Palace, originally built as a fortress in the late 12th to 13th century under Phillip II. Remnants of the fortress are visible in the basement of the museum. Due to the urban expansion of the city, the fortress eventually lost its defensive function and, in 1546, was converted by Francis I into the main residence of the French Royal Family. The building was extended many times to form the present Louvre Palace. In 1682, Louis XIV chose the Palace of Versailes for his household, leaving the Louvre primarily as a place to display the royal collection, including, from 1692, a collection of ancient Greek and Roman sculpture. In 1692, the building was occupied by the Académie des Inscriptions et Belles Lettres and the Académie Royale de Peinture et de Sculpture, which in 1699 held the first of a series of salons. The Académie remained at the Louvre for 100 years. During the French Revolution, the National Assembly decreed that the Louvre should be used as a museum to display the nation's masterpieces.

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This is one of the largest sphinxes outside of Egypt. It was found in 1825 among the ruins of the Temple of Amun at Tanis (the capital of Egypt during the 21st and 22nd dynasties). This impressive stone sculpture has the body of a lion, with tense body and outstretched claws, that gives the impression of being ready to leap.
For it to go inside the museum, the wall was broken for it to enter and then rebuilt it behind it.

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An ancient greek statue and one of the most famous works of ancient greek sculpture. Created sometime between 130 and 100 BC, the statue is believed to depict Aphrodite, the greek goddess of love and beauty (Venus to the Romans). It is a marble sculpture, slightly larger than life size at 203 cm high. Part of an arm and the original plinth were lost following its discovery, in the greek island Milos.

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A slightly over lifesize marble statue of the greek goddess Artemis, or Diana for the Romans, with a deer. It is a Roman copy (1st or 2nd century AD) of a lost greek bronze original dated of 325 BC. She is known to be the virgin godess of the hunt, the moon and motherhood.
This statue shows her reaching for an arrow and holding a deer, giving the impression of having a thought if she kills the animal or let him go.

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Is a marble sculpture of Nike, the greek godess of victory, that was created about the 2nd century BC by an unknown artist. Since 1884, it has been displayed at the Louvre and is one of the most celebrated sculptures in the world. It is one of a small number of major Hellenistic statues surviving in the original, rather than Roman copies, unlike the "Diana of Versailles" for exemple

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Part of the Louvre, famous for its high vaulted ceilings with painted decorations. The room was originally called the 'Petite Galerie' of the Louvre and was decorated by the artists of the Second School of Fontainebleau, most notably Toussaint Dubreuil, Jacob Bunel and his wife Marguerite Bahuche according to designs by Martin Fréminet, for Henri IV of France.
After a fire in the small gallery destroyed much of it on 6 February 1661, it was necessary to rebuild this part of the Louvre. Architectural work was entrusted to Louis Le Vau, who carried out reconstruction activities between 1661 and 1663, while Charles Le Brun was assigned responsibility for decorations by Colbert. The sculptor François Girardon was responsible for the stucco sculptures. This was the first Royal Gallery for Louis XIV, which served as a model for the House of Mirrors of the Palace of Versailles.

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The Maestà is a painting by the Italian artist Cimabue, painted around 1280, preceding the Santa Trinita Maestà. It is also stylistically earlier to that work, being painted without pseudo-perspective, and having the angels around the Virgin simply placed one above the other, rather than being spatially arranged. The throne is similar to the Maestà painted by Cimabue in the Basilica of San Francesco di Assisi (1288–1292).

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The Battle of San Romano (The Counterattack)

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The Battle of San Romano (The Counterattack)

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This painting was part of a group commemorating the battle between Florentines and Sienese in June 1432 at San Romano. Showing the counterattack by Florence's ally Micheletto da Cotignola, it presents the second episode in this historical cycle. The first panel, in the National Gallery in London, portrays the beginning of hostilities, with Niccolò da Tolentino leading the Florentine troops. The third, now in the Uffizi in Florence, shows the end of the battle and the defeat of the Sienese: Bernardino della Ciarda, leading the Sienese army, has been unhorsed.

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Lindsey Stirling - Song of the Caged Bird (Official Music Video)

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“Some birds are not meant to be caged, that's all. Their feathers are too bright, their songs too sweet and wild. So you let them go, or when you open the cage to feed them they somehow fly out past you. And the part of you that knows it was wrong to imprison them in the first place rejoices, but still, the place where you live is that much more drab and empty for their departure.”

"Open your eyes, open your mind proud like a God don´t pretend to be blind trapped in yourself, break out instead beat the machine that works in your head"

" Does anyone feels trapped inside themselves? As if you are chained down inside your body, wearing a mask and you scream, shout and claw from the inside but nothing gets through... a part of yourself just subdues everything, it´s like a cage of fear, fear of what the outside world might think if they would see you? Very little of who I am gets out for others to see, i´m hiding behind a mask, you never see my real face. I´m too scared to show it, the consequences are frightening.

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While the board gaming market is estimated to be smaller than that for video games, it has also experienced significant growth from the late 1990s. A 2012 article in The Guardian described board games as "making a comeback". Another from 2014 gave an estimate that put the growth of the board game market at "between 25% and 40% annually" since 2010, and described the current time as the "golden era for board games". The rise in board game popularity has been attributed to quality improvement (more elegant mechanichs, components, artwork, and graphics) as well as increased availability thanks to sales through the Internet.

A 1991 estimate for the global board game market was over $1.2 billion. A 2001 estimate for the United States "board games and puzzle" market gave a value of under $400 million, and for United Kingdom, of about £50 million. A 2009 estimate for the Korean market was put at 800 million won, and another estimate for the American board game market for the same year was at about $800 million. A 2011 estimate for the Chinese board game market was at over 10 billion yuan. (Some estimates may split board games from collectible card, miniature and role-playing games; for example another 2014 estimate distinguishing board games from other types of hobby games gave the estimate for the U.S. and Canada market at only $75 million, with the total size of what it defined as the hobby game market at over $700 million, with a 2015 estimate suggesting a value of almost $900 million) A 2013 estimate put the size of the German toy market at 2.7 billion euros (out of which, the board games and puzzle market is worth about 375 million euros), and Polish markets, at 2 billion and 280 million zlotis, respectively. Per capita, in 2009 Germany was considered to be the best market, with the highest number of games sold per individual.

A dedicated field of research into gaming exists, known asgame studies or ludology. While there has been a fair amount of scientific research on the psychology of older board games, less has been done on contemporary board games such as Monopoly, Scrabble, and Risk. Much research has been carried out on chess, in part because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing.

Linearly arranged board games have been shown to improve children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one. Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation and number comprehension. They also practice fine motor skills each time they grasp a game piece. Playing board games has also been tied to improving children's executive functions. Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games and the extent to which they are playable for people with disabilities.

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Luck may be introduced into a game by a number of methods. The use of dice of various sorts goes back to the earliest board games. These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, as in Risk, or which resources a player gains, as in The Settlers of Catan. Other games such as Sorry! use a deck of special cards that, when shuffled, create randomness. Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness. German-style board games are notable for often having less luck element than many North American board games.

Another important aspect of some games is diplomacy, that is, players making deals with one another. Negotiation generally features only in games with three or more players, cooperative games being the exception. An important facet of The Settlers of Catan, for example, is convincing players to trade with you rather than with opponents. In Risk, two or more players may team up against others. Easy diplomacy involves convincing other players that someone else is winning and should therefore be teamed up against. Advanced diplomacy consists of making elaborate plans together, with the possibility of betrayal. In perfect information games, such as chess, each player has complete information on the state of the game, but in other games, such as Tigris and Euphrates or Stratego, some information is hidden from players. This makes finding the best move more difficult, and may involve estimating probabilities by the opponents.

Many board games are now available as video games, which can include the computer playing as one or more opponents. Many board games can now be played online against a computer and/or other players. Some websites allow play in real time and immediately show the opponents' moves, while others use email to notify the players after each move. The Internet and cheaper home printing has also influenced board games via print-and-play games that may be purchased and printed. Some games use external media such as audio cassettes or DVDs in accompaniment to the game.

There are also virtual tabletop programs that allow online players to play a variety of existing and new board games through tools needed to manipulate the game board, but do not necessarily enforce the game's rules, leaving this up to the players. There are generalized programs such as Vassal, Tabletop Simulator and Tabletopia that can be used to play any board or card game, while programs like Roll20 and Fantasy Grounds that are more specialized for role-playing games. Some of these virtual tabletops have worked with the license holders to allow for use of their game's assets within the program; for example, Fantasy Grounds has licenses for both Dungeons & Dragons and Pathfinder materials, while Tabletop Simulator has allows game published to provide paid downloadable content for their games. However, as these games offer the ability to add in content through user modifications, there are also unlicensed uses of board game assets available through these programs.

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A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill. Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.

There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo. Rules can range from the very simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board is secondary to the game, serving to help visualize the game scenario. The time required to learn to play or master a game varies greatly from game to game, but is not necessarily correlated with the number or complexity of rules; games like Chess or Go  possess relatively simple rulesets, but have great strategic depth.

Board games have been played in most cultures and societies throughout history. A number of important historical sites, artifacts, and documents shed light on early board games such as Jiroft civilization gameboards in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c. 3500 BC and 3100 BC respectively, is the oldest board game known to have existed. Senet was pictured in a Fresco found in Merknera's tomb (3300–2700 BC). Also from the predynastic Egypt is Mehen. Backgammon originated in ancient Persia over 5,000 years ago. Chess, Pachisi and Chaupar  originated in India. Go and Liubooriginated in China. Shax originated in Somalia. Bao (mancala game) is still played throughout eastern Africa. Patolli originated in Mesoamerica played by the ancient Aztec and TheRoyal Game of Ur was found in the Royal Tombs of Ur, dating to Mesopotamia 4,600 years ago. The earliest known games list is the Buddha games list.

The late 1990s onwards have seen substantial growth in the reach and market of board games. This has been attributed to, among other factors, the Internet, which has made it easier for people to find out about games and to find opponents to play against.Around the year 2000 the board gaming industry began significant growth with companies producing a rising number of games to be sold to a growing worldwide audience. In the 2010s, a number of publications reffered to the board games as having a new Golden Age. Board game venues are also growing in popularity. Some games, such as chess, depend completely on player skill, while many children's games such as Candy Land and Snakes and Ladders require no decisions by the players and are decided purely by luck. Many games require some level of both skill and luck. A player may be hampered by bad luck in backgammon, Monopoly, Risk, but over many games a skilled player will win more often, and the elements of luck can make for more excitement, and more diverse and multifaceted strategies, as concepts such as expected value and risk management must be considered.

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10) Hugo Cabret (Book/Movie)

This features a young orphan living in the walls of a Paris train station, maintaining the clocks while also repairing an automaton, desperate to learn what it did when working, and what the importance of it was to his father. It's based in the 1930's, and it's all about watching metal come to life.

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9) 9 (Animation)

This movie is a post apocalyptic nightmare, in which an animate ragdoll, the ninth one must save what remains of humanity, which only he holds the key to. The most telling thing that points to steampunk, after the post-apocalyptic world, are the villainous machines that are after him, which look like they were pulled out of a steampunk machine nightmare, mixing organic parts, skulls, and technology.

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8) Treasure Planet (Animation)

This movie was originally based lightly around the book "Treasure Island”, but this animation lends itself amazingly well to the addition of crazy technology, and flying space ships that look like classic pirate ships. The adaptation even includes a villain with a very steampunk arm, full of changeable technology and period clothing on everyone, it's a perfect integration of steampunk into classic novels.

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7) Howl's Moving Castle (Japanese Animation)

This movie has been deemed a 'steampunk fairytale'. Which is perfectly accurate, because for all the elements of steampunk it has in it, it is not dystopian in nature, it's actually a relatively happy movie. It can be thought of as an alternate history, if magic was also thrown into things. Despite magic being the true power, everything in the movie that is technological looks entirely steam powered, simply magically provided steam. Cars of the non-magic steam powered variety are also readily visible in the movie.

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6) Atlantis: A Lost Empire (Animation)

Atlantis: a Lost Empire is a bit of a cross between fantasy and steampunk. Although the magic in the movie make it tends to fantasy, the machines that are powered by that magic and the whole “Ruin” aspect of the city, has a Steampunk aesthetic. Most importantly, the machines used to reach Atlantis are steam powered, from drilling trucks, and even a balloon machine at the end, this is mostly a steam powered movie. Some of the characters even have genre correct outfits.

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5) League of Extraordinary Gentlemen (Comic/Movie)

The comic was easily identifiable as steampunk, but a few people find it a bit of an anachronistic movie, or it showed things that didn't belong in the portrayed time, although that is almost the whole point of steampunk.

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4) A Series of Unfortunate Events (Book/Movie/Series)

It's got the whole steampunk aesthetic, because the story does not have a time period, and to make it timeless, they reached out to steampunk.

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3) Golden Compass (Book/Movie)

At first, it passes itself off for cute fiction but it's quite a dark story based in a world full of scientific rules and complex scientific machines, even flying ones, which are quite a hallmark of steampunk. Even the story's name, the Golden Compass, which does dabble a bit at fantasy, draws it into the realm of steampunk.

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2) Van Helsing (Movie)

Van Helsing is out to get Count Dracula with the help of a gypsy Princess by order of the Vatican. This movie is big in the Steampunk movies world and one of the most characteristic part of it are the costumes.

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1) 20,00 Leagues Under the Sea (Book/Movie)

This story is not always consider a Steampunk, but it has all the right styles and themes, and was really quite an inspiration for the more modern styles of steampunk in movies and in crafted items. It has a big level of influence and reference in the realm of later steampunk.

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Steampunk is a subgender of science fiction or science fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-poweredmachinery.Although its literary origins are sometimes associated with the cyberpunk genre, steampunk works are often set in an alternative history of the 19th century's British Victorian Era or American "Wild West", in a future during which steam power has maintained mainstream usage, or in a fantasy world that similarly employs steam power. However, steampunk and Neo-Victorian are different in that the Neo-Victorian movement does not extrapolate on technology and embraces the positive aspects of the Victorian era's culture and philosophy.

Steampunk most recognisably features are anachronistic technologies or retro-futuristic inventions as people in the 19th century might have envisioned them, and is likewise rooted in the era's perspective on fashion, culture, architectural style, and art.Such technology may include fictional machines like those found in the works of H.G. Wells and Jules Verne, or of the modern authors Phillip Pullman, Scott Westerfeld, Stephen Hunt, and China Miéville. Other examples of steampunk contain alternative-history-style presentations of such technology as steam cannons, lighter-than-air airships, analogue computers, or such digital mechanical computers as Charles Babbage's Analytical Engine.

Steampunk may also incorporate additional elements from the genres of fantasy, horror, historical fiction, alternate history, or other branches of speculative fiction, making it often a hybrid gender. The first known appearance of the term steampunk was in 1987, though it now retroactively refers to many works of fiction created as far back as the 1950s or 1960s.

Steampunk also refers to any of the artistic styles, clothing fashions, or subcultures that have developed from the aesthetics of steampunk fiction, Victorian-era fiction, art nouveau design, and films from the mid-20th century.Various modern utilitarian objects have been modded by individual artisans into a pseudo-Victorian mechanical "steampunk" style, and a number of visual and musical artists have been described as steampunk.

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Sergei Polunin, "Take Me to Church" by Hozier, Directed by David LaChapelle

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The Pyro Board used the same principle as the Rubens' Tube.
The pressure variations due to the sound waves affect the flow rate of flammable gas from the holes in the Pyro Board and therefore affect the height and colour of flames. This is interesting for visualizing standing wave patterns and amazing to watch when put to music.

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This is known as the "Ruben's Tube" it gives a dramatic visual representation of sound waves creating standing waves in a pipe. Whether or not you light the gas, once the speaker is on, there are sound waves traveling back and forth along the tube. Sound waves consist of alternating regions of high and low pressure. But by igniting the gas in the tube and allowing it to escape out of the holes cut into the top, we can see the fire showing us where the pressure is high and where it is low.

What's happening is that sound is continuously traveling back and forth along the tube, due to the fact that the waves reflect off of each end. The sound is continuously being produced by the speaker, so as sound traveling in one direction along the tube encounters sound traveling in the opposite direction, the waves interfere with each other. In places where two high-pressure regions overlap we get constructive interference and the wave amplitude increases.

If you generate sound at the right frequencies for the length of tube that you have, you can generate standing waves, where the locations for constructive and destructive interference always occur at the same place, forming a standing pattern. The distance between the standing wave peaks is the wave length of the sound at that frequency.

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Painted by Leonardo da Vinci during 1513 to 1516, when the High Renaissance was metamorphosing into Mannerism, it is believed to be his last painting. This is an oil painting on walnut wood. The original size of the work was 69x57 cm.
Many people are critical of this work, finding it a disturbing representation of a character normally portrayed as gaunt and fiery. In Leonardo's painting St. John seems almost to be a hermaphrodite, having a womanish arm bent across his breast, his finger raised towards heaven, and that same enigmatic smile so admired on the face of Mona Lisa, a smile which can be seen in other Leonardo paintings like that of St. Anne. The finger pointed towards heaven was to appear quite often in Leonardo's work (the Burlington House cartoon is another example) and denotes the coming of Christ.
Leonardo was aware of the inherent dangers of this system. Earlier in his notes he warned that a figure will not be discerned against a dark background and will not appear to be detached from it. From a distance nothing will be visible but the illuminated parts. However, in the shadows of the body of St John the Baptist, Leonardo has retained just enough light for us to be able to comprehend his form fully.

This is the last known major work in Leonardo's hand. The figure's haunting beauty comes from the ambiguity of its sexual identity. The luminous face seems to be an emanation of the darkness that completely envelops it. The mysterious gesture of the raised arm with upward-pointing finger is not just of religious but probably also of esoteric significance.

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Made in 1563 by the Italian artist Paolo Veronese (1528–88), this is a representational painting that depicts the biblical story of the Marriage at Cana, at which Jesus converts water to wine. Executed in the Mannerist style (1520–1600) of the late Renaissance, the large-format (6.77m × 9.94m) oil painting comprehends the stylistic ideal of compositional harmony, as practised by the artists Leonardo, Raphael and Michelangelo.

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A half-length portrait painting by the Italian Renaissance artist Leonardo da Vinci that has been described as "the best known, the most visited, the most written about, the most sung about, the most parodied work of art in the world". The Mona Lisa is also one of the most valuable paintings in the world. It holds the Guinness World Record for the highest known insurance valuation in history at $100 million in 1962, which is worth nearly $800 million in 2017.

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Painting completed in 1807 by Jacques-Louis David, the official painter of Napoleon, depicting the coronation of Napoleon I at the Notre-Dame Cathedral in Paris. The painting has imposing dimensions, as it is almost 10 metres wide by a little over 6 metres tall.

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An oil painting of 1818–1819 by the French Romantic painter and lithographer Théodore Géricault. Completed when the artist was 27, the work has become an icon of French Romanticism. At 491 cm × 716 cm it is an over-life-size painting that depicts a moment from the aftermath of the wreck of the French naval frigate Méduse, which ran aground off the coast of today's Mauritania on 2 July 1816. On 5 July 1816, at least 147 people were set adrift on a hurriedly constructed raft and all but 15 died in the 13 days before their rescue. Those who survived endured starvation and dehydration and practised cannibalism. The event became an international scandal, in part because its cause was widely attributed to the incompetence of the French captain.

Géricault chose to depict this event in order to launch his career with a large-scale uncommissioned work on a subject that had already generated great public interest. The event fascinated him, and before he began work on the final painting, he undertook extensive research and produced many preparatory sketches. He interviewed two of the survivors and constructed a detailed scale model of the raft. He visited hospitals and morgues where he could view, first-hand, the colour and texture of the flesh of the dying and dead. As he had anticipated, the painting proved highly controversial at its first appearance in the 1819 Paris Salon, attracting passionate praise and condemnation in equal measure. However, it established his international reputation, and today is widely seen as seminal in the early history of the Romantic movement in French painting.

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The Rebellious Slave and the Dying Slave (1510-1513).
In Rome, Michelangelo finished entirely with his own hand two of the captives, divinely beautiful figures, and other statues, than which none better have ever been seen. But in the end, they were never placed in position, and those captives were presented by him to Ruberto Strozzi, when Michelagnolo happened to be lying ill in his house: these captives were afterward sent as presents to King Francis, and they are now at Ecouen in France.

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A sculpture by Antonio Canova first commissioned in 1787 by John Campbell It is regarded as a masterpiece of Neoclassical sculpture, but shows the mythological lovers at a moment of great emotion, characteristic of the emerging movement of Romanticism. It represents the god Cupid in the height of love and tenderness, immediately after awakening the lifeless Psyche with a kiss.

Joachim Murat acquired the first version of the piece in 1800. After his death the statue entered the Louvre Museumin Paris, France in 1824. Prince Yusupov, a Russian nobleman acquired the 2nd version of the piece from Canova in Rome in 1796, and it later entered the Hermitage Museum in Saint Petersburg.