CSS and Documents


Eric A. Meyer - 2012
    

Big Data Now: Current Perspectives from O'Reilly Radar


O'Reilly Radar Team - 2011
    Mike Loukides kicked things off in June 2010 with “What is data science?” and from there we’ve pursued the various threads and themes that naturally emerged. Now, roughly a year later, we can look back over all we’ve covered and identify a number of core data areas: Data issues -- The opportunities and ambiguities of the data space are evident in discussions around privacy, the implications of data-centric industries, and the debate about the phrase “data science” itself. The application of data: products and processes – A “data product” can emerge from virtually any domain, including everything from data startups to established enterprises to media/journalism to education and research. Data science and data tools -- The tools and technologies that drive data science are of course essential to this space, but the varied techniques being applied are also key to understanding the big data arena.The business of data – Take a closer look at the actions connected to data -- the finding, organizing, and analyzing that provide organizations of all sizes with the information they need to compete.

The Psychology of Money


Morgan Housel - 2020
    It’s about how you behave. And behavior is hard to teach, even to really smart people. How to manage money, invest it, and make business decisions are typically considered to involve a lot of mathematical calculations, where data and formulae tell us exactly what to do. But in the real world, people don’t make financial decisions on a spreadsheet. They make them at the dinner table, or in a meeting room, where personal history, your unique view of the world, ego, pride, marketing, and odd incentives are scrambled together. In the psychology of money, the author shares 19 short stories exploring the strange ways people think about money and teaches you how to make better sense of one of life’s most important matters.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.