Invisible Ink: A Practical Guide to Building Stories That Resonate
Brian McDonald - 2010
Brian McDonald, an award winning screenwriter who has taught his craft at several major studios, supplies writers with tools to make their work more effective and provides readers and audiences a deeper understanding of the storyteller's art. When people think of a screenplay, they usually think about dialogue-the "visible ink" that is readily accessible to the listener, reader, or viewer. But a successful screenplay needs Invisible Ink as well, the craft below the surface of words. Invisible Ink lays out the essential elements of screenplay structure, using vivid examples from famous moments in popular movies as well as from one of his own popular scripts. You will learn techniques for building a compelling story around a theme, making your writing engage audiences, creating appealing characters, and much more. Praise for Invisible Ink: ..".If I manage to reach the summit of my next story it will be in no small part due to having read Invisible Ink." -Andrew Stanton (cowriter Toy Story, Toy Story 2, A Bug's Life, Monsters, Inc., and cowriter/director Finding Nemo and WALL-E) ..".Brian McDonald uses his deep understanding of story and character to pass on essential truths about dramatic writing. Ignore him at your peril." -Jim Taylor (Academy Award-winning screenwriter of Sideways and Election) ..". I recommend this fine handbook on craft to any writer, apprentice or professional, working in any genre or form." -Dr. Charles Johnson (National Book Award-winning author of Middle Passage) "If you want to write scripts, listen to Brian. The guy knows what he's talking about." -Paul Feig (creator of NBC's Freaks and Geeks, co-executive producer The Office) "With Invisible Ink Brian McDonald has written us a book to keep and heed forever because through the simple, graceful, graspable, original wisdom of it, we might just save our screenwriting lives." -Stewart Stern (Screenwriter of Rebel Without a Cause)
The Presentation of Self in Everyday Life
Erving Goffman - 1959
This book explores the realm of human behavior in social situations and the way that we appear to others. Dr. Goffman uses the metaphor of theatrical performance as a framework. Each person in everyday social intercourse presents himself and his activity to others, attempts to guide and control the impressions they form of him, and employs certain techniques in order to sustain his performance, just as an actor presents a character to an audience. The discussions of these social techniques offered here are based upon detailed research and observation of social customs in many regions.
An Introduction to Group Work Practice
Ronald W. Toseland - 1984
Students will receive a grounding in areas that vary from treatment to organizational and community settings. This edition also includes of new case studies, practice examples and guiding principles.
Backwards and Forwards: A Technical Manual for Reading Plays
David Ball - 1983
The text is full of tools for students and practitioners to use as they investigate plot, character, theme, exposition, imagery, motivation/obstacle/conflict, theatricality, and the other crucial parts of the superstructure of a play. He includes guides for discovering what the playwright considers the play’s most important elements, thus permitting interpretation based on the foundation of the play rather than its details.Using Hamlet as illustration, Ball assures a familiar base for illustrating script-reading techniques as well as examples of the kinds of misinterpretation readers can fall prey to by ignoring the craft of the playwright. Of immense utility to those who want to put plays on the stage (actors, directors, designers, production specialists) Backwards and Forwards is also a fine playwriting manual because the structures it describes are the primary tools of the playwright.
Marketing to Millennials: Reach the Largest and Most Influential Generation of Consumers Ever
Jeff Fromm - 2013
Companies that think winning their business is a simple matter of creating a Twitter account and applying outdated notions of "cool" to their advertising are due for a rude awakening. "Marketing to Millennials "is both an enlightening look at this generation of consumers and a practical plan for earning their trust and loyalty. Based on original market research, the book reveals the eight attitudes shared by most Millennials, as well as the new rules for engaging them successfully. Millennials: - Value social networking and aren't shy about sharing opinions - Refuse to remain passive consumers--they expect to participate in product development and marketing - Demand authenticity and transparency - Are highly influential--swaying parents "and" peers - Are not all alike--understanding key segments is invaluable Featuring expert interviews and profiles of brands doing Millennial marketing right, this eye-opening book is the key to persuading the customers who will determine the bottom line for decades to come.
The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm
Tom Kelley - 2001
At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.
Cartoon Animation
Preston Blair - 1980
By following his lessons, you can make any character—person, animal, or object—come to life through animated movement!Animation is the process of drawing and photographing a character in successive positions to create lifelike movement. Animators bring life to their drawings, making the viewer believe that the drawings actually think and have feelings. Cartoon Animation was written by an animator to help you learn how to animate. The pioneers of the art of animation learned many lessons, most through trial and error, and it is this body of knowledge that has established the fundamentals of animation. This book will teach you these fundamentals. Animators must first know how to draw; good drawing is the cornerstone of their success. The animation process, however, involves much more than just good drawing. This book teaches all the other knowledge and skills animators must have. In chapter one, Preston Blair shows how to construct original cartoon characters, developing a character’s shape, personality, features, and mannerisms. The second chapter explains how to create movements such as running, walking, dancing, posing, skipping, strutting, and more. Chapter three discusses the finer points of animating a character, including creating key character poses and in-betweens. Chapter four is all about dialogue, how to create realistic mouth and body movements, and facial expressions while the character is speaking. There are helpful diagrams in this chapter that show mouth positions, along with a thorough explanation of how sounds are made using the throat, tongue, teeth, and lips. Finally, the fifth chapter has clear explanations of a variety of technical topics, including tinting and spacing patterns, background layout drawings, the cartoon storyboard, and the synchronization of camera, background, characters, sound, and music. Full of expert advice from Preston Blair, as well as helpful drawings and diagrams, Cartoon Animation is a book no animation enthusiast should be without.
Admission Assessment Exam Review
HESI - 2012
Plus, it helps you identify areas of weakness so you can focus your study time. Sample problems and step-by-step examples with explanations in the math and physics sections show you how to work through each problem so you understand the steps it takes to complete the equation. Practice tests with answer keys for each topic - located in the appendices for quick access - help you assess your understanding of each topic and familiarize you with the types of questions you're likely to encounter on the actual exam. HESI Hints boxes offer valuable test-taking tips, as well as rationales, suggestions, examples, and reminders for specific topics.End-of-chapter review questions help you gauge your understanding of chapter content.A full-color layout and more illustrations in the life science chapters visually reinforce key concepts for better understanding.Expanded and updated content in each chapter ensures you're studying the most current content.Basic algebra review in the math section offers additional review and practice.Color-coded chapters help you quickly find specific topic sections.Helpful organizational features in each chapter include an introduction, key terms, chapter outline, and a bulleted chapter summary to help you focus your study.A glossary at the end of the text offers quick access to key terms and their definitions.
Code: The Hidden Language of Computer Hardware and Software
Charles Petzold - 1999
And through CODE, we see how this ingenuity and our very human compulsion to communicate have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold weaves an illuminating narrative for anyone who’s ever wondered about the secret inner life of computers and other smart machines. It’s a cleverly illustrated and eminently comprehensible story—and along the way, you’ll discover you’ve gained a real context for understanding today’s world of PCs, digital media, and the Internet. No matter what your level of technical savvy, CODE will charm you—and perhaps even awaken the technophile within.
Hitchcock
François Truffaut - 1966
Here is a rare opportunity to eavesdrop on two cinematic masters from very different backgrounds as they cover each of Hitch's films in succession. Though this book was initially published in 1967 when Hitchcock was still active, Truffaut later prepared a revised edition that covered the final stages of his career. It's difficult to think of a more informative or entertaining introduction to Hitchcock's art, interests, and peculiar sense of humor. The book is a storehouse of insight and witticism, including the master's impressions of a classic like Rear Window ("I was feeling very creative at the time, the batteries were well charged"), his technical insight into Psycho's shower scene ("the knife never touched the body; it was all done in the [editing]"), and his ruminations on flops such as Under Capricorn ("If I were to make another picture in Australia today, I'd have a policeman hop into the pocket of a kangaroo and yell 'Follow that car!'"). This is one of the most delightful film books in print. --Raphael Shargel
Learn You a Haskell for Great Good!
Miran Lipovača - 2011
Learn You a Haskell for Great Good! introduces programmers familiar with imperative languages (such as C++, Java, or Python) to the unique aspects of functional programming. Packed with jokes, pop culture references, and the author's own hilarious artwork, Learn You a Haskell for Great Good! eases the learning curve of this complex language, and is a perfect starting point for any programmer looking to expand his or her horizons. The well-known web tutorial on which this book is based is widely regarded as the best way for beginners to learn Haskell, and receives over 30,000 unique visitors monthly.
Clean Code: A Handbook of Agile Software Craftsmanship
Robert C. Martin - 2007
But if code isn't clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn't have to be that way. Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship . Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code on the fly into a book that will instill within you the values of a software craftsman and make you a better programmer but only if you work at it. What kind of work will you be doing? You'll be reading code - lots of code. And you will be challenged to think about what's right about that code, and what's wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code - of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and "smells" gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding ‣ How to tell the difference between good and bad code‣ How to write good code and how to transform bad code into good code‣ How to create good names, good functions, good objects, and good classes‣ How to format code for maximum readability ‣ How to implement complete error handling without obscuring code logic ‣ How to unit test and practice test-driven development This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.
Make It Stick: The Science of Successful Learning
Peter C. Brown - 2014
Good teaching, we believe, should be creatively tailored to the different learning styles of students and should use strategies that make learning easier. Make It Stick turns fashionable ideas like these on their head. Drawing on recent discoveries in cognitive psychology and other disciplines, the authors offer concrete techniques for becoming more productive learners.Memory plays a central role in our ability to carry out complex cognitive tasks, such as applying knowledge to problems never before encountered and drawing inferences from facts already known. New insights into how memory is encoded, consolidated, and later retrieved have led to a better understanding of how we learn. Grappling with the impediments that make learning challenging leads both to more complex mastery and better retention of what was learned.Many common study habits and practice routines turn out to be counterproductive. Underlining and highlighting, rereading, cramming, and single-minded repetition of new skills create the illusion of mastery, but gains fade quickly. More complex and durable learning come from self-testing, introducing certain difficulties in practice, waiting to re-study new material until a little forgetting has set in, and interleaving the practice of one skill or topic with another. Speaking most urgently to students, teachers, trainers, and athletes, Make It Stick will appeal to all those interested in the challenge of lifelong learning and self-improvement.
The Elements of Computing Systems: Building a Modern Computer from First Principles
Noam Nisan - 2005
The books also provides a companion web site that provides the toold and materials necessary to build the hardware and software.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.