The Blind Man


D.H. Lawrence - 2014
    The arrival of an old friend of the woman brings into the open feelings and fears previously suppressed.

Into No Man's Land


Irene Miller - 2012
    starving. It is a story of courage, determination, perseverance and the power of the human spirit. Irene spent 8 years of her life in orphanages, but this did not destroy her dreams and desire to live live a full and rich life.

They Say / I Say: The Moves That Matter in Academic Writing


Gerald Graff - 2006
    In addition to explaining the basic moves, this book provides writing templates that show students explicitly how to make these moves in their own writing.

Problem Solving with C++: The Object of Programming


Walter J. Savitch - 1995
    It introduces the use of classes; shows how to write ADTs that maximize the perfomance of C++ in creating reusable code; and provides coverage of all important OO functions, including inheritance, polymorphism and encapsulation.

The Future of Competition: Co-Creating Unique Value With Customers


C.K. Prahalad - 2004
    K. Prahalad and Venkat Ramaswamy explore why, despite unbounded opportunities for innovation, companies still can't satisfy customers and sustain profitable growth. The explanation for this apparent paradox lies in recognizing the structural changes brought about by the convergence of industries and technologies; ubiquitous connectivity and globalization; and, as a consequence, the evolving role of the consumer from passive recipient to active co-creator of value. Managers need a new framework for value creation. Increasingly, individual customers interact with a network of firms and consumer communities to co-create value. No longer can firms autonomously create value. Neither is value embedded in products and services per se. Products are but an artifact around which compelling individual experiences are created. As a result, the focus of innovation will shift from products and services to experience environments that individuals can interact with to co-construct their own experiences. These personalized co-creation experiences are the source of unique value for consumers and companies alike.In this emerging opportunity space, companies must build new strategic capital—a new theory on how to compete. This book presents a detailed view of the new functional, organizational, infrastructure, and governance capabilities that will be required for competing on experiences and co-creating unique value.

The Elements of Style


William Strunk Jr. - 1918
    Throughout, the emphasis is on promoting a plain English style. This little book can help you communicate more effectively by showing you how to enliven your sentences.

History of Art


H.W. Janson - 1962
    In the 1st edition, published in 1962, he spoke to that perennial reader he gently called "the troubled layman." His opening paragraph revealed his sympathy: "Why is this supposed to be art?" he quoted rhetorically. "How often have we heard this question asked--or asked it ourselves, perhaps--in front of one of the strange, disquieting works that we are likely to find nowadays in the museum or art exhibition?" Keeping that curious, questioning perspective in mind, he wrote a history of art from cave painting to Picasso that was singularly welcoming, illuminating & exciting. Sojourning thru this book, a reader is offered every amenity for a comfortable trip. Because he never assumes knowledge on the part of the reader, a recent immigrant from Mars could comprehend Western art from this text. The only assumption the Jansons have made is that with a little guidance everyone can come to understand the artifacts that centuries of architecture, sculpture, design & painting have deposited in our paths. Countless readers have proven the Jansons right & found their lives enriched in the process.

Tom Robbins: The Kindle Singles Interview (Kindle Single)


Mara Altman - 2014
    He also talked a fair amount about mayonnaise. The interview was conducted by Mara Altman, the author of four bestselling Kindle Singles including “Baby Steps” and “Bearded Lady.” Altman has worked as a staff writer for The Village Voice, and has also written for New York Magazine and The New York Times. In 2009, HarperCollins published Altman's first book, “Thanks For Coming: A Young Woman's Quest for an Orgasm,” which was optioned as a comedy series by HBO. Cover design by Adil Dara Kim.

Understanding Symbolic Logic


Virginia Klenk - 1983
    Each chapter, or unit, is divided into easily comprehended small "bites" that enable learners to master the material step-by-step, rather than being overwhelmed by masses of information covered too quickly. The book provides extremely detailed explanations of procedures and techniques, and was written in the conviction that anyone can thoroughly master its content. A four-part organization covers sentential logic, monadic predicate logic, relational predicate logic, and extra credit units that glimpse into alternative methods of logic and more advanced topics. For individuals interested in the formal study of logic.

The Idea of a Christian College


Arthur F. Holmes - 1975
    Holmes has extensively revised several chapters and included two new chapters: "Liberal Arts as Career Preparation" and "The Marks of an Educated Person."

Seven Notebooks: Poems


Campbell McGrath - 2008
    Written in forms that range from haiku to prose, and in a voice that veers from incanta­tory to deadpan, these seven poetic sequences offer diverse reflections on language and poetry, time and consciousness, civilization and art—to say nothing of bureaucrats, surfboards, and blue margaritas. Taken collectively, Seven Notebooks composes a season-by-season account of a year in the life of its narrator, from spring in Chicago to summer at the Jersey Shore to winter in Miami Beach. Not a novel in verse, not a poetic journal, but a lyric chronicle, this utterly unique book reclaims territory long abandoned by American poetry, a characteristic ambition of Campbell McGrath, one of the most honored, accessible, and humanistically engaged writers of our time.

Digital Signal Processing


C. Ramesh Babu Durai - 2006
    

Essentials of Contemporary Management


Gareth R. Jones - 2003
    Jones and George are dedicated to the challenge of "Making It Real" for students. The authors present management in a way that makes its relevance obvious even to students who might lack exposure to a "real-life" management context. This is accomplished thru a diverse set of examples, and the unique, and most popular feature of the text, the "Manager as a Person" Chapter 2. This chapter discusses managers as real people with their own personalities, strengths, weaknesses, opportunities, and problems and this theme is carried thru the remaining chapters. This text also discusses the importance of management competencies--the specific set of skills, abilities, and experiences that gives one manager the ability to perform at a higher level than another in a specific context. The themes of diversity, ethics, globalization, and information technology are integrated throughout.

In the Flow of Life


Eric Butterworth - 1982
    With extraordinary clarity, Eric Butterworth reveals life-transforming spiritual principles to keep you in the flow.In the Flow of Life calls you to live from the exhilarating and empowering realization that you are the expression of God flowing forth into the world. Living in the flow of God will change your life forever!

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design


Anna Anthropy - 2013
    We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand