Book picks similar to
Another Science Fiction: Advertising the Space Race 1957-1962 by Megan Prelinger
history
space
non-fiction
art
Understanding Air France 447
Bill Palmer - 2013
Written by A330 Captain, Bill Palmer, this book opens to understanding the actions of the crew, how they failed to understand and control the problem, and how the airplane works and the part it played. All in easy to understand terms.Addressed are the many contributing aspects of weather, human factors, and airplane system operation and design that the crew could not recover from. How each contributed is covered in detail along with what has been done, and needs to be done in the future to prevent this from happening again.Also see the book's companion website: UnderstandingAF447.com for supplemental materials referred to in the book or to contact the author.
The Space Race
Colin Brake - 2019
Today’s efforts to revitalize and expand space travel is being driven not just by government agencies such as NASA, but also by visionaries such as Richard Branson (Virgin Galactic), Elon Musk (SpaceX), and Jeff Bezos (Blue Origin).To celebrate the 50th anniversary of the 1969 moon landing, this major documentary-drama series brings to life the past, present, and future of man’s exploration of space. Between 1969 and 1972, twelve Americans walked on the moon. You’ll get to experience the thrill of that era and much, much more.Narrated by Kate Mulgrew (Emmy Award and Golden Globe nominee for Orange Is the New Black; Obie Award winner for Iphigenia 2.0); TV: Star Trek: Voyager, film: Star Trek: Nemesis), The Space Race uses actual audio, original interviews, dramatic reconstructions, and first-hand accounts to tell the story of mankind’s first amazing steps off our world and onto the lunar surface.With unprecedented access, The Space Race takes listeners to Virgin Galactic’s space program in the Mojave Desert, features conversations with Buzz Aldrin, Gene Cernan, Sergei Krikalev, Tim Peake, and numerous key players at mission control. This Audible Original and takes you behind the scenes to see how these exciting adventures in outer space came to be.©2019 Audible, Ltd (P)2019 Audible, Ltd
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
Thing Explainer: Complicated Stuff in Simple Words
Randall Munroe - 2015
Explore computer buildings (datacenters), the flat rocks we live on (tectonic plates), the things you use to steer a plane (airliner cockpit controls), and the little bags of water you're made of (cells).
Ripped: How the Wired Generation Revolutionized Music
Greg Kot - 2009
Now, more people are listening to more music from a greater variety of sources than at any time in history. And big corporations such as Viacom, Clear Channel, and Sony are no longer the sole gatekeepers and distributors, their monopoly busted by a revolution -- an uprising led by bands and fans networking on the Internet. "Ripped" tells the story of how the laptop generation created a new grassroots music industry, with the fans and bands rather than the corporations in charge. In this new world, bands aren't just musicmakers but self-contained multimedia businesses; and fans aren't just consumers but distributors and even collaborators.As the Web popularized bands and albums that previously would have been relegated to obscurity, innovative artists -- from Prince to Death Cab for Cutie -- started coming up with, and stumbling into, alternative ways of getting their music out to fans. Live music took on an even more significant role. TV shows and commercials emerged as great places to hear new tunes. Sample-based composition and mash-ups leapfrogged ahead of the industry's, and the law's, ability to keep up with them. Then, in 2007, Radiohead released an album exclusively on the Internet and allowed customers to name their own price, including $0.00. Radiohead's "it's up to you" marketing coup seized on a concept the old music industry had forgotten: the customer is always right.National radio host and critically acclaimed music journalist Greg Kot masterfully chronicles this story of how we went from $17.99 to $0.00 in less than a decade. It's a fascinating tale of backward thinking, forward thinking, and the power of music.
The Art of Pixar
Amid Amidi - 2011
From classics such as Toy Story and A Bug's Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.
The Fifties
David Halberstam - 1993
Halberstam offers portraits of not only the titans of the age: Eisenhower Dulles, Oppenheimer, MacArthur, Hoover, and Nixon, but also of Harley Earl, who put fins on cars; Dick and Mac McDonald and Ray Kroc, who mass-produced the American hamburger; Kemmons Wilson, who placed his Holiday Inns along the nation's roadsides; U-2 pilot Gary Francis Powers; Grace Metalious, who wrote Peyton Place; and "Goody" Pincus, who led the team that invented the Pill.A NEW YORK TIMES BESTSELLER
Code Complete
Steve McConnell - 1993
Now this classic book has been fully updated and revised with leading-edge practices--and hundreds of new code samples--illustrating the art and science of software construction. Capturing the body of knowledge available from research, academia, and everyday commercial practice, McConnell synthesizes the most effective techniques and must-know principles into clear, pragmatic guidance. No matter what your experience level, development environment, or project size, this book will inform and stimulate your thinking--and help you build the highest quality code. Discover the timeless techniques and strategies that help you: Design for minimum complexity and maximum creativity Reap the benefits of collaborative development Apply defensive programming techniques to reduce and flush out errors Exploit opportunities to refactor--or evolve--code, and do it safely Use construction practices that are right-weight for your project Debug problems quickly and effectively Resolve critical construction issues early and correctly Build quality into the beginning, middle, and end of your project
Some Remarks: Essays and Other Writing
Neal Stephenson - 1994
He’s taken sf to places it’s never been (Snow Crash, Anathem). He’s reinvented the historical novel (The Baroque Cycle), the international thriller (Reamde), and both at the same time (Cryptonomicon).Now he treats his legion of fans to Some Remarks, an enthralling collection of essays—Stephenson’s first nonfiction work since his long essay on technology, In the Beginning…Was the Command Line, more than a decade ago—as well as new and previously published short writings both fiction and non.Some Remarks is a magnificent showcase of a brilliantly inventive mind and talent, as he discourses on everything from Sir Isaac Newton to Star Wars.
Castle
David Macaulay - 1977
What could be more perfect for an author/illustrator who has continually stripped away the mystique of architectural structures that have long fascinated modern man? With typical zest and wry sense of humor punctuating his drawings, David Macaulay traces the step-by-step planning and construction of both castle and town.
Founders at Work: Stories of Startups' Early Days
Jessica Livingston - 2001
These people are celebrities now. What was it like when they were just a couple friends with an idea? Founders like Steve Wozniak (Apple), Caterina Fake (Flickr), Mitch Kapor (Lotus), Max Levchin (PayPal), and Sabeer Bhatia (Hotmail) tell you in their own words about their surprising and often very funny discoveries as they learned how to build a company.Where did they get the ideas that made them rich? How did they convince investors to back them? What went wrong, and how did they recover?Nearly all technical people have thought of one day starting or working for a startup. For them, this book is the closest you can come to being a fly on the wall at a successful startup, to learn how it's done.But ultimately these interviews are required reading for anyone who wants to understand business, because startups are business reduced to its essence. The reason their founders become rich is that startups do what businesses do--create value--more intensively than almost any other part of the economy. How? What are the secrets that make successful startups so insanely productive? Read this book, and let the founders themselves tell you.
The Interstellar Age: Inside the Forty-Year Voyager Mission
Jim Bell - 2015
The fantastic journey began in 1977, before the first episode of Cosmos aired. The mission was planned as a grand tour beyond the moon; beyond Mars, Jupiter, and Saturn; and maybe even into interstellar space. The fact that it actually happened makes this humanity's greatest space mission.In The Interstellar Age, award-winning planetary scientist Jim Bell reveals what drove and continues to drive the members of this extraordinary team, including Ed Stone, Voyager's chief scientist and the one-time head of NASA's Jet Propulsion Lab; Charley Kohlhase, an orbital dynamics engineer who helped to design many of the critical slingshot maneuvers around planets that enabled the Voyagers to travel so far; and the geologist whose Earth-bound experience would prove of little help in interpreting the strange new landscapes revealed in the Voyagers' astoundingly clear images of moons and planets.Speeding through space at a mind-bending eleven miles a second, Voyager 1 is now beyond our solar system's planets. It carries with it artifacts of human civilization. By the time Voyager passes its first star in about 40,000 years, the gold record on the spacecraft, containing various music and images including Chuck Berry's "Johnny B. Goode," will still be playable.
WTF?: What's the Future and Why It's Up to Us
Tim O'Reilly - 2017
In today’s economy, we have far too much dismay along with our amazement, and technology bears some of the blame. In this combination of memoir, business strategy guide, and call to action, Tim O'Reilly, Silicon Valley’s leading intellectual and the founder of O’Reilly Media, explores the upside and the potential downsides of today's WTF? technologies. What is the future when an increasing number of jobs can be performed by intelligent machines instead of people, or done only by people in partnership with those machines? What happens to our consumer based societies—to workers and to the companies that depend on their purchasing power? Is income inequality and unemployment an inevitable consequence of technological advancement, or are there paths to a better future? What will happen to business when technology-enabled networks and marketplaces are better at deploying talent than traditional companies? How should companies organize themselves to take advantage of these new tools? What’s the future of education when on-demand learning outperforms traditional institutions? How can individuals continue to adapt and retrain? Will the fundamental social safety nets of the developed world survive the transition, and if not, what will replace them? O'Reilly is "the man who can really can make a whole industry happen," according to Eric Schmidt, Executive Chairman of Alphabet (Google.) His genius over the past four decades has been to identify and to help shape our response to emerging technologies with world shaking potential—the World Wide Web, Open Source Software, Web 2.0, Open Government data, the Maker Movement, Big Data, and now AI. O’Reilly shares the techniques he's used at O’Reilly Media to make sense of and predict past innovation waves and applies those same techniques to provide a framework for thinking about how today’s world-spanning platforms and networks, on-demand services, and artificial intelligence are changing the nature of business, education, government, financial markets, and the economy as a whole. He provides tools for understanding how all the parts of modern digital businesses work together to create marketplace advantage and customer value, and why ultimately, they cannot succeed unless their ecosystem succeeds along with them.The core of the book's call to action is an exhortation to businesses to DO MORE with technology rather than just using it to cut costs and enrich their shareholders. Robots are going to take our jobs, they say. O'Reilly replies, “Only if that’s what we ask them to do! Technology is the solution to human problems, and we won’t run out of work till we run out of problems." Entrepreneurs need to set their sights on how they can use big data, sensors, and AI to create amazing human experiences and the economy of the future, making us all richer in the same way the tools of the first industrial revolution did. Yes, technology can eliminate labor and make things cheaper, but at its best, we use it to do things that were previously unimaginable! What is our poverty of imagination? What are the entrepreneurial leaps that will allow us to use the technology of today to build a better future, not just a more efficient one?
Whether technology brings the WTF? of wonder or the WTF? of dismay isn't inevitable. It's up to us!
Head First Design Patterns
Eric Freeman - 2004
At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.
Bright Earth: Art and the Invention of Color
Philip Ball - 1999
From Egyptian wall paintings to the Venetian Renaissance, impressionism to digital images, Philip Ball tells the fascinating story of how art, chemistry, and technology have interacted throughout the ages to render the gorgeous hues we admire on our walls and in our museums.Finalist for the 2002 National Book Critics Circle Award.