GATE Architecture / Planning


B.K. Das
    This book will be helpful for students who want to prepare within a short time, covering the whole syllabus and all compilations at one place.

Time-Saver Standards for Housing and Residential Development


Joseph De Chiara - 1994
    In superb graphic detail, with hundreds of plans, illustrations, and diagrams, this comprehensive resource presents and entire library's worth of essential design data for residential development.

The Art Of Computer Game Design


Chris Crawford
    The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

Building Design and Construction


Vicente A. Tagayun - 2010
    It also contains the easy to follow instructions on how to analyze and compute the structural design of critical building parts such as: reinforced concrete slabs, beams, columns and footings. There are also simple designs and floor plans for a variety of building types to be found in this book.BUILDING DESIGN AND CONSTRUCTION should be of interest to architects, engineers, contractors, developers and allied professionals who are engaged in building design, planning and construction. Students and graduates reviewing for the board examinations for architects and engineers would find in this book valuable practical knowledge to supplement the theories learned in their classrooms.Project owners studying this book would appreciate and get a clear understanding of how their envisioned pet project, which sprang only from a mere idea - is transformed slowly step-by-step - into concrete form.Explanations and instructions in BUILDING DESIGN AND CONSTRUCTION are conveyed in direct and simple language for easy understanding even by the layman. Plans and drawings are clearly presented, to be easily interpreted by construction workers.

Jump-Start Your Photography In 30 Minutes: Introduction To Digital Photography


Raymond Salisbury - 2015
    Back to basics guide to improve your knowledge of and practice of photography.Topics include camera and lens types, lighting, exposure, composition and image editing.

Vanderbilt's Biltmore


Robert Wernick - 2012
    But ambition quickly took wing. The house swelled to 225 rooms and became - until 2012 when it was topped by the home of a billionaire in Mumbai, India – the world’s largest residence ever built for a private citizen. Here’s the story of the house that Vanderbilt built - from the gardens by Frederick Law Olmsted to the John Singer Sargent portraits that adorn its walls.

A New Program for Graphic Design


David Reinfurt - 2019
    

Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games


Lizzie Stark - 2012
    A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.

Imaginary Cities


Darran Anderson - 2015
    A work of creative nonfiction, the book roams through space, time and possibility, mapping cities of sound, melancholia and the afterlife, where time runs backwards or which float among the clouds. In doing so, Imaginary Cities seeks to move beyond the clichés of psychogeography and hauntology, to not simply revisit the urban past, or our relationship with it, but to invade and reinvent it. Following in the lineage of Borges, Calvino, Chris Marker and Kenneth White, the book examines the city from global macrocosm to the microcosm of its inhabitants’ perspectives. It proceeds through opium dreams, sea voyages, the hallucinations of prisoners, nocturnal decadence, impossible Soviet skyscrapers, marauding golems, subterranean civilisations, apocalyptic prophecies and the work of architectural visionaries such as Antonio Sant’Elia, Archigram and Buckminster Fuller. It rethinks the ideas of utopias and dystopias, urban exploration, alienation and resistance. It claims that the Situationists lacked ambition when they suggested, “Beneath the paving stones, the beach.” Instead, beneath the paving stones, we may just be able to discern the entire universe. Imaginary Cities demonstrates that each city dreamt up by artists, writers, architects and lunatics has a real-life equivalent and that the great Marco Polo was no liar. Imaginary Cities need not simply exist in fiction or the mind. We already inhabit them.

Laurie Baker: Life, Works & Writings


Gautam Bhatia - 2000
    His distinctive brand of architecture, usually moulded around local building traditions (especially those of Kerela, his adopted home state in south India), is instantly identifiable and has, unsurprisingly, revolutionized traditional concepts of architecture in India. Baker's architecture is responsive, uses local materials and lays stress on low-cost design.This biograpy of Laurie Baker, like his work, is direct, simple and comprehensive; further embellished with sketches, plans, photographs and some of Baker's own writings, the book offers the professional architect view of the life, methods and thoughts of an unorthodox genius.

Not So Big House Coll-2cy


Sarah Susanka - 2002
    Available for the first time, Sarah Susanka's best-selling books in one handsome slipcase set.-- Great gift package-- Offers all of Sarah Susanka's trendsetting architectural ideas in one set

Uncertainty in Games


Greg Costikyan - 2013
    Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Gaudi: The Life of a Visionary


J. Castellar-Gassol - 1999
    

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.