Book picks similar to
Audio in Media by Stanley R. Alten
reference
music
audio
breakroom
Organic Chemistry II as a Second Language
David R. Klein - 2005
It explores the critical concepts while also examining why they are relevant. The core content is presented within the framework of predicting products, proposing mechanisms, and solving synthesis problems. Readers will fine-tune the key skills involved in solving those types of problems with the help of interactive, step-by-step instructions and problems.
Sound Reporting: The NPR Guide to Audio Journalism and Production
Jonathan Kern - 2008
Maybe you’re thinking about starting a podcast, and want some tips from the pros. Or maybe storytelling has always been a passion of yours, and you want to learn to do it more effectively. Whatever the case—whether you’re an avid NPR listener or you aspire to create your own audio, or both—Sound Reporting: The NPR Guide to Audio Journalism and Production will give you a rare tour of the world of a professional broadcaster.Jonathan Kern, who has trained NPR’s on-air staff for years, is a gifted guide, able to narrate a day in the life of a host and lay out the nuts and bolts of production with equal wit and warmth. Along the way, he explains the importance of writing the way you speak, reveals how NPR books guests ranging from world leaders to neighborhood newsmakers, and gives sage advice on everything from proposing stories to editors to maintaining balance and objectivity. Best of all—because NPR wouldn’t be NPR without its array of distinctive voices—lively examples from popular shows and colorful anecdotes from favorite personalities animate each chapter.As public radio’s audience of millions can attest, NPR’s unique guiding principles and technical expertise combine to connect with listeners like no other medium can. With today’s technologies allowing more people to turn their home computers into broadcast studios, Sound Reporting couldn’t have arrived at a better moment to reveal the secrets behind the story of NPR’s success.
Good in a Room: How to Sell Yourself (and Your Ideas) and Win Over Any Audience
Stephanie Palmer - 2008
It is hard to think of a more valuable skill." --Peter Kaufman, CEO, Glenair Inc. Former MGM Director of Creative Affairs Stephanie Palmer reveals the techniques used by Hollywood's top writers, directors and producers to get financing for their projects and explains how you can apply these techniques to be more successful in your own high-stakes meetings. Because, as Palmer as found, the strategies used to sell yourself and your ideas in Hollywood Hollywood not only work in other businesses, they often work "better." After taking over three thousand pitch meetings, Stephanie Palmer has seen what works, what doesn't, and has developed a system for helping people with good ideas get the attention and financing they deserve. This is important because of how technology and globalization have created exponential growth in the marketplace for ideas. If you can communicate your ideas concisely and effectively, you will have the edge no matter what industry you are in. Whether you intend to ask for a raise, sign a potential client, promote a new business, secure financing for a creative project, get sponsors for your charity walk or even ask someone on a date, GOOD IN A ROOM shows you how to: -Master the five stages of the face-to-face meeting-Avoid the secret dealbreakers of the first ninety seconds-Be confident in high-pressure situations-Present yourself better and more effectively than you ever have before GOOD IN A ROOM is a step-by-step guide to improving your performance in high-stakes meetings as well as in other areas of your professional life. You'll learn insider secrets, cutting-edge techniques, and how to construct winning presentations that persuade decision-makers. That's what being good in a room is all about.
The Art of Mixing: A Visual Guide to Recording, Engineering, and Production
David Gibson - 1997
Through this three-dimensional, colorful explanation, you are introduced to a framework that will help you understand everything that an engineer does enabling you to not only recognize what you like, but how to achieve it in your studio. Expand your recording techniques by learning what your recording equipment does and how it all works together in a simple, visual manner. From bluegrass to big band, new age to heavy metal, classical to hip-hop, jazz to rap, and alternative rock to techno, Gibson has mapped out everything that can be done to create various effects in all standard mixes. Once you have a perspective on what can be done, you have the power to be truly creative on your own: to make art out of technology.
Culture and Psychology
David Matsumoto - 1996
Along the way, you'll explore topics like changing gender roles, sexuality, self-esteem, aggression, personality, and mate selection. It all adds up to a text that will leave you with a deeper, more complex understanding of the nature of culture, its relationship to psychological processes, and the differences and similarities between cultures in our increasingly globalized world.
In the Blink of an Eye: A Perspective on Film Editing
Walter Murch - 1995
The Art of Electronics
Paul Horowitz - 1980
Widely accepted as the authoritative text and reference on electronic circuit design, both analog and digital, this book revolutionized the teaching of electronics by emphasizing the methods actually used by circuit designers -- a combination of some basic laws, rules of thumb, and a large bag of tricks. The result is a largely nonmathematical treatment that encourages circuit intuition, brainstorming, and simplified calculations of circuit values and performance. The new Art of Electronics retains the feeling of informality and easy access that helped make the first edition so successful and popular. It is an ideal first textbook on electronics for scientists and engineers and an indispensable reference for anyone, professional or amateur, who works with electronic circuits.
Power System Analysis and Design [With CDROM]
J. Duncan Glover - 2001
Like earlier editions of the book, physical concepts are highlighted while also giving necessary attention to math-ematical techniques. Both theory and modeling are developed from simple beginnings so that they can be readily extended to new and complex situations. Beginning in Ch. 3, students are introduced to new concepts critical to analyzing power systems, including coverage of both balanced and unbalanced operating conditions. The authors incorporate new tools and material to aid students with design issues and reflect recent trends in the field. Each book now contains a CD with Power World software. This package is commonly used in industry and will enable students to analyze and simulate power systems. The authors use the software to extend, rather than replace, the fully worked examples provided in previous editions. In the new edition, each Power World Simulator example includes a fully worked hand solution of the problem along with a Power World Simulator case (except when the problem size makes it impractical). The new edition also contains updated case studies on recent trends in the Power Systems field, including coverage of deregulation, increased power demand, economics, and alternative sources of energy. These case studies are derived from real life situations.
The 99% Invisible City: A Field Guide to the Hidden World of Everyday Design
Roman Mars - 2020
The show celebrates design and architecture in all of its functional glory and accidental absurdity, with intriguing tales of both designers and the people impacted by their designs.Now, in The 99% Invisible City: A Field Guide to Hidden World of Everyday Design, host Roman Mars and coauthor Kurt Kohlstedt zoom in on the various elements that make our cities work, exploring the origins and other fascinating stories behind everything from power grids and fire escapes to drinking fountains and street signs. With deeply researched entries and beautiful line drawings throughout, The 99% Invisible City will captivate devoted fans of the show and anyone curious about design, urban environments, and the unsung marvels of the world around them.
Cognitive Surplus: Creativity and Generosity in a Connected Age
Clay Shirky - 2010
For decades, technology encouraged people to squander their time and intellect as passive consumers. Today, tech has finally caught up with human potential. In Cognitive Surplus, Internet guru Clay Shirky forecasts the thrilling changes we will all enjoy as new digital technology puts our untapped resources of talent and goodwill to use at last. Since we Americans were suburbanized and educated by the postwar boom, we've had a surfeit of intellect, energy, and time-what Shirky calls a cognitive surplus. But this abundance had little impact on the common good because television consumed the lion's share of it-and we consume TV passively, in isolation from one another. Now, for the first time, people are embracing new media that allow us to pool our efforts at vanishingly low cost. The results of this aggregated effort range from mind expanding-reference tools like Wikipedia-to lifesaving-such as Ushahidi.com, which has allowed Kenyans to sidestep government censorship and report on acts of violence in real time. Shirky argues persuasively that this cognitive surplus-rather than being some strange new departure from normal behavior-actually returns our society to forms of collaboration that were natural to us up through the early twentieth century. He also charts the vast effects that our cognitive surplus- aided by new technologies-will have on twenty-first-century society, and how we can best exploit those effects. Shirky envisions an era of lower creative quality on average but greater innovation, an increase in transparency in all areas of society, and a dramatic rise in productivity that will transform our civilization. The potential impact of cognitive surplus is enormous. As Shirky points out, Wikipedia was built out of roughly 1 percent of the man-hours that Americans spend watching TV every year. Wikipedia and other current products of cognitive surplus are only the iceberg's tip. Shirky shows how society and our daily lives will be improved dramatically as we learn to exploit our goodwill and free time like never before.
DSM-5 Overview (Quick Study Academic)
BarCharts, Inc. - 2009
Disorders are summarized to be useful for students and professionals as a handy reference to support the study of the DSM-5 manual or its use in practice. Topics summarized include: Neurodevelopmental Disorders Schizophrenia Spectrum and Other Psychotic Disorders Bipolar and Related Disorders Depressive Disorders Obsessive Compulsive and Related Disorders Anxiety Disorders Trauma and Stressor Related Disorders Dissociative Disorders Somatic Symptom and Related Disorders Feeding and Eating Disorders Elimination Disorders Sleep-Wake Disorders Sexual Dysfunctions Disruptive, Impulse-Control, and Conduct Disorders Neurocognitive Disorders Personality Disorders Paraphilic Disorders Other Mental Disorders Other Conditions That May be a Focus of Clinical Attention
The Art of Gathering: How We Meet and Why It Matters
Priya Parker - 2018
If we can understand what makes these gatherings effective and memorable, then we can reframe and redirect them to benefit everyone, host and guest alike. Parker defines a gathering as three or more people who come together for a specific purpose. When we understand why we gather, she says -- to acknowledge, to learn, to challenge, to change -- we learn how to organize gatherings that are relevant and memorable: from an effective business meeting to a thought-provoking conference; from a joyful wedding to a unifying family dinner. Drawing on her experience as a strategic facilitator who's worked with such organizations as the World Economic Forum, the Museum of Modern Art, and the retail company Fresh, Parker explains how ordinary people can create remarkable occasions, large and small. In dozens of fascinating examples, she breaks down the alchemy of these experiences to show what goes into the good ones and demonstrates how we can learn to incorporate those elements into all of our gatherings. The result is a book that's both journey and guide, full of big ideas with real-world applications that will change the way you look at a business meeting, a parent-teacher conference, and a backyard barbecue.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Stuff Matters: Exploring the Marvelous Materials That Shape Our Man-Made World
Mark Miodownik - 2013
Why is glass see-through? What makes elastic stretchy? Why does a paper clip bend? Why does any material look and behave the way it does? These are the sorts of questions that Mark Miodownik a globally-renowned materials scientist has spent his life exploring In this book he examines the materials he encounters in a typical morning, from the steel in his razor and the graphite in his pencil to the foam in his sneakers and the concrete in a nearby skyscraper.
Electric Machinery Fundamentals
Stephen J. Chapman - 1991
MATLAB has been incorporated throughtout, both in examples and problems.