Art Made from Books: Altered, Sculpted, Carved, Transformed


Laura Heyenga - 2013
    Art Made from Books is the definitive guide to this compelling art form, showcasing groundbreaking work by today's most showstopping practitioners. From Su Blackwell's whimsical pop-up landscapes to the stacked-book sculptures of Kylie Stillman, each portfolio celebrates the incredible creative diversity of the medium. A preface by pioneering artist Brian Dettmer and an introduction by design critic Alyson Kuhn round out the collection. Presented in an unusual, tactile package with an exposed spine, this is an essential addition to the libraries of book lovers and art aficionados.

Medieval Combat: A Fifteenth-Century Illustrated Manual of Swordfighting and Close-Quarter Combat


Hans Talhoffer
    The authentic fifteenth-century techniques of master of arms Hans Talhoffer are illustrated in detail, presenting not only a unique historic record but also a visual guide for modern practitioners. Talhoffer's professional fencing manual of 1467 illustrates the intricacies of the medieval art of fighting, covering both the 'judicial duel' (an officially sanctioned fight to resolve a legal dispute) and personal combat. Combatants in the Middle Ages used footwork, avoidance, and the ability to judge and manipulate timing and distance to exploit and enhance the sword's inherent cutting and thrusting capabilities. These skills were supplemented with techniques for grappling, wrestling, kicking and throwing the opponent, as well as disarming him by seizing his weapon. Every attack contained a defense and every defense a counter-attack. Talhoffer reveals the techniques for wrestling, unarmored fighting with the long sword, pole-axe, dagger, sword and buckler, and mounted combat. This unparalleled guide to medieval combat, illustrated with 268 contemporary images, provides a glimpse of real people fighting with skill, sophistication and ruthlessness.

How to Stop Living Paycheck to Paycheck: A proven path to financial fitness in only 15 minutes a week!


Avery Breyer - 2015
    Finally someone has come up with some practical, easy, quick, and workable suggestions to get out of debt and stay there." Grady Harp (Hall of Fame, Amazon Top 100 Reviewer, Vine Voice) "This is the rarest of all rarities - a really good ebook on personal finance." Amazon Top 1000 Reviewer "Avery Breyer's self-help guide to consumer finances... is filled with great ideas for getting out of a financial rut. I found her reasons for setting up a budget to be compelling and was impressed by the Money Tracker program she includes with the book... It's highly recommended." Rated 5-stars by Jack Magnus (Readers' Favorite) "I needed this book 25 years ago!" David Woody (Amazon Reader) Do you want to learn proven techniques that will help you to stop living paycheck to paycheck and stop stressing out about money? Do you want to be able to relax, knowing that all of your needs, today and in the future, can be paid for with ease? This book is going to show you money solutions that actually work. This book will provide you with both the tools and the knowledge that you need to finally get ahead. You'll learn a budget system that has stood the test of time, and helped countless people to dramatically reduce, or eliminate, their stress about money. In this practical, action-oriented guide, you'll learn an easy money-management system that takes only 15 minutes per week (that's an average of just over 2 minutes a day!) to maintain. After all, budget planning should be quick and easy! In this brilliant guide, some of the things you will learn include: -The easiest ways to pay down bad debt, and time-tested strategies to avoid getting more -How to set up a money management system that will provide for your daily monetary needs both now, and in the future -The 6 most important things you can do to take control of your money -11 budget traps, and how to avoid them You will also be given free lifetime access to The Money Tracker, a simple tool that makes keeping tabs on your budget quick and easy. Don't be the kind of person who procrastinates and makes a bad situation worse. Be the kind of person who isn't afraid to to tackle a problem head on. Be the kind of person who takes action now. You can stop living paycheck to paycheck and start to take control of your money and budget today. After that, sit back and enjoy the new life you are creating for yourself, a life where you feel secure, and more confident in your ability to manage your money. It's your time. Buy this book today and get started!

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

An Ugly Truth: Inside Facebook's Battle for Domination


Sheera Frenkel - 2021
     Once one of Silicon Valley’s greatest success stories, Facebook has been under constant fire for the past five years, roiled by controversies and crises. It turns out that while the tech giant was connecting the world, they were also mishandling users’ data, spreading fake news, and amplifying dangerous, polarizing hate speech. The company, many said, had simply lost its way. But the truth is far more complex. Leadership decisions enabled, and then attempted to deflect attention from, the crises. Time after time, Facebook’s engineers were instructed to create tools that encouraged people to spend as much time on the platform as possible, even as those same tools boosted inflammatory rhetoric, conspiracy theories, and partisan filter bubbles. And while consumers and lawmakers focused their outrage on privacy breaches and misinformation, Facebook solidified its role as the world’s most voracious data-mining machine, posting record profits, and shoring up its dominance via aggressive lobbying efforts. Drawing on their unrivaled sources, Sheera Frenkel and Cecilia Kang take readers inside the complex court politics, alliances and rivalries within the company to shine a light on the fatal cracks in the architecture of the tech behemoth. Their explosive, exclusive reporting led them to a shocking conclusion: The missteps of the last five years were not an anomaly but an inevitability—this is how Facebook was built to perform. In a period of great upheaval, growth has remained the one constant under the leadership of Mark Zuckerberg and Sheryl Sandberg. Both have been held up as archetypes of uniquely 21st century executives—he the tech “boy genius” turned billionaire, she the ultimate woman in business, an inspiration to millions through her books and speeches. But sealed off in tight circles of advisers and hobbled by their own ambition and hubris, each has stood by as their technology is coopted by hate-mongers, criminals and corrupt political regimes across the globe, with devastating consequences. In An Ugly Truth, they are at last held accountable.

Cranky Ladies of History


Tansy Rayner RobertsKirstyn McDermott - 2015
    Some of our most memorable historical figures were outspoken, dramatic, brave, feisty, rebellious and downright ornery.Cranky Ladies of History is a celebration of 22 women who challenged conventional wisdom about appropriate female behaviour, from the ancient world all the way through to the twentieth century. Some of our protagonists are infamous and iconic, while others have been all but forgotten under the heavy weight of history.Sometimes you have to break the rules before the rules break you.CONTENTS:Introduction by Tansy Rayner Roberts Queenside by Liz Barr The Company Of Women by Garth Nix Mary, Mary by Kirstyn McDermottA Song For Sacagawea by Jane Yolen Look How Cold My Hands Are by Deborah BiancottiBright Moon by Foz MeadowsCharmed Life by Joyce ChngA Beautiful Stream by Nisi Shawl Neter Nefer by Amanda Pillar The Dragon, The Terror, The Sea by Stephanie Lai Due Care And Attention by Sylvia Kelso Theodora by Barbara Robson For So Great A Misdeed by Lisa L. Hannett The Pasha, The Girl And The Dagger by Havva Murat Granuaile by Dirk Flinthart Little Battles by L.M. Myles Another Week In The Future, An Excerpt by Kaaron Warren The Lioness by Laura Lam Cora Crane And The Trouble With Me by Sandra McDonald Vintana by Thoraiya Dyer Hallowed Ground by Juliet MarillierGlorious by Faith Mudge

Designing Virtual Worlds


Richard Bartle - 2003
    It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Celtic Tales: Fairy Tales and Stories of Enchantment from Ireland, Scotland, Brittany, and Wales


Kate Forrester - 2016
    Perilous quests, true love, and animals that talk. The traditional stories of Ireland, Scotland, Brittany, and Wales transport us to the fantastical world of Celtic folklore. These timeless tales brim with wit and magic, and each on is brought to life with elegant silhouette art in this special illustrated edition.

The Tea Cyclopedia: A Celebration of the World's Favorite Drink


Keith Souter - 2013
    To put it frankly, it is a love, an addiction, and some would even go as far to say a philosophy. Dr. Keith Souter examines the perpetual impact that this adored beverage has bestowed upon the world for centuries, from its mystical origins in the East, to its inevitable influence on the West. The Tea Cyclopedia is an indispensable reference for anyone interested in all things tea. Commencing each chapter with insightful quotes, it not only captures the historical beginnings of this beloved drink, but also explores tea's involvement in politics, health, the economy, and even fortune-telling. This unprecedented beverage has united people in times of adversity; it has also divided nations, causing volatile revolutions, such as the Sri Lankan Civil War and the Boston Tea Party. But today you will most likely find that various cultures have developed their own unique style of enjoying tea, and the ritual of tea drinking itself is not only intriguing, but also highly rewarding.    In this meticulously detailed guide, readers will rediscover tea, its cultivation, and all of its richness and intricacy as a worldwide beverage. The Tea Cyclopedia is an enthralling tribute to the illustrious, invigorating, and elusive leaf that has vehemently continued to inspire people for more than two thousand years.

Magpies, Homebodies, and Nomads: A Modern Knitter’s Guide to Discovering and Exploring Style


Cirilia Rose - 2014
    Her attitude toward curating her own collection of designs is informed as much by travel, cultural history, and tried-and-true sourcebooks as it is by modern media and technology. In Magpies, Homebodies, and Nomads, Rose takes readers behind the scenes of her design process, showing them how she curates and organizes ideas and translates them into knitwear designs. Through 25 projects that fall into three categories—Magpies (accessories for the small amounts of precious yarns that knitters inevitably collect), Homebodies (garments for time spent close to home), and Nomads (garments to wear when venturing out into the world)—Rose shares her modern aesthetic and invites readers to develop their own.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Cockpit Confidential: Everything You Need to Know about Air Travel: Questions, Answers, & Reflections


Patrick Smith - 2013
    Patrick Smith, airline pilot and author of the web's popular Ask the Pilot feature, separates the fact from fallacy and tells you everything you need to know...-How planes fly, and a revealing look at the men and women who fly them-Straight talk on turbulence, pilot training, and safety-The real story on congestion, delays, and the dysfunction of the modern airport-The myths and misconceptions of cabin air and cockpit automation-Terrorism in perspective, and a provocative look at security-Airfares, seating woes, and the pitfalls of airline customer service-The colors and cultures of the airlines we love to hateCockpit Confidential covers not only the nuts and bolts of flying, but also the grand theater of air travel, from airport architecture to inflight service to the excitement of travel abroad. It's a thoughtful, funny, at times deeply personal look into the strange and misunderstood world of commercial flying.It's the ideal book for frequent flyers, nervous passengers, and global travelers.Refreshed and vastly expanded from the original Ask the Pilot, with approximately 75 percent new material.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Animal Crossing: New Leaf - Prima Official Game Guide


Stephen Stratton - 2013
    ·      Discover something new every day – this guide will show you what special things you can do each day of the year, right down to the best time to do it so that you don’t miss a thing. ·      Detailed furniture catalog – see how to acquire each piece of furniture for customizing your house and each accessory for your character. ·      Checklists for everything – keep track of items you get with checklists that cover each type of collectable. ·      Smaller trim size for portability and over 400 pages of content.