Book picks similar to
Ocean The History by Chris Wilkins


non-fiction
videogames
video-games
nonfiction

Organize Your Genealogy in Evernote in 10 Easy Steps


Lorine McGinnis Schulze - 2014
    You will learn how to create notes, how to create stacks, how to set up a hierarchical structure for tags, how to create virtual genealogy binders, easy ways to transfer your computer files into an Evernote Note, and more. You will be able to follow each step to create your own Genealogy Binders full of your research (documents, photos, audio files, and more) on all your ancestors. Your Genealogy files will be organized, easily accessible and readily available to share with others if desired.

Life in a Tank


Richard Haigh - 1918
    But the wonderful development, however, in a few months, of a large, heterogeneous collection of men into a solid, keen, self-sacrificing unit, was but another instance of the way in which war improves the character and temperament of man. It was entirely new for men who were formerly in a regiment, full of traditions, to find themselves in the[...].

Welcome to Oz: A Cinematic Approach to Digital Still Photography with Photoshop


Vincent Versace - 2006
    You must first approach the subject with the proper sense of perception, with the ability to visualize the finished print before you commit a scene to pixels, but still be flexible and spontaneous. Master Fine Art photographer Vincent Versace has spent his career learning and teaching the art of perception and how to translate it into stunning images. In Welcome to Oz,  he delves into what it means to approach digital photography cinematically, to use your perception, your camera, and Photoshop to capture the movement of life in a still image. Features: Adapt your workflow to the image so you always know how best to use your tools Turn a seemingly impossible photographic scenario into a successful image Practice “image harvesting” to combine the best parts of  many captures to create an optimum final result Create black and white prints that have the look, feel and “richness” of traditional silver prints without ever leaving the RGB color space 224 pages.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Who Says Elephants Can't Dance?: Inside IBM's Historic Turnaround


Louis V. Gerstner Jr. - 2002
    By 1993, the computer industry had changed so rapidly the company was on its way to losing $16 billion and IBM was on a watch list for extinction -- victimized by its own lumbering size, an insular corporate culture, and the PC era IBM had itself helped invent.Then Lou Gerstner was brought in to run IBM. Almost everyone watching the rapid demise of this American icon presumed Gerstner had joined IBM to preside over its continued dissolution into a confederation of autonomous business units. This strategy, well underway when he arrived, would have effectively eliminated the corporation that had invented many of the industry's most important technologies.Instead, Gerstner took hold of the company and demanded the managers work together to re-establish IBM's mission as a customer-focused provider of computing solutions. Moving ahead of his critics, Gerstner made the hold decision to keep the company together, slash prices on his core product to keep the company competitive, and almost defiantly announced, "The last thing IBM needs right now is a vision."Who Says Elephants Can't Dance? tells the story of IBM's competitive and cultural transformation. In his own words, Gerstner offers a blow-by-blow account of his arrival at the company and his campaign to rebuild the leadership team and give the workforce a renewed sense of purpose. In the process, Gerstner defined a strategy for the computing giant and remade the ossified culture bred by the company's own success.The first-hand story of an extraordinary turnaround, a unique case study in managing a crisis, and a thoughtful reflection on the computer industry and the principles of leadership, Who Says Elephants Can't Dance? sums up Lou Gerstner's historic business achievement. Taking readers deep into the world of IBM's CEO, Gerstner recounts the high-level meetings and explains the pressure-filled, no-turning-back decisions that had to be made. He also offers his hard-won conclusions about the essence of what makes a great company run.In the history of modern business, many companies have gone from being industry leaders to the verge of extinction. Through the heroic efforts of a new management team, some of those companies have even succeeded in resuscitating themselves and living on in the shadow of their former stature. But only one company has been at the pinnacle of an industry, fallen to near collapse, and then, beyond anyone's expectations, returned to set the agenda. That company is IBM.Lou Gerstener, Jr., served as chairman and chief executive officer of IBM from April 1993 to March 2002, when he retired as CEO. He remained chairman of the board through the end of 2002. Before joining IBM, Mr. Gerstner served for four years as chairman and CEO of RJR Nabisco, Inc. This was preceded by an eleven-year career at the American Express Company, where he was president of the parent company and chairman and CEO of its largest subsidiary. Prior to that, Mr. Gerstner was a director of the management consulting firm of McKinsey & Co., Inc. He received a bachelor's degree in engineering from Dartmouth College and an MBA from Harvard Business School.

The Next 100 Years: A Forecast for the 21st Century


George Friedman - 2008
    It imagines passing clouds to be permanent and is blind to powerful, long-term shifts taking place in full view of the world.” —George Friedman In his long-awaited and provocative new book, George Friedman turns his eye on the future—offering a lucid, highly readable forecast of the changes we can expect around the world during the twenty-first century. He explains where and why future wars will erupt (and how they will be fought), which nations will gain and lose economic and political power, and how new technologies and cultural trends will alter the way we live in the new century.The Next 100 Years draws on a fascinating exploration of history and geopolitical patterns dating back hundreds of years. Friedman shows that we are now, for the first time in half a millennium, at the dawn of a new era—with changes in store, including:• The U.S.-Jihadist war will conclude—replaced by a second full-blown cold war with Russia.• China will undergo a major extended internal crisis, and Mexico will emerge as an important world power.• A new global war will unfold toward the middle of the century between the United States and an unexpected coalition from Eastern Europe, Eurasia, and the Far East; but armies will be much smaller and wars will be less deadly.• Technology will focus on space—both for major military uses and for a dramatic new energy resource that will have radical environmental implications.• The United States will experience a Golden Age in the second half of the century.Written with the keen insight and thoughtful analysis that has made George Friedman a renowned expert in geopolitics and forecasting, The Next 100 Years presents a fascinating picture of what lies ahead.For continual, updated analysis and supplemental material, go to www.Stratfor.com

Hunting with the Bow & Arrow


Saxton T. Pope - 1923
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

The Master Algorithm: How the Quest for the Ultimate Learning Machine Will Remake Our World


Pedro Domingos - 2015
    In The Master Algorithm, Pedro Domingos lifts the veil to give us a peek inside the learning machines that power Google, Amazon, and your smartphone. He assembles a blueprint for the future universal learner--the Master Algorithm--and discusses what it will mean for business, science, and society. If data-ism is today's philosophy, this book is its bible.

The Art of Point-and-Click Adventure Games


Steve Jarrett - 2018
    It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.

Sandworm: A New Era of Cyberwar and the Hunt for the Kremlin's Most Dangerous Hackers


Andy Greenberg - 2019
    Targeting American utility companies, NATO, and electric grids in Eastern Europe, the strikes became ever more brazen, eventually leading to the first-ever blackouts triggered by hackers. They culminated in the summer of 2017 when malware known as NotPetya was unleashed, compromising, disrupting, and paralyzing some of the world's largest companies. At the attack's epicenter in Ukraine, ATMs froze. The railway and postal systems shut down. NotPetya spread around the world, inflicting an unprecedented ten billions of dollars in damage--the largest, most penetrating cyberattack the world had ever seen.The hackers behind these attacks are quickly gaining a reputation as the most dangerous team of cyberwarriors in the internet's history: Sandworm. Believed to be working in the service of Russia's military intelligence agency, they represent a persistent, highly skilled, state-sponsored hacking force, one whose talents are matched by their willingness to launch broad, unrestrained attacks on the most critical infrastructure of their adversaries. They target government and private sector, military and civilians alike.From WIRED senior writer Andy Greenberg comes Sandworm, the true story of the desperate hunt to identify and track those attackers. It considers the danger this force poses to our national stability and security. And as the Kremlin's role in manipulating foreign governments and sparking chaos globally comes into greater focus, Sandworm reveals the realities not just of Russia's global digital offensive, but of an era where warfare ceases to be waged on the battlefield--where the line between digital and physical conflict begins to blur, with world-shaking implications.

The Tetris Effect: The Game that Hypnotized the World


Dan Ackerman - 2016
    But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

The Norman Maclean Reader


Norman Maclean - 2008
    But it was a role he took up late in life, that of writer, that won him enduring fame and critical acclaim—as well as the devotion of readers worldwide. Though the 1976 collection A River Runs Through It and Other Stories was the only book Maclean published in his lifetime, it was an unexpected success, and the moving family tragedy of the title novella—based largely on Maclean’s memories of his childhood home in Montana—has proved to be one of the most enduring American stories ever written.The Norman Maclean Reader is a wonderful addition to Maclean’s celebrated oeuvre. Bringing together previously unpublished materials with incidental writings and selections from his more famous works, the Reader will serve as the perfect introduction for readers new to Maclean, while offering longtime fans new insight into his life and career. In this evocative collection, Maclean as both a writer and a man becomes evident. Perceptive, intimate essays deal with his career as a teacher and a literary scholar, as well as the wealth of family stories for which Maclean is famous. Complete with a generous selection of letters, as well as excerpts from a 1986 interview, The Norman Maclean Reader provides a fully fleshed-out portrait of this much admired author, showing us a writer fully aware of the nuances of his craft, and a man as at home in the academic environment of the University of Chicago as in the quiet mountains of his beloved Montana.Multifarious and moving, the works collected in The Norman Maclean Reader serve as both a summation and a celebration, giving readers a chance once again to hear one of American literature’s most distinctive voices.

The Mental Floss History of the World: An Irreverent Romp through Civilization's Best Bits


Erik Sass - 2008
    As audacious as it is edifying, here is a hilarious and irreverent—yet always historically accurate—overview of the ascent (or descent) of humankind, courtesy of the same rebel geniuses who brought you Mental Floss presents Condensed Knowledge and Mental Floss Presents Forbidden Knowledge. Updated with all the hot topics and events of the past few years, The Mental Floss History of the World is proof positive that just because something’s true doesn’t mean it’s boring.

CK-12 Basic Physics


CK-12 Foundation - 2012
    Objects in harmonic motion have the ability to transfer some of their energy over large distances. Light Nature: This chapter covers the nature of light, polarization, and color.

Pathology of Lying, accusation, and swindling: a study in forensic psychology


Mary Tenney Healy - 2007