A Manual for Writers of Research Papers, Theses, and Dissertations: Chicago Style for Students and Researchers


Kate L. Turabian - 1955
    Bellow. Strauss. Friedman. The University of Chicago has been the home of some of the most important thinkers of the modern age. But perhaps no name has been spoken with more respect than Turabian. The dissertation secretary at Chicago for decades, Kate Turabian literally wrote the book on the successful completion and submission of the student paper. Her Manual for Writers of Research Papers, Theses, and Dissertations, created from her years of experience with research projects across all fields, has sold more than seven million copies since it was first published in 1937.Now, with this seventh edition, Turabian’s Manual has undergone its most extensive revision, ensuring that it will remain the most valuable handbook for writers at every level—from first-year undergraduates, to dissertation writers apprehensively submitting final manuscripts, to senior scholars who may be old hands at research and writing but less familiar with new media citation styles. Gregory G. Colomb, Joseph M. Williams, and the late Wayne C. Booth—the gifted team behind The Craft of Research—and the University of Chicago Press Editorial Staff combined their wide-ranging expertise to remake this classic resource. They preserve Turabian’s clear and practical advice while fully embracing the new modes of research, writing, and source citation brought about by the age of the Internet.Booth, Colomb, and Williams significantly expand the scope of previous editions by creating a guide, generous in length and tone, to the art of research and writing. Growing out of the authors’ best-selling Craft of Research, this new section provides students with an overview of every step of the research and writing process, from formulating the right questions to reading critically to building arguments and revising drafts. This leads naturally to the second part of the Manual for Writers, which offers an authoritative overview of citation practices in scholarly writing, as well as detailed information on the two main citation styles (“notes-bibliography” and “author-date”). This section has been fully revised to reflect the recommendations of the fifteenth edition of The Chicago Manual of Style and to present an expanded array of source types and updated examples, including guidance on citing electronic sources.The final section of the book treats issues of style—the details that go into making a strong paper. Here writers will find advice on a wide range of topics, including punctuation, table formatting, and use of quotations. The appendix draws together everything writers need to know about formatting research papers, theses, and dissertations and preparing them for submission. This material has been thoroughly vetted by dissertation officials at colleges and universities across the country.This seventh edition of Turabian’s Manual for Writers of Research Papers, Theses, and Dissertations is a classic reference revised for a new age. It is tailored to a new generation of writers using tools its original author could not have imagined—while retaining the clarity and authority that generations of scholars have come to associate with the name Turabian.

The Friendly Orange Glow: The Untold Story of the PLATO System and the Dawn of Cyberculture


Brian Dear - 2017
    The many thousands of people who used the system have held on to the PLATO ideas throughout their careers, influencing countless technological products and programs: from flat-panel wall TVs and touch-sensitive screens to chat rooms, instant messaging, screen savers, multiplayer games, flight simulators, crowdsourcing, interactive fiction, emoticons, and e-learning. Fascinating, first hand, and revelatory, The Friendly Orange Glow makes clear that the work of PLATO practitioners has profoundly shaped the computer industry from its inception to our very moment. This book is as much the biography of a vision as it is the story of the people behind PLATO. Every technology story--whether it's about the steam engine, airplane, telephone, Model T, or more recently, Apple, Google, and Tesla electric car--has at its core a vision. It is the immutable nature of technology, and technology visions, to run full life cycles, from cradle to grave. PLATO's story is no different. Like all technology visions, PLATO grew outdated and was disrupted by competing visions. The Friendly Orange Glow is a revelatory paradigm for our technological age.

How Literature Saved My Life


David Shields - 2013
    Shields evokes his deeply divided personality (his “ridiculous” ambivalence), his character flaws, his woes, his serious despairs. Books are his life raft, but when they come to feel un-lifelike and archaic, he revels in a new kind of art that is based heavily on quotation and consciousness. And he shares with us a final irony: he wants “literature to assuage human loneliness, but nothing can assuage human loneliness. Literature doesn’t lie about this––which is what makes it essential.”

On the Edge: The Spectacular Rise and Fall of Commodore


Brian Bagnall - 2005
    Before Apple, IBM, or Dell, Commodore was the first computer maker to market its machines to the public, selling an estimated 22 million Commodore 64s. These halcyon days were tumultuous, however, owing to the expectations and unsparing tactics of founder Jack Tramiel. Engineers and managers with the company between 1976 and 1994 share their experiences of the groundbreaking moments, soaring business highs, and stunning employee turnover that came along with being on top of the PC world in the early days.

Dear Data


Giorgia Lupi - 2016
    The result is described as “a thought-provoking visual feast”.

Python Crash Course: A Hands-On, Project-Based Introduction to Programming


Eric Matthes - 2015
    You'll also learn how to make your programs interactive and how to test your code safely before adding it to a project. In the second half of the book, you'll put your new knowledge into practice with three substantial projects: a Space Invaders-inspired arcade game, data visualizations with Python's super-handy libraries, and a simple web app you can deploy online.As you work through Python Crash Course, you'll learn how to: Use powerful Python libraries and tools, including matplotlib, NumPy, and PygalMake 2D games that respond to keypresses and mouse clicks, and that grow more difficult as the game progressesWork with data to generate interactive visualizationsCreate and customize simple web apps and deploy them safely onlineDeal with mistakes and errors so you can solve your own programming problemsIf you've been thinking seriously about digging into programming, Python Crash Course will get you up to speed and have you writing real programs fast. Why wait any longer? Start your engines and code!

In the Plex: How Google Thinks, Works, and Shapes Our Lives


Steven Levy - 2011
    How has Google done it? Veteran technology reporter Steven Levy was granted unprecedented access to the company, and in this revelatory book he takes readers inside Google headquarters—the Googleplex—to show how Google works.While they were still students at Stanford, Google cofounders Larry Page and Sergey Brin revolutionized Internet search. They followed this brilliant innovation with another, as two of Google’s earliest employees found a way to do what no one else had: make billions of dollars from Internet advertising. With this cash cow, Google was able to expand dramatically and take on other transformative projects: more efficient data centers, open-source cell phones, free Internet video (YouTube), cloud computing, digitizing books, and much more.The key to Google’s success in all these businesses, Levy reveals, is its engineering mind-set and adoption of such Internet values as speed, openness, experimentation, and risk taking. After its unapologetically elitist approach to hiring, Google pampers its engineers—free food and dry cleaning, on-site doctors and masseuses—and gives them all the resources they need to succeed. Even today, with a workforce of more than 23,000, Larry Page signs off on every hire.But has Google lost its innovative edge? With its newest initiative, social networking, Google is chasing a successful competitor for the first time. Some employees are leaving the company for smaller, nimbler start-ups. Can the company that famously decided not to be evil still compete?No other book has ever turned Google inside out as Levy does with In the Plex.

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.

Semantic Web for the Working Ontologist: Effective Modeling in RDFS and OWL


Dean Allemang - 2008
    There are many sources too for basic information on the extensions to the WWW that permit content to be expressed in natural language yet used by software agents to easily find, share and integrate information. Until now individuals engaged in creating ontologies-- formal descriptions of the concepts, terms, and relationships within a given knowledge domain-- have had no sources beyond the technical standards documents.Semantic Web for the Working Ontologist transforms this information into the practical knowledge that programmers and subject domain experts need. Authors Allemang and Hendler begin with solutions to the basic problems, but don't stop there: they demonstrate how to develop your own solutions to problems of increasing complexity and ensure that your skills will keep pace with the continued evolution of the Semantic Web.

Grokking Algorithms An Illustrated Guide For Programmers and Other Curious People


Aditya Y. Bhargava - 2015
    The algorithms you'll use most often as a programmer have already been discovered, tested, and proven. If you want to take a hard pass on Knuth's brilliant but impenetrable theories and the dense multi-page proofs you'll find in most textbooks, this is the book for you. This fully-illustrated and engaging guide makes it easy for you to learn how to use algorithms effectively in your own programs.Grokking Algorithms is a disarming take on a core computer science topic. In it, you'll learn how to apply common algorithms to the practical problems you face in day-to-day life as a programmer. You'll start with problems like sorting and searching. As you build up your skills in thinking algorithmically, you'll tackle more complex concerns such as data compression or artificial intelligence. Whether you're writing business software, video games, mobile apps, or system utilities, you'll learn algorithmic techniques for solving problems that you thought were out of your grasp. For example, you'll be able to:Write a spell checker using graph algorithmsUnderstand how data compression works using Huffman codingIdentify problems that take too long to solve with naive algorithms, and attack them with algorithms that give you an approximate answer insteadEach carefully-presented example includes helpful diagrams and fully-annotated code samples in Python. By the end of this book, you will know some of the most widely applicable algorithms as well as how and when to use them.

Game Engine Black Book, Wolfenstein 3D


Fabien Sanglard - 2017
    How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.

Designing Data-Intensive Applications


Martin Kleppmann - 2015
    Difficult issues need to be figured out, such as scalability, consistency, reliability, efficiency, and maintainability. In addition, we have an overwhelming variety of tools, including relational databases, NoSQL datastores, stream or batch processors, and message brokers. What are the right choices for your application? How do you make sense of all these buzzwords?In this practical and comprehensive guide, author Martin Kleppmann helps you navigate this diverse landscape by examining the pros and cons of various technologies for processing and storing data. Software keeps changing, but the fundamental principles remain the same. With this book, software engineers and architects will learn how to apply those ideas in practice, and how to make full use of data in modern applications. Peer under the hood of the systems you already use, and learn how to use and operate them more effectively Make informed decisions by identifying the strengths and weaknesses of different tools Navigate the trade-offs around consistency, scalability, fault tolerance, and complexity Understand the distributed systems research upon which modern databases are built Peek behind the scenes of major online services, and learn from their architectures

The Untold History of Japanese Game Developers: Gold Edition


John Szczepaniak - 2014
    Konami's secret games console, the origin of Game Arts and Quintet, unusual events at Telenet, stories on Falcom, politics behind Enix's game programming contests, a tour of the Love-de-Lic and WARP offices (with layout sketches). Every interviewee is asked about unreleased titles. Foreword by GAMESIDE magazine's editor-in-chief, Yusaku Yamamoto. INTERVIEWEES INCLUDE: Hitoshi YONEDA / Tatsuo NOMURA / Katsutoshi EGUCHI / Toru HIDAKA / Roy OZAKI / Kouichi YOTSUI / Masaaki KUKINO / Yoshitaka Murayama / Harry Inaba / Ryukushi07 / Kotaro UCHIKOSHI / ZUN / Yoshiro KIMURA / Kouji YOKOTA / Jun Nagashima / Yuzo KOSHIRO / Masamoto MORITA / Akira TAKIGUCHI / Masakuni MITSUHASHI / Kohei IKEDA / Hiroshi SUZUKI / Tomonori SUGIYAMA / Yutaka ISOKAWA / Yasuhito SAITO / Takaki KOBAYASHI / Keite ABE / Keiji INAFUNE / Makoto GOTO

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design


Chris Solarski - 2012
    It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.  Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook

Program or Be Programmed: Ten Commands for a Digital Age


Douglas Rushkoff - 2010
    But for all the heat of claim and counter-claim, the argument is essentially beside the point: it’s here; it’s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? “Choose the former,” writes Rushkoff, “and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make.” In ten chapters, composed of ten “commands” accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe.In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age––and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as “viral media,” “social currency” and “screenagers.” He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust, as well as the current financial crisis. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.“Douglas Rushkoff is one of the great thinkers––and writers––of our time.” —Timothy Leary“Rushkoff is damn smart. As someone who understood the digital revolution faster and better than almost anyone, he shows how the internet is a social transformer that should change the way your business culture operates." —Walter Isaacson