Quadrivium: The Four Classical Liberal Arts of Number, Geometry, Music, & Cosmology


John Martineau - 2010
    It was studied from antiquity to the Renaissance as a way of glimpsing the nature of reality. Geometry is number in space; music is number in time; and comology expresses number in space and time. Number, music, and geometry are metaphysical truths: life across the universe investigates them; they foreshadow the physical sciences.Quadrivium is the first volume to bring together these four subjects in many hundreds of years. Composed of six successful titles in the Wooden Books series-Sacred Geometry, Sacred Number, Harmonograph, The Elements of Music, Platonic & Archimedean Solids, and A Little Book of Coincidence-it makes ancient wisdom and its astonishing interconnectedness accessible to us today.Beautifully produced in six different colors of ink, Quadrivium will appeal to anyone interested in mathematics, music, astronomy, and how the universe works.

Code: The Hidden Language of Computer Hardware and Software


Charles Petzold - 1999
    And through CODE, we see how this ingenuity and our very human compulsion to communicate have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold weaves an illuminating narrative for anyone who’s ever wondered about the secret inner life of computers and other smart machines. It’s a cleverly illustrated and eminently comprehensible story—and along the way, you’ll discover you’ve gained a real context for understanding today’s world of PCs, digital media, and the Internet. No matter what your level of technical savvy, CODE will charm you—and perhaps even awaken the technophile within.

Chuck Klosterman on Media and Culture: A Collection of Previously Published Essays


Chuck Klosterman - 2010
    From Sex, Drugs, and Cocoa Puffs; Chuck Klosterman IV; and Eating the Dinosaur, these essays are now available in this ebook collection for fans of Klosterman’s writing on media and culture.

It's All a Game: The History of Board Games from Monopoly to Settlers of Catan


Tristan Donovan - 2017
    But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification?In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.

The Drunkard's Walk: How Randomness Rules Our Lives


Leonard Mlodinow - 2008
    From the classroom to the courtroom and from financial markets to supermarkets, Mlodinow's intriguing and illuminating look at how randomness, chance, and probability affect our daily lives will intrigue, awe, and inspire.

The Colossal Book of Short Puzzles and Problems


Martin Gardner - 2005
    His yearly gatherings of short and inventive problems were easily his most anticipated math columns. Loyal readers would savor the wit and elegance of his explorations in physics, probability, topology, and chess, among others. Grouped by subject and arrayed from easiest to hardest, the puzzles gathered here, which complement the lengthier, more involved problems in The Colossal Book of Mathematics, have been selected by Gardner for their illuminating; and often bewildering; solutions. Filled with over 300 illustrations, this new volume even contains nine new mathematical gems that Gardner, now ninety, has been gathering for the last decade. No amateur or expert math lover should be without this indispensable volume; a capstone to Gardner's seventy-year career.

Linked: How Everything Is Connected to Everything Else and What It Means for Business, Science, and Everyday Life


Albert-László Barabási - 2002
    Albert-László Barabási, the nation’s foremost expert in the new science of networks and author of Bursts, takes us on an intellectual adventure to prove that social networks, corporations, and living organisms are more similar than previously thought. Grasping a full understanding of network science will someday allow us to design blue-chip businesses, stop the outbreak of deadly diseases, and influence the exchange of ideas and information. Just as James Gleick and the Erdos–Rényi model brought the discovery of chaos theory to the general public, Linked tells the story of the true science of the future and of experiments in statistical mechanics on the internet, all vital parts of what would eventually be called the Barabási–Albert model.

The Magic of Math: Solving for X and Figuring Out Why


Arthur T. Benjamin - 2015
    joyfully shows you how to make nature's numbers dance."--Bill Nye (the science guy)The Magic of Math is the math book you wish you had in school. Using a delightful assortment of examples-from ice-cream scoops and poker hands to measuring mountains and making magic squares-this book revels in key mathematical fields including arithmetic, algebra, geometry, and calculus, plus Fibonacci numbers, infinity, and, of course, mathematical magic tricks. Known throughout the world as the "mathemagician," Arthur Benjamin mixes mathematics and magic to make the subject fun, attractive, and easy to understand for math fan and math-phobic alike."A positively joyful exploration of mathematics."-Publishers Weekly, starred review"Each [trick] is more dazzling than the last."-Physics World

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

Mind Performance Hacks: Tips & Tools for Overclocking Your Brain


Ron Hale-Evans - 2006
    This book can make you smarter.Mind Performance Hacks provides real-life tips and tools for overclocking your brain and becoming a better thinker. In the increasingly frenetic pace of today's information economy, managing your life requires hacking your brain. With this book, you'll cut through the clutter and tune up your brain intentionally, safely, and productively.Grounded in current research and theory, but offering practical solutions you can apply immediately, Mind Performance Hacks is filled with life hacks that teach you to:Use mnemonic tricks to remember numbers, names, dates, and other flotsam you need to recall. Put down your calculator and perform complex math in your head, with your fingers, or on the back of a napkin. Spark your creativity with innovative brainstorming methods. Use effective systems to capture new ideas before they get away. Communicate in creative new ways-even using artificial languages. Make better decisions by foreseeing problems and finding surprising solutions. Improve your mental fitness with cool tricks and games.While the hugely successful Mind Hacks showed you how your brain works, Mind Performance Hacks shows you how to make it work better.

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

Mindstorms: Children, Computers, And Powerful Ideas


Seymour Papert - 1980
    We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

Number Freak: From 1 to 200- The Hidden Language of Numbers Revealed


Derrick Niederman - 2009
    Includes such gems as:? There are 42 eyes in a deck of cards, and 42 dots on a pair of dice ? In order to fill in a map so that neighboring regions never get the same color, one never needs more than four colors ? Hells Angels use the number 81 in their insignia because the initials H and A are the eighth and first numbers in the alphabet respectively