The History Book: Big Ideas Simply Explained


R.G. Grant - 2010
    One hundred crystal-clear articles explore the Law Code of Hammurabi, the Renaissance, the American Revolution, World War II, and much, much more, bringing the events and people of history to life.As part of DK's award-winning Big Ideas Simply Explained series, The History Book uses infographics and images to explain key ideas and themes. Biographies of key leaders, thinkers, and warriors, from Julius Caesar to Barack Obama, offer insight into their lives and further historical insight into these world-changing episodes.The History Book makes the past 4,000 years of history accessible and provides enlightenment on the forces that shaped the world as we know it today, for students and history buffs alike.Series Overview: Big Ideas Simply Explained series uses creative design and innovative graphics, along with straightforward and engaging writing, to make complex subjects easier to understand. These award-winning books provide just the information needed for students, families, or anyone interested in concise, thought-provoking refreshers on a single subject.Reviews:"[The Big Ideas Simply Explained books] are beautifully illustrated with shadow-like cartoons that break down even the most difficult concepts so they are easier to grasp. These step-by-step diagrams are an incredibly clever learning device to include, especially for visual learners." - Examiner.com"The visual layout promotes browsing with illustrations, pull quotes, and simple mind maps to explain concepts quickly." - Library Journal"Accessible guide to the great thinkers." - School Library Journal"Clever and engaging." - Booklist

Game-Changer: Game Theory and the Art of Transforming Strategic Situations


David McAdams - 2014
    He was referring to battlefield tactics, but the same can be said about any strategic situation. Even seemingly certain defeat can be turned into victory--whether in battle, business, or life--by those with the strategic vision to recognize how to "change the game" to their own advantage.The aim of David McAdams's Game-Changer is nothing less than to empower you with this wisdom--not just to win in every strategic situation (or "game") you face but to change those games and the ecosystems in which they reside to transform your life and our lives together for the better.Game-Changer develops six basic ways to change games--commitment, regulation, cartelization, retaliation, trust, and relationships--enlivened by countless colorful characters and unforgettable examples from the worlds of business, medicine, finance, military history, crime, sports, and more.The book then digs into several real-world strategic challenges, such as how to keep prices low on the Internet, how to restore the public's lost trust in for-charity telemarketers, and even how to save mankind from looming and seemingly unstoppable drug-resistant disease. In each case, McAdams uses the game-theory approach developed in the book to identify the strategic crux of the problem and then leverages that "game-awareness" to brainstorm ways to change the game to solve or at least mitigate the underlying problem.So get ready for a fascinating journey. You'll emerge a deeper strategic thinker, poised to change and win all the games you play. In doing so, you can also make the world a better place. "Just one Game-Changer [is] enough to seed and transform an entire organization into a more productive, happier, and altogether better place," McAdams writes. Just imagine what we can do together.

Discrete Mathematics


Richard Johnsonbaugh - 1984
    Focused on helping students understand and construct proofs and expanding their mathematical maturity, this best-selling text is an accessible introduction to discrete mathematics. Johnsonbaugh's algorithmic approach emphasizes problem-solving techniques. The Seventh Edition reflects user and reviewer feedback on both content and organization.

The Physics of Star Trek


Lawrence M. Krauss - 1995
    Now Lawrence M. Krauss, an internationally known theoretical physicist and educator, has written the quintessential physics book for Trekkers and non-Trekkers alike.Anyone who has ever wondered, "Could this really happen?" will gain useful insights into the "Star Trek" universe (and, incidentally, the real universe) in this charming and accessible volume. Krauss boldly goes where "Star Trek" has gone -- and beyond. He uses the "Star Trek" future as a launching pad to discuss the forefront of modern physics. From Newton to Hawking, from Einstein to Feynman, from Kirk to Janeway, Krauss leads the reader on a voyage to the world of physics as we now know it and as it might one day be.Featuring the Top 10 biggest physics bloopers in "Star Trek," as selected by Nobel Prize-winning physicists and other dedicated Trekkers!"This book is fun, and Mr. Krauss has a nice touch with a tough subject...Readers drawn by frivolity will be treated to substance." "--New York Times Book Review""Today's science fiction is often tomorrow's science fact. The physics that underlies "Star Trek" is surely worth investigating. To confine our attention to terrestrial matters would be to limit the human spirit."--Stephen Hawking (in the foreword)A

How Music Works


David Byrne - 2012
    In the insightful How Music Works, Byrne offers his unique perspective on music - including how music is shaped by time, how recording technologies transform the listening experience, the evolution of the industry, and much more.

Hackers & Painters: Big Ideas from the Computer Age


Paul Graham - 2004
    Who are these people, what motivates them, and why should you care?Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls “an intellectual Wild West.”The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, internet startups, and more.

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Zero: The Biography of a Dangerous Idea


Charles Seife - 2000
    For centuries, the power of zero savored of the demonic; once harnessed, it became the most important tool in mathematics. Zero follows this number from its birth as an Eastern philosophical concept to its struggle for acceptance in Europe and its apotheosis as the mystery of the black hole. Today, zero lies at the heart of one of the biggest scientific controversies of all time, the quest for the theory of everything. Elegant, witty, and enlightening, Zero is a compelling look at the strangest number in the universe and one of the greatest paradoxes of human thought.

Statistics: An Introduction Using R


Michael J. Crawley - 2005
    R is one of the most powerful and flexible statistical software packages available, and enables the user to apply a wide variety of statistical methods ranging from simple regression to generalized linear modelling. Statistics: An Introduction using R is a clear and concise introductory textbook to statistical analysis using this powerful and free software, and follows on from the success of the author's previous best-selling title Statistical Computing. * Features step-by-step instructions that assume no mathematics, statistics or programming background, helping the non-statistician to fully understand the methodology. * Uses a series of realistic examples, developing step-wise from the simplest cases, with the emphasis on checking the assumptions (e.g. constancy of variance and normality of errors) and the adequacy of the model chosen to fit the data. * The emphasis throughout is on estimation of effect sizes and confidence intervals, rather than on hypothesis testing. * Covers the full range of statistical techniques likely to be need to analyse the data from research projects, including elementary material like t-tests and chi-squared tests, intermediate methods like regression and analysis of variance, and more advanced techniques like generalized linear modelling. * Includes numerous worked examples and exercises within each chapter. * Accompanied by a website featuring worked examples, data sets, exercises and solutions: http: //www.imperial.ac.uk/bio/research/crawl... Statistics: An Introduction using R is the first text to offer such a concise introduction to a broad array of statistical methods, at a level that is elementary enough to appeal to a broad range of disciplines. It is primarily aimed at undergraduate students in medicine, engineering, economics and biology - but will also appeal to postgraduates who have not previously covered this area, or wish to switch to using R.

The Devil's Dozen: How Cutting-Edge Forensics Took Down 12 Notorious Serial Killers


Katherine Ramsland - 2009
    "Katherine Ramsland has brilliantly captured the insights and drama of some fascinating cases" (Dr. Henry Lee) in her previous bestselling books. Now she examines the case histories of twelve of the most notorious serial killers of the last one hundred years, and answers the questions: What clues did they leave behind? How were they eventually caught? How was each twist and turn of their crimes matched by the equally compelling weapons of science and logic? From exploring the nineteenth century's earliest investigative tools to remarkable twenty-first century CSI advances, The Devil's Dozen provides a fascinating window into the world of those who kill-and those who dedicate their lives to bringing them to justice.

Prime Obsession: Bernhard Riemann and the Greatest Unsolved Problem in Mathematics


John Derbyshire - 2003
    Alternating passages of extraordinarily lucid mathematical exposition with chapters of elegantly composed biography and history, Prime Obsession is a fascinating and fluent account of an epic mathematical mystery that continues to challenge and excite the world.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Numbers Rule Your World: The Hidden Influence of Probabilities and Statistics on Everything You Do


Kaiser Fung - 2010
    This is how engineers calculate your quality of living, how corporations determine your needs, and how politicians estimate your opinions. These are the numbers you never think about-even though they play a crucial role in every single aspect of your life.What you learn may surprise you, amuse you, or even enrage you. But there's one thing you won't be able to deny: Numbers Rule Your World...An easy read with a big benefit. --Fareed Zakaria, CNNFor those who have anxiety about how organization data-mining is impacting their world, Kaiser Fung pulls back the curtain to reveal the good and the bad of predictive analytics. --Ian Ayres, Yale professor and author of Super Crunchers: Why Thinking By Numbers is the New Way to Be Smart A book that engages us with stories that a journalist would write, the compelling stories behind the stories as illuminated by the numbers, and the dynamics that the numbers reveal. --John Sall, Executive Vice President, SAS InstituteLittle did I suspect, when I picked up Kaiser Fung's book, that I would become so entranced by it - an illuminating and accessible exploration of the power of statistical analysis for those of us who have no prior training in a field that he explores so ably. --Peter Clarke, author of Keynes: The Rise, Fall, and Return of the 20th Century's Most Influential EconomistA tremendous book. . . . If you want to understand how to use statistics, how to think with numbers and yet to do this without getting lost in equations, if you've been looking for the book to unlock the door to logical thinking about problems, well, you will be pleased to know that you are holding that book in your hands. --Daniel Finkelstein, Executive Editor, The Times of LondonI thoroughly enjoyed this accessible book and enthusiastically recommend it to anyone looking to understand and appreciate the role of statistics and data analysis in solving problems and in creating a better world. --Michael Sherman, Texas A&M University, American Statistician

Game Theory 101: The Basics


William Spaniel - 2011
    From the first lesson to the last, each chapter introduces games of increasing complexity and then teaches the game theoretical tools necessary to solve them. Inside, you will find: All the basics fully explained, including pure strategy Nash equilibrium, mixed strategy Nash equilibrium, the mixed strategy algorithm, how to calculate payoffs, strict dominance, weak dominance, iterated elimination of strictly dominated strategies, iterated elimination of weakly dominated strategies, and more! Dozens of games solved, including the prisoner's dilemma, stag hunt, matching pennies, zero sum games, battle of the sexes/Bach or Stravinsky, chicken/snowdrift, pure coordination, deadlock, and safety in numbers! Crystal clear, line-by-line calculations of every step, with more than 200 images so you don't miss a thing! Tons of applications: war, trade, game shows, and duopolistic competition. Quick, efficient, and to the point, Game Theory 101: The Basics is perfect for introductory game theory, intermediate microeconomics, and political science.

The Visual Display of Quantitative Information


Edward R. Tufte - 1983
    Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relational graphics, data maps, multivariate designs. Detection of graphical deception: design variation vs. data variation. Sources of deception. Aesthetics and data graphical displays. This is the second edition of The Visual Display of Quantitative Information. Recently published, this new edition provides excellent color reproductions of the many graphics of William Playfair, adds color to other images, and includes all the changes and corrections accumulated during 17 printings of the first edition.