A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Day of Infamy


Walter Lord - 1957
    But as Japan’s deadly torpedoes suddenly rained down on the Pacific fleet, soldiers, generals, and civilians alike felt shock, then fear, then rage. From the chaos, a thousand personal stories of courage emerged. Drawn from hundreds of interviews, letters, and diaries, Walter Lord recounts the many tales of heroism and tragedy by those who experienced the attack firsthand. From the musicians of the USS Nevada who insisted on finishing “The Star Spangled Banner” before taking cover, to the men trapped in the capsized USS Oklahoma who methodically voted on the best means of escape, each story conveys the terror and confusion of the raid, as well as the fortitude of those who survived.

1,000 Recordings to Hear Before You Die


Tom Moon - 2008
    The most exciting book on music in years. A book of treasure, a book of discovery, a book to open your ears to new worlds of pleasure. Doing for music what Patricia Schultz—author of the phenomenal 1,000 Places to See Before You Die—does for travel, Tom Moon recommends 1,000 recordings guaranteed to give listeners the joy, the mystery, the revelation, the sheer fun of great music. This is a book both broad and deep, drawing from the diverse worlds of classical, jazz, rock, pop, blues, country, folk, musicals, hip-hop, world, opera, soundtracks, and more. It's arranged alphabetically by artist to create the kind of unexpected juxtapositions that break down genre bias and broaden listeners’ horizons— it makes every listener a seeker, actively pursuing new artists and new sounds, and reconfirming the greatness of the classics. Flanking J. S. Bach and his six entries, for example, are the little-known R&B singer Baby Huey and the '80s Rastafarian hard-core punk band Bad Brains. Farther down the list: The Band, Samuel Barber, Cecelia Bartoli, Count Basie, and Afropop star Waldemer Bastos. Each entry is passionately written, with expert listening notes, fascinating anecdotes, and the occasional perfect quote—"Your collection could be filled with nothing but music from Ray Charles," said Tom Waits, "and you'd have a completely balanced diet." Every entry identifies key tracks, additional works by the artist, and where to go next. And in the back, indexes and playlists for different moods and occasions.

To Conquer the Air: The Wright Brothers and the Great Race for Flight


James Tobin - 2003
    From the Kansas City Star, "A wonderful story, wonderfully told, a history that delivers all the suspense and heartache of a novel, and is as difficult to put down"

The Great Escape


Anton Gill - 2002
     It was the biggest British-led break-out of the Second World War. But the men paid a high price for their bravery: of the 73 POWs re-captured, 30 were brutally executed on Hitler’s direct orders. The tireless RAF investigation into the atrocity affords us an extraordinary insight into the last hours of many of the victims and the actions of the killers. Drawing together the meticulous research carried out for the war-crimes trial, interviews with the families and friends of the murdered men and with surviving veterans of the camp, Anton Gill provides us with a definitive account of this unique event and its shocking aftermath. The sheer determination and wit involved in the lead up to the design of the greatest tunnel ever built is captured thoroughly. The tenacity of the prisoners has become the stuff of legend, as they saw through their plan to dig the longest and most sophisticated tunnel ever conceived. 'Resounds with authenticity ... a wonderful tale' - Charles Spencer, Mail on Sunday Anton Gill, only child of an English mother and a German father, worked for the English Stage Company, the Arts Council and the BBC before becoming a full-time writer in 1984. He has published over twenty books, mainly in the field of contemporary history, including The Journey Back from Hell: Conversations with Concentration Camp Survivors (winner of the H. H. Wingate Award), A Dance between Flames: Berlin between the Wars; and An Honourable Defeat: A History of the German Resistance to Hitler. Endeavour Press is the UK's leading independent digital publisher. For more information on our titles please sign up to our newsletter at www.endeavourpress.com. Each week you will receive updates on free and discounted ebooks. Follow us on Twitter: @EndeavourPress and on Facebook via http://on.fb.me/1HweQV7. We are always interested in hearing from our readers. Endeavour Press believes that the future is now.

Lonely Planet Scandinavia


Andy Symington - 1993
    Cruise through Norway's majestic fjords, float in Iceland's Blue Lagoon or sample Copenhagen's finest new-Nordic cuisine; all with your trusted travel companion. Get to the heart of Scandinavia and begin your journey now! Inside Lonely Planet's Scandinavia Travel Guide: Colour maps and images throughout Highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices Honest reviews for all budgets - eating, sleeping, sight-seeing, going out, shopping, hidden gems that most guidebooks miss Cultural insights give you a richer, more rewarding travel experience - history, art, literature, cinema, music, architecture, landscapes, wildlife and cuisine. Over 45 maps Covers Norway, Denmark, Sweden, Iceland, Finland, Tallinn and more eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalise your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing The Perfect Choice: Lonely Planet Scandinavia, our most comprehensive guide to Scandinavia, is perfect for both exploring top sights and taking roads less travelled. Looking for just a few of the destinations included in this guide? Check out the relevant Lonely Planet Travel Guides, our most comprehensive guides that both cover the top sights and take the roads less travelled. Authors: Written and researched by Lonely Planet, Andy Symington, Anna Kaminski, Anthony Ham, Carolyn Bain, Cristian Bonetto, Peter Dragicevich. About Lonely Planet: Since 1973, Lonely Planet has become the world's leading travel media company with guidebooks to every destination, an award-winning website, mobile and digital travel products, and a dedicated traveller community. Lonely Planet covers must-see spots but also enables curious travellers to get off beaten paths to understand more of the culture of the places in which they find themselves.

How to Solve It: A New Aspect of Mathematical Method


George Pólya - 1944
    Polya, How to Solve It will show anyone in any field how to think straight. In lucid and appealing prose, Polya reveals how the mathematical method of demonstrating a proof or finding an unknown can be of help in attacking any problem that can be reasoned out--from building a bridge to winning a game of anagrams. Generations of readers have relished Polya's deft--indeed, brilliant--instructions on stripping away irrelevancies and going straight to the heart of the problem.

The Presentation Secrets of Steve Jobs


Carmine Gallo - 2009
    Communications expert Carmine Gallo has studied and analyzed the very best of Jobs's performances, offering point-by-point examples, tried-and-true techniques, and proven presentation secrets in 18 "scenes," including:Develop a messianic sense of purposeReveal the Conquering heroChannel your inner ZenStage your presentation with propsMake it look effortlessWith this revolutionary approach, you'll be surprised at how easy it is to sell your ideas, share your enthusiasm, and wow your audience the Steve Jobs way."No other leader captures an audience like Steve Jobs does and, like no other book, The Presentation Secrets of Steve Jobs captures the formula Steve uses to enthrall audiences."--Rob Enderle, The Enderle Group"Now you can learn from the best there is--both Jobs and Gallo. No matter whether you are a novice presenter or a professional speaker like me, you will read and reread this book with the same enthusiasm that people bring to their iPods."--David Meerman Scott, bestselling author of The New Rules of Marketing & PR and World Wide Rave

The Man Who Ran the Moon: James E. Webb and the Secret History of Project Apollo


Piers Bizony - 2006
    Webb. The Man Who Ran the Moon explores a time when Webb and an elite group of charismatic business associates took control of America's Apollo moon project, sometimes with disturbing results. In 1967, NASA was rocked by disaster and Apollo was grounded. Webb was savaged in a Congressional investigation. Not just a matter of broken hardware, there were accusations of corruption at the heart of America's space effort. Some of Webb's political allies had been caught up in the biggest scandal ever to hit Washington prior to Watergate. The backwash unfairly tainted NASA's chief. By the time of the first triumphant lunar landing, Webb had resigned and his name had all but been forgotten. But he's the man who got us to the moon, and the power base he forged in the 1960s has kept NASA on a solid footing to this day. Washington insiders now acknowledge Webb as one of the greatest leaders in modern American history. No space boss since his time has wielded so much power and such a powerful story.

High Performance Browser Networking


Ilya Grigorik - 2013
    By understanding what the browser can and cannot do, you’ll be able to make better design decisions and deliver faster web applications to your users.Author Ilya Grigorik—a developer advocate and web performance engineer at Google—starts with the building blocks of TCP and UDP, and then dives into newer technologies such as HTTP 2.0, WebSockets, and WebRTC. This book explains the benefits of these technologies and helps you determine which ones to use for your next application.- Learn how TCP affects the performance of HTTP- Understand why mobile networks are slower than wired networks- Use best practices to address performance bottlenecks in HTTP- Discover how HTTP 2.0 (based on SPDY) will improve networking- Learn how to use Server Sent Events (SSE) for push updates, and WebSockets for XMPP chat- Explore WebRTC for browser-to-browser applications such as P2P video chat- Examine the architecture of a simple app that uses HTTP 2.0, SSE, WebSockets, and WebRTC

Malta Spitfire: The Diary of an Ace Fighter Pilot


George Beurling - 1943
    Twenty-five thousand feet above Malta--that is where the Spitfires intercepted the Messerschmitts, Macchis, and Reggianes as they swept eastward in their droves, screening the big Junkers with their bomb loads as they pummeled the island beneath: the most bombed patch of ground in the world. One of those Spitfire pilots was George Beurling, nicknamed "Screwball," who in fourteen flying days destroyed twenty-seven German and Italian aircraft and damaged many more. Hailing from Canada, Beurling finally made it to Malta in the summer of 1942 after hard training and combat across the Channel. Malta Spitfire tells his story and that of the gallant Spitfire squadron, 249, which day after day ascended to the "top of the hill" to meet the enemy against overwhelming odds. With this memoir, readers experience the sensation of being in the cockpit with him, climbing to meet the planes driving in from Sicily, diving down through the fighter screen at the bombers, dodging the bullets coming out of the sun, or whipping up under the belly of an Me for a deflection shot at the engine. This is war without sentiment or romance, told in terms of human courage, skill, and heroism--a classic of WWII military aviation.

The Elements of Computing Systems: Building a Modern Computer from First Principles


Noam Nisan - 2005
    The books also provides a companion web site that provides the toold and materials necessary to build the hardware and software.

Angle of Attack: Harrison Storms and the Race to the Moon


Mike Gray - 1992
    "A fascinating book . . . about what Americans can achieve with vision and teamwork".--Buzz Aldrin.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Master Handbook of Acoustics


F. Alton Everest - 1981
    This book applies the theory to the design of specialized audio spaces such as the home listening room, the control room, and the multi-track-recording studio.