The Best Camera Is the One That's with You: iPhone Photography


Chase Jarvis - 2009
    In The Best Camera Is The One That's With You, Chase reimagines, examines, and redefines the intersection of art and popular culture through images shot with his iPhone. The pictures in the book, all taken with Chase's iPhone, make up a visual notebook-a photographic journal-from the past year of his life. The book is full of visually-rich iPhone photos and peppered with inspiring anecdotes. Two megapixels at a time, these images have been gathered and bound into a book that represents a stake in the ground. With it, Chase underscores the idea that an image can come from any camera, even a mobile phone. As Chase writes, Inherently, we all know that an image isn't measured by its resolution, dynamic range, or anything technical. It's measured by the simple-sometimes profound, other times absurd or humorous or whimsical-effect that it can have upon us. If you can see it, it can move you.This book is geared to inspire everyone, regardless of their level of photography knowledge, that you can capture moments and share them with our friends, families, loved ones, or the world at the press of a button. Readers of The Best Camera Is The One That's With You will also enjoy the iPhone application Chase Jarvis created in conjunction with this book, appropriately named Best Camera. Best Camera has a unique set of filters and effects that can be applied at the touch of a button. Stack them. Mix them. Remix them. Best Camera also allows you to share directly to a host of social marketing sites via www.thebestcamera.com, a new online community that allows you to contribution to a living, breathing gallery of the best iPhone photography from around the globe. Together, the book, app, and website, represent a first-of-its-kind ecosystem dedicated to encouraging creativity through picture taking with the camera that you already have. The Best Camera Is The One That's With You-shoot!

The Cuckoo's Egg: Tracking a Spy Through the Maze of Computer Espionage


Clifford Stoll - 1989
    citizen recognized its ominous potential. Armed with clear evidence of computer espionage, he began a highly personal quest to expose a hidden network of spies that threatened national security. But would the authorities back him up? Cliff Stoll's dramatic firsthand account is "a computer-age detective story, instantly fascinating [and] astonishingly gripping" (Smithsonian). Cliff Stoll was an astronomer turned systems manager at Lawrence Berkeley Lab when a 75-cent accounting error alerted him to the presence of an unauthorized user on his system. The hacker's code name was "Hunter" -- a mysterious invader who managed to break into U.S. computer systems and steal sensitive military and security information. Stoll began a one-man hunt of his own: spying on the spy. It was a dangerous game of deception, broken codes, satellites, and missile bases -- a one-man sting operation that finally gained the attention of the CIA...and ultimately trapped an international spy ring fueled by cash, cocaine, and the KGB.

The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition


Jordan Mechner - 2020
    

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

Adobe Photoshop Cs3 for Photographers: A Professional Image Editor's Guide to the Creative Use of Photoshop for the Macintosh and PC


Martin Evening - 2000
    But it can be overwhelming to learn, even for professional photographers, graphic designers, keen amateurs, and others who already have an initial grasp of Photoshop. Acclaimed photographer Martin Evening, who wrote the best-selling previous books, 'Adobe Photoshop for Photographers', makes it easy with this new, thoroughly updated edition. * Illustrated throughout with before-and-after pictures - more than 750 professional, color illustrations!* Practical techniques and real-life assignments* Step-by-step tutorials* Keyboard shortcut reference guideIncludes FREE DVD with: * QuickTime movie tutorials for MAC and PC * Searchable tips on tools, palettes layer styles, and shortcuts * Includes images selected for you to experiment with to get you up to speed with everything in the book, including the new Photoshop CS3 features, fast! * Updated Camera Guide to help you decide which will best suit your needs, plus bonus Digital Capture chapter in printable PDF formatUncover quickly exactly what Adobe's CS3 now offers photographers. New tutorials focus on the key features introduced in CS3. You lose no time in finding out how to put your ideas to work with: * Adobe's Camera Raw 4 plug-in that can now also process TIFFs and JPEGs* New Align controls for combining HDR images; Photomerge; new Clone Stamp; Curves dialog that now incorporates Levels functionality; and improved controls for Brightness/Contrast to match raw image processing controls* The latest on Black and White adjustment, which provides all the black and white conversion tools you need for optimum monochrome conversions* A pro's scoop on choosing from among dozens of Photoshop's image adjustment methods to get the results you want* Tips on Bridge 2.0 and Lightroom - when you should use each* Top tactics for successful composite images, insider guidance on editing shadows and highlight adjustments, and lessons on how to preview and re-edit filter effects as many times as you want - without complex workaroundsGet the preeminent advice from one photographer to another as Martin completely updates you on the core aspects of working with Photoshop, digital workflow, and improving accessibility. Real-life examples, diagrams, illustrations, and step-by-step explanations ensure that you're up to speed with the next generation of digital photography in no time!Foreword by Adobe Systems' key Director of Engineering, Digital Imaging, Marc Pawliger

Dogfight: How Apple and Google Went to War and Started a Revolution


Fred Vogelstein - 2013
    At the center of this change are Apple and Google, two companies whose philosophies, leaders, and commercial acumen have steamrolled the competition. In the age of the Android and the iPad, these corporations are locked in a feud that will play out not just in the marketplace but in the courts and on screens around the world.     Fred Vogelstein has reported on this rivalry for more than a decade and has rare access to its major players. In Dogfight, he takes us into the offices and board rooms where company dogma translates into ruthless business; behind outsize personalities like Steve Jobs, Apple’s now-lionized CEO, and Eric Schmidt, Google’s executive chairman; and inside the deals, lawsuits, and allegations that mold the way we communicate. Apple and Google are poaching each other’s employees. They bid up the price of each other’s acquisitions for spite, and they forge alliances with major players like Facebook and Microsoft in pursuit of market dominance.     Dogfight reads like a novel: vivid nonfiction with never-before-heard details. This is more than a story about what devices will replace our phones and laptops. It’s about who will control the content on those devices and where that content will come from—about the future of media in Silicon Valley, New York, and Hollywood.

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 Web Designer's Idea Book Volume 2: More of the Best Themes, Trends and Styles in Website Design


Patrick McNeil - 2010
    Author Patrick McNeil, creator of the popular web design blog designmeltdown.com and author of the original bestselling Web Designer's Idea Book, has cataloged thousands of sites, and showcases the latest and best examples in this book. The web is the most rapidly changing design medium, and this book offers an organized overview of what's happening right now. Sites are categorized by type, design element, styles and themes, structural styles, and structural elements. This new volume also includes a helpful chapter explaining basic design principles and how they can be applied online. Whether you're brainstorming with a coworker or explaining your ideas to a client, this book provides a powerful communication tool you can use to jumpstart your next project.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Build Awesome Command-Line Applications in Ruby: Control Your Computer, Simplify Your Life


David B. Copeland - 2012
    With its simple commands, flags, and parameters, a well-formed command-line application is the quickest way to automate a backup, a build, or a deployment and simplify your life. As Ruby pro David Copeland explains, writing a command-line application that is self-documenting, robust, adaptable and forever useful is easier than you might think. Ruby is particularly suited to this task, since it combines high-level abstractions with "close to the metal" system interaction wrapped up in a concise, readable syntax. Moreover, Ruby has the support of a rich ecosystem of open-source tools and libraries. Ten insightful chapters each explain and demonstrate a command-line best practice. You'll see how to use these tools to elevate the lowliest automation script to a maintainable, polished application. You'll learn how to use free, open source parsers to create user-friendly command-line interfaces as well as command suites. You'll see how to use defaults to keep options simple for everyday users, while giving advanced users options for more complex tasks. There's no reason a command-line application should lack documentation, whether it's part of a help command or a man page; you'll find out when and how to use both. Your journey from command-line novice to pro ends with a look at valuable approaches to testing your apps, and includes some fun techniques for outside-the-box, colorful interfaces that will delight your users. With Ruby, the command line is not dead. Long live the command line.What You Need: All you'll need is Ruby, and the ability to install a few gems along the way. Examples written for Ruby 1.9.2, but 1.8.7 should work just as well.

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games


Peter Leigh - 2018
    Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

Lucene in Action


Erik Hatcher - 2004
    It describes how to index your data, including types you definitely need to know such as MS Word, PDF, HTML, and XML. It introduces you to searching, sorting, filtering, and highlighting search results.Lucene powers search in surprising placesWhat's Inside- How to integrate Lucene into your applications- Ready-to-use framework for rich document handling- Case studies including Nutch, TheServerSide, jGuru, etc.- Lucene ports to Perl, Python, C#/.Net, and C++- Sorting, filtering, term vectors, multiple, and remote index searching- The new SpanQuery family, extending query parser, hit collecting- Performance testing and tuning- Lucene add-ons (hit highlighting, synonym lookup, and others)

Building Cloud Apps with Microsoft Azure: Best Practices for DevOps, Data Storage, High Availability, and More (Developer Reference)


Scott Guthrie - 2014
    The patterns apply to the development process as well as to architecture and coding practices. The content is based on a presentation developed by Scott Guthrie and delivered by him at the Norwegian Developers Conference (NDC) in June of 2013 (part 1, part 2), and at Microsoft Tech Ed Australia in September 2013 (part 1, part 2). Many others updated and augmented the content while transitioning it from video to written form. Who should read this book Developers who are curious about developing for the cloud, are considering a move to the cloud, or are new to cloud development will find here a concise overview of the most important concepts and practices they need to know. The concepts are illustrated with concrete examples, and each chapter includes links to other resources that provide more in-depth information. The examples and the links to additional resources are for Microsoft frameworks and services, but the principles illustrated apply to other web development frameworks and cloud environments as well. Developers who are already developing for the cloud may find ideas here that will help make them more successful. Each chapter in the series can be read independently, so you can pick and choose topics that you're interested in. Anyone who watched Scott Guthrie's "Building Real World Cloud Apps with Windows Azure" presentation and wants more details and updated information will find that here. Assumptions This ebook expects that you have experience developing web applications by using Visual Studio and ASP.NET. Familiarity with C# would be helpful in places.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.