Bright Earth: Art and the Invention of Color


Philip Ball - 1999
    From Egyptian wall paintings to the Venetian Renaissance, impressionism to digital images, Philip Ball tells the fascinating story of how art, chemistry, and technology have interacted throughout the ages to render the gorgeous hues we admire on our walls and in our museums.Finalist for the 2002 National Book Critics Circle Award.

Cubed: A Secret History of the Workplace


Nikil Saval - 2010
    From "Bartleby the Scrivener" to The Office, from the steno pool to the open-plan cubicle farm, Cubed is a fascinating, often funny, and sometimes disturbing anatomy of the white-collar world and how it came to be the way it is—and what it might become.In the mid-nineteenth century clerks worked in small, dank spaces called “counting-houses.” These were all-male enclaves, where work was just paperwork. Most Americans considered clerks to be questionable dandies, who didn’t do “real work.” But the joke was on them: as the great historical shifts from agricultural to industrial economies took place, and then from industrial to information economies, the organization of the workplace evolved along with them—and the clerks took over. Offices became rationalized, designed for both greater efficiency in the accomplishments of clerical work and the enhancement of worker productivity. Women entered the office by the millions, and revolutionized the social world from within. Skyscrapers filled with office space came to tower over cities everywhere. Cubed opens our eyes to what is a truly "secret history" of changes so obvious and ubiquitous that we've hardly noticed them. From the wood-paneled executive suite to the advent of the cubicles where 60% of Americans now work (and 93% of them dislike it) to a not-too-distant future where we might work anywhere at any time (and perhaps all the time), Cubed excavates from popular books, movies, comic strips (Dilbert!), and a vast amount of management literature and business history, the reasons why our workplaces are the way they are—and how they might be better.

Notre-Dame de Paris


Alain Erlande-Brandenburg - 1999
    This, the most detailed and lavishly illustrated book on the cathedral available in English, beautifully evokes the awe-inspiring monument that attracts countless visitors from around the world.

The Complete Book of the SR-71 Blackbird


Richard Graham - 2015
    The Lockheed SR-71 Blackbird spy plane flew more than three-and-a-half times the speed of sound--so fast that no other aircraft could catch it. Above 80,000 feet, its pilots had to wear full-pressure flight suits similar to what was used aboard the space shuttle.Developed by the renowned Lockheed Skunk Works, the SR-71 was an awesome aircraft in every respect. It was withdrawn from use in 1998, when it was superseded by satellite technology. Twelve of the thirty-two aircraft were destroyed in accidents, but none were ever lost to enemy action.Throughout its thirty-four-year career, the SR-71 was the world's fastest and highest-flying operational manned aircraft. It set world records for altitude and speed: an absolute altitude record of 85,069 feet and an absolute speed record of 2,193.2 miles per hour.The Complete Book of the SR-71 Blackbird covers every aspect of the SR-71's development, manufacture, modification, and active service from the insider's perspective of one of its pilots and is lavishly illustrated with more than 400 photos. Former pilot and author Richard Graham also examines each of the fifty planes that came out the SR-71 program (fifteen A-12s; three YF-12s; and thirty-two SR-71s) and tells each plane's history, its unique specifications, and where each currently resides.

Evidence for Jesus: Discover the Facts That Prove the Truth of the Bible


Ralph O. Muncaster - 2004
    Ralph Muncaster's Examine the Evidence™ series offers brief, fact-filled presentations that include easy-to-follow charts and graphics to clarify vital points of each issue. Each book draws on the facts of God's Word and the latest scientific, historical, and archaeological discoveries to help answer difficult questions about God, the Bible, and life. Priced to encourage impulse purchases. What Is the Truth About Jesus? Jesus of Nazareth. Some say he was a good teacher; others say he was a prophet. Some say he died; others say he was resurrected. Some say he was just a man; others say he was the Son of God. What is the truth?Accepting the challenge of "proving" Christ, biblical apologist Ralph Muncaster carefully establishes—How eye-witness and early believer accounts have been preservedhow archaeological discoveries verify and augment biblical factsthe existence of people mentioned in the Biblethe accuracy of biblical geographyhow the church grew in spite of persecutionEvidence for Jesus provides a rich background of history, geography, and biography to bring Christianity—and its founder, Jesus—to life.

Mechanika: Creating the Art of Science Fiction with Doug Chiang


Doug Chiang - 2008
    For generations artists have created imagery destined for the entertainment of others, and now you can too.Revered science fiction artist and film designer, Doug Chiang, reveals the thought processes and techniques he used working on blockbusters such as the Star Wars prequels, War of the Worlds, Terminator, and Beowulf. You'll learn from Chiang's visionary experience as he shares his design processes, giving expert advice and showcasing the groundbreaking style that has earned his creations a spot in the Brooklyn Museum, Houston Museum of Fine Art and the Tokyo National Museum.Inside you'll discover:30+ lessons for creating out-of-this-world science fiction scenes in the style featured in films, books, comics, toys and games using both traditional and digital techniquesDetails and tips for using Adobe Photoshop to conceive, design, draw and enhance your creations25 step-by-step demonstrations of outrageous robots, vehicles, creatures and environments with finished color imagesForeword by film producer/director Robert Zemeckis (Monster House, The Polar Express, Back to the Future, Beowulf)With tips on everything from basic skills like blueline sketching and assembling a toolkit to conceptualization and painting for digital art, Mechanika has everything you need to get great results and make your science fiction worlds come alive!

100 of the Worst Ideas in History: Humanity's Thundering Brainstorms Turned Blundering Brain Farts


Michael N. Smith - 2014
    eating their candy might "scare" kids

Blue Remembered Hills


Dennis Potter - 1971
    In a woods, a field and a barn, they play, fight, fantasize and swagger. Their aggressions, fears, hostilities and rivalries are a microcosm of adult interaction. Easy going Willie tags along as burly Peter bullies Raymond and is challenged by fair minded Paul. Plain Audrey is overshadowed by Angela's prettiness and wreaks her anger on the boys. All of them gang up on the terrified "Donald Duck" who, abused by his mother and ridiculed by his peers, plays a dangerous game of pyromania with tragic results.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.