Morphology


Francis Katamba - 1993
    It is designed to take absolute beginners to a point where they can approach the current literature in the subject. It contains numerous in-text exercises which involve the reader in doing morphology by formulating hypotheses and testing them against data from English and numerous other languages. Although primarily intended to be a course book for use on morphology courses, it will also be useful for students taking courses in the closely related sub-fields of phonology and syntax. The book is divided into three parts:. Part 1 surveys traditional and structuralist notions of word-structure which still provide the necessary background to morphological investigations. Part 2 explores the relationship between the lexicon, morphology and phonology in current generative grammar. Part 3 examines issues in the interaction between the lexicon, morphology and syntax.

Plastic Cameras: Toying with Creativity


Michelle Bates - 2006
    Whether you're an experienced enthusiast or toy camera neophyte, you'll find Plastic Cameras: Toying with Creativity chock full of tantalizing tips, fun facts and, of course, absolutely striking photographs taken with the lowest tech and simplest tools around. I got me a Holga. Now What? Holgas need a little TLC before they're ready to go out in the world and start snapping. Plastic Cameras: Toying with Creativity digs through all the different Holga models available, lays out thier advantages and quirks and helps you get up to speed on all the prep you'll need to do to jump in on the toy-camera revolution. What should I Feed my Holga? Holgas, Dianas, other toy cameras can use many types of film. Plastic Cameras: Toying with Creativity, lays all their pros and cons on the line letting you get some images you want, and some you could just never imagine. Can Holga come out to play?Plastic Cameras: Toying with Creativity will help you steer your way through all the details and quirks of taking wonderful and weird pictures with your toy camera. We'll explore possible subjects and the best way to shoot them and play with all sorts of techniques from vignetting, to multiple exposures, to panoramas, close-ups, movement, night photography, flare, flash, color and more. For the Intrepid Holga-ographerFor the Holga master, we've diagramed and described advanced toy camera modifications and introduce you to a variety of problems, solutions and inventions born from toy cameras' "limitations." What Next?From negatives to prints or pixels, we help you navigate your post-shooting choices.Don't ForgetThe Diana, Banner, Action Sampler, Photo Blaster, and Lensbaby are all toy cameras with their own loveable qualities. We'll look beyond the Holga to show a whole wide world of toys. Artists Artists in this book include: Michael AckermanJonathan BaileyEric Havelock-BaillieJames BalogBetsy BellSusan BowenLaura BurltonDavid BurnettNancy BursonPerry DilbeckJill EnfieldAnnette FournetMegan GreenWesley KennedyTeru KuwayamaMary Ann LynchAnne Arden McDonaldDaniel MillerTed OrlandRobert OwenBecky RamotowskiNancy RexrothFrancisco Mata RosasRichard RossFranco SalmoiraghiMichael SherwinHarvey SteinGordon StettiniusMark SinkKurt SmithSandy SorlienPauline St. Denis;-p r a b u!

The Storytelling Animal: How Stories Make Us Human


Jonathan Gottschall - 2012
    We spin fantasies. We devour novels, films, and plays. Even sporting events and criminal trials unfold as narratives. Yet the world of story has long remained an undiscovered and unmapped country. It’s easy to say that humans are “wired” for story, but why?In this delightful and original book, Jonathan Gottschall offers the first unified theory of storytelling. He argues that stories help us navigate life’s complex social problems—just as flight simulators prepare pilots for difficult situations. Storytelling has evolved, like other behaviors, to ensure our survival.Drawing on the latest research in neuroscience, psychology, and evolutionary biology, Gottschall tells us what it means to be a storytelling animal. Did you know that the more absorbed you are in a story, the more it changes your behavior? That all children act out the same kinds of stories, whether they grow up in a slum or a suburb? That people who read more fiction are more empathetic?Of course, our story instinct has a darker side. It makes us vulnerable to conspiracy theories, advertisements, and narratives about ourselves that are more “truthy” than true. National myths can also be terribly dangerous: Hitler’s ambitions were partly fueled by a story.But as Gottschall shows in this remarkable book, stories can also change the world for the better. Most successful stories are moral—they teach us how to live, whether explicitly or implicitly, and bind us together around common values. We know we are master shapers of story. The Storytelling Animal finally reveals how stories shape us.

Adobe InDesign CS6 Classroom in a Book


Adobe Creative Team - 2012
    The 16 project-based lessons show readers step-by-step the key techniques for working with InDesign CS6. Readers learn what they need to know to create engaging page layouts using InDesign CS6. This completely revised CS6 edition covers the new tools for adding PDF form fields, linking content, and creating alternative layouts for digital publishing. The companion CD includes all the lesson files that readers need to work along with the book. This thorough, self-paced guide to Adobe InDesign CS6 is ideal for beginning users who want to master the key features of this program. Readers who already have some experience with InDesign can improve their skills and learn InDesign's newest features. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." -Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does-an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts. All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files.Helpful tips:If you are able to search the book, search for "Where are the lesson files?"Go to the very last page of the book and scroll backwards.You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files.Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.

Finish Your Dissertation Once and for All!: How to Overcome Psychological Barriers, Get Results, and Move on with Your Life


Alison B. Miller - 2008
    Combining psychological support with a project management approach that breaks tasks into small, manageable chunks, experienced dissertation coach Alison Miller shows you how to overcome negativity and succeed in completing your dissertation beyond your own expectations.

The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design


Celia Hodent - 2017
    Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Qualitative Research and Case Study Applications in Education: Revised and Expanded from Case Study Research in Education


Sharan B. Merriam - 1997
    -- M. Carolyn Clark, Department of Educational Human Resource Development, College of Education, Texas A&M University Since Merriam's definitive Case Study Research in Education first appeared in 1988, significant advances have occurred in the field of qualitative research. To meet the demand for a book that reflects these important changes, Merriam has completely revised and updated her classic work.Timely, authoritative, and approachable, Qualitative Research and Case Study Applications in Education is a practical resource that offers the information and guidance needed to manage all phases of the qualitative and case study research process.

Creating Life


Randy Ellefson - 2017
    With chapters on creating gods, species/races, plants, animals, monsters, heroes, villains, and even undead, it draws on the author’s quarter century of world building experience. Pointed questions, and an examination of answers and their repercussions, will help readers decide on goals, how to reach them, and whether they are even worth pursuing. Always practical, Creating Life will quickly improve the skills of beginners and experts alike, making a time consuming project more fun, easier, faster, and skillfully done.Unlike other world building guides, the series discusses how to use your inventions in stories while balancing narrative flow with the need for explaining your world. Tailored examples illustrate this. Extensive, culled research on life forms is provided to classify and understand options without overwhelming world builders with extraneous details.Storytellers, game designers, gamers, and hobbyists will benefit from seven free templates that can be downloaded and reused. CREATING LIFE will help your setting stand out from the multitude of fantasy and science fiction worlds audiences see. THE ART OF WORLD BUILDING is the only multi-volume series of its kind and is three times the length, depth, and breadth of other guides.Endorsement from Bestselling Author Piers Anthony:"I read Creating Life (The Art of World Building, #1), by Randy Ellefson...It is exhaustive, well written, and knowledgeable...I, as a successful science fiction and fantasy writer, have generated many worlds, so this material is familiar, but it would have been easier and probably better had I had a reference like this. It is realistic, recognizing that the average writer may not have the patience to work out all the details before getting into the action..."

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

Unity 3.X Game Development Essentials


Will Goldstone - 2009
    With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

Story: Substance, Structure, Style, and the Principles of Screenwriting


Robert McKee - 1997
    Quincy Jones, Diane Keaton, Gloria Steinem, Julia Roberts, John Cleese and David Bowie are just a few of his celebrity alumni. Writers, producers, development executives and agents all flock to his lecture series, praising it as a mesmerizing and intense learning experience. In Story, McKee expands on the concepts he teaches in his $450 seminars (considered a must by industry insiders), providing readers with the most comprehensive, integrated explanation of the craft of writing for the screen. No one better understands how all the elements of a screenplay fit together, and no one is better qualified to explain the "magic" of story construction and the relationship between structure and character than Robert McKee.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

Narrative Inquiry: Experience and Story in Qualitative Research


D. Jean Clandinin - 1999
    Clandinin and Connelly have created a major tour de force. This book is lucid, fluid, beautifully argued, and rich in examples. Students will find a wealth of arguments to support their research, and teaching faculty will find everything they need to teach narrative inquiry theory and methods.--Yvonna S. Lincoln, professor, Department of Educational Administration, Texas A&M University Understanding experience as lived and told stories--also known as narrative inquiry--has gained popularity and credence in qualitative research. Unlike more traditional methods, narrative inquiry successfully captures personal and human dimensions that cannot be quantified into dry facts and numerical data. In this definitive guide, Jean Clandinin and Michael Connelly draw from more than twenty years of field experience to show how narrative inquiry can be used in educational and social science research. Tracing the origins of narrative inquiry in the social sciences, they offer new and practical ideas for conducting fieldwork, composing field notes, and conveying research results. Throughout the book, stories and examples reveal a wide range of narrative methods. Engaging and easy to read, Narrative Inquiry is a practical resource from experts who have long pioneered the use of narrative in qualitative research.