Author: Marilyn Sloan Felts
Publisher:
ISBN: 0972414703
Category : Musical pitch
Languages : en
Pages : 38
Book Description
Each of the adventures of Buzz and Ollie is designed to help teach a basic music principle. One of the first methods used to teach children about pitch is to help them distinguish between high and low sounds. In Buzz and Ollie's High, Low Adventure, the brother and sister find themselves lost in the forest. With the help of some delightful forest friends, they must determine which sounds are high and which are low in order to find their way home. This story can be used in the classroom or at home to teach or reinforce the music principle of pitch.
Buzz and Ollie's High, Low Adventure
Author: Marilyn Sloan Felts
Publisher:
ISBN: 0972414703
Category : Musical pitch
Languages : en
Pages : 38
Book Description
Each of the adventures of Buzz and Ollie is designed to help teach a basic music principle. One of the first methods used to teach children about pitch is to help them distinguish between high and low sounds. In Buzz and Ollie's High, Low Adventure, the brother and sister find themselves lost in the forest. With the help of some delightful forest friends, they must determine which sounds are high and which are low in order to find their way home. This story can be used in the classroom or at home to teach or reinforce the music principle of pitch.
Publisher:
ISBN: 0972414703
Category : Musical pitch
Languages : en
Pages : 38
Book Description
Each of the adventures of Buzz and Ollie is designed to help teach a basic music principle. One of the first methods used to teach children about pitch is to help them distinguish between high and low sounds. In Buzz and Ollie's High, Low Adventure, the brother and sister find themselves lost in the forest. With the help of some delightful forest friends, they must determine which sounds are high and which are low in order to find their way home. This story can be used in the classroom or at home to teach or reinforce the music principle of pitch.
Grand Adventures
Author: Alastair Humphreys
Publisher: HarperCollins UK
ISBN: 0008131945
Category : Sports & Recreation
Languages : en
Pages : 559
Book Description
‘Enthusiastic, pleasingly madcap’ Geographical Adventure – something that’s new and exhilarating, outside your comfort zone. Adventures change you and how you see the world, and all you need is an open mind, bags of enthusiasm and boundless curiosity. Recommended for viewing on a colour tablet.
Publisher: HarperCollins UK
ISBN: 0008131945
Category : Sports & Recreation
Languages : en
Pages : 559
Book Description
‘Enthusiastic, pleasingly madcap’ Geographical Adventure – something that’s new and exhilarating, outside your comfort zone. Adventures change you and how you see the world, and all you need is an open mind, bags of enthusiasm and boundless curiosity. Recommended for viewing on a colour tablet.
The Really Awful Musicians
Author: John Manders
Publisher: Houghton Mifflin Harcourt
ISBN: 0547328206
Category :
Languages : en
Pages : 37
Book Description
A wacky tall tale about how musicians first learned to play together. All the musicians in the kingdom are so awful that the king sends his men-at-arms to round up musicians and feed them to the royal crocodiles. Pipe and drum player Piffaro heads for the border, collecting other refugee musicians on the way.
Publisher: Houghton Mifflin Harcourt
ISBN: 0547328206
Category :
Languages : en
Pages : 37
Book Description
A wacky tall tale about how musicians first learned to play together. All the musicians in the kingdom are so awful that the king sends his men-at-arms to round up musicians and feed them to the royal crocodiles. Pipe and drum player Piffaro heads for the border, collecting other refugee musicians on the way.
Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
The Night Before Halloween
Author: Natasha Wing
Publisher: Penguin
ISBN: 0448419653
Category : Juvenile Fiction
Languages : en
Pages : 34
Book Description
It's time for Halloween! Celebrate the holiday with this this family fun read-aloud, a delightful seasonal entry in Natasha Wing's best-selling series. Little monsters and goofy goblins take center stage in this silly, spooky spin on Clement C. Moore's beloved poem. But what will happen on Halloween when the monsters come face to face with human trick-or-treaters in this fun-filled book by the author of The Night Before Easter? A perfect gift to get young readers excited for this festive fall holiday!
Publisher: Penguin
ISBN: 0448419653
Category : Juvenile Fiction
Languages : en
Pages : 34
Book Description
It's time for Halloween! Celebrate the holiday with this this family fun read-aloud, a delightful seasonal entry in Natasha Wing's best-selling series. Little monsters and goofy goblins take center stage in this silly, spooky spin on Clement C. Moore's beloved poem. But what will happen on Halloween when the monsters come face to face with human trick-or-treaters in this fun-filled book by the author of The Night Before Easter? A perfect gift to get young readers excited for this festive fall holiday!
Cannabis Pharmacy
Author: Michael Backes
Publisher: Hachette+ORM
ISBN: 031655572X
Category : Health & Fitness
Languages : en
Pages : 801
Book Description
The most comprehensive and approachable book available on understanding and using medical marijuana. Revised and updated with the latest information on varietals, delivery, dosing, and treatable conditions, Cannabis Pharmacy is "a well-designed and -illustrated and easy-to-use resource"(Booklist) for those considering medical marijuana as a treatment option. In Cannabis Pharmacy, expert Michael Backes offers evidence-based information on using cannabis to treat an array of ailments and conditions. He provides information on how cannabis works with the body's own system, how best to prepare and administer it, and how to modify and control dosage. This newly revised edition is now completely up-to-date with the latest information on the body's endocannabinoid system, which is understood to control emotion, appetite, and memory. Delivery methods including e-cigarette and vape designs are also covered here, along with information on additional varietals and a new system for classification. Cannabis Pharmacy covers more than 50 ailments and conditions, including anxiety, ADHD, Depression, Gastrointestinal disorders, Insomnia, Menopause, Migraine, Pain, PTSD, and more, that can be alleviated with marijuana.
Publisher: Hachette+ORM
ISBN: 031655572X
Category : Health & Fitness
Languages : en
Pages : 801
Book Description
The most comprehensive and approachable book available on understanding and using medical marijuana. Revised and updated with the latest information on varietals, delivery, dosing, and treatable conditions, Cannabis Pharmacy is "a well-designed and -illustrated and easy-to-use resource"(Booklist) for those considering medical marijuana as a treatment option. In Cannabis Pharmacy, expert Michael Backes offers evidence-based information on using cannabis to treat an array of ailments and conditions. He provides information on how cannabis works with the body's own system, how best to prepare and administer it, and how to modify and control dosage. This newly revised edition is now completely up-to-date with the latest information on the body's endocannabinoid system, which is understood to control emotion, appetite, and memory. Delivery methods including e-cigarette and vape designs are also covered here, along with information on additional varietals and a new system for classification. Cannabis Pharmacy covers more than 50 ailments and conditions, including anxiety, ADHD, Depression, Gastrointestinal disorders, Insomnia, Menopause, Migraine, Pain, PTSD, and more, that can be alleviated with marijuana.
The Liverpool English Dictionary
Author: Tony Crowley
Publisher: Liverpool University Press
ISBN: 1786946041
Category : Language Arts & Disciplines
Languages : en
Pages : 436
Book Description
From ‘Abbadabba’ to ‘Z-Cars’, this remarkable dictionary records the rich vocabulary that has evolved over the past century and a half, as part of the complex, stratified, multi-faceted and changing culture of Liverpool. The roots/routes, meanings and histories of the words of Liverpool are presented in a concise, clear and accessible format.
Publisher: Liverpool University Press
ISBN: 1786946041
Category : Language Arts & Disciplines
Languages : en
Pages : 436
Book Description
From ‘Abbadabba’ to ‘Z-Cars’, this remarkable dictionary records the rich vocabulary that has evolved over the past century and a half, as part of the complex, stratified, multi-faceted and changing culture of Liverpool. The roots/routes, meanings and histories of the words of Liverpool are presented in a concise, clear and accessible format.
Skateboarding LA
Author: Gregory J. Snyder
Publisher: NYU Press
ISBN: 0814729207
Category : Social Science
Languages : en
Pages : 312
Book Description
Inside the complex and misunderstood world of professional street skateboarding On a sunny Sunday in Los Angeles, a crew of skaters and videographers watch as one of them attempts to land a “heel flip” over a fire hydrant on a sidewalk in front of the Biltmore Hotel. A staff member of the hotel demands they leave and picks up his phone to call the police.Not only does the skater land the trick, but he does so quickly, and spares everyone the unwanted stress of having to deal with the cops. This is not an uncommon occurrence in skateboarding, which is illegal in most American cities and this interaction is just part of the process of being a professional street skater. This is just one of Gregory Snyder’s experiences from eight years inside the world of professional street skateboarding: a highly refined, athletic and aesthetic pursuit, from which a large number of people profit. Skateboarding LA details the history of skateboarding, describes basic and complex tricks, tours some of LA's most famous spots, and provides an enthusiastic appreciation of this dangerous and creative practice. Particularly concerned with public spaces, Snyder shows that skateboarding offers cities much more than petty vandalism and exaggerated claims of destruction. Rather, skateboarding draws highly talented young people from around the globe to skateboarding cities, building a diverse and wide-reaching community of skateboarders, filmmakers, photographers, writers, and entrepreneurs. Snyder also argues that as stewards of public plazas and parks, skateboarders deter homeless encampments and drug dealers. In one stunning case, skateboarders transformed the West LA Courthouse, with Nike’s assistance, into a skateable public space. Through interviews with current and former professional skateboarders, Snyder vividly expresses their passion, dedication and creativity. Especially in relation to the city's architectural features—ledges, banks, gaps, stairs and handrails—they are constantly re-imagining and repurposing these urban spaces in order to perform their ever-increasingly difficult tricks. For anyone interested in this dynamic and daunting activity, Skateboarding LA is an amazing ride.
Publisher: NYU Press
ISBN: 0814729207
Category : Social Science
Languages : en
Pages : 312
Book Description
Inside the complex and misunderstood world of professional street skateboarding On a sunny Sunday in Los Angeles, a crew of skaters and videographers watch as one of them attempts to land a “heel flip” over a fire hydrant on a sidewalk in front of the Biltmore Hotel. A staff member of the hotel demands they leave and picks up his phone to call the police.Not only does the skater land the trick, but he does so quickly, and spares everyone the unwanted stress of having to deal with the cops. This is not an uncommon occurrence in skateboarding, which is illegal in most American cities and this interaction is just part of the process of being a professional street skater. This is just one of Gregory Snyder’s experiences from eight years inside the world of professional street skateboarding: a highly refined, athletic and aesthetic pursuit, from which a large number of people profit. Skateboarding LA details the history of skateboarding, describes basic and complex tricks, tours some of LA's most famous spots, and provides an enthusiastic appreciation of this dangerous and creative practice. Particularly concerned with public spaces, Snyder shows that skateboarding offers cities much more than petty vandalism and exaggerated claims of destruction. Rather, skateboarding draws highly talented young people from around the globe to skateboarding cities, building a diverse and wide-reaching community of skateboarders, filmmakers, photographers, writers, and entrepreneurs. Snyder also argues that as stewards of public plazas and parks, skateboarders deter homeless encampments and drug dealers. In one stunning case, skateboarders transformed the West LA Courthouse, with Nike’s assistance, into a skateable public space. Through interviews with current and former professional skateboarders, Snyder vividly expresses their passion, dedication and creativity. Especially in relation to the city's architectural features—ledges, banks, gaps, stairs and handrails—they are constantly re-imagining and repurposing these urban spaces in order to perform their ever-increasingly difficult tricks. For anyone interested in this dynamic and daunting activity, Skateboarding LA is an amazing ride.
Vintage Games 2.0
Author: Matt Barton
Publisher: CRC Press
ISBN: 1000000923
Category : Computers
Languages : en
Pages : 374
Book Description
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Publisher: CRC Press
ISBN: 1000000923
Category : Computers
Languages : en
Pages : 374
Book Description
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Junk Pirate
Author: Pete Glover
Publisher:
ISBN: 9780978967109
Category : Found objects (Art)
Languages : en
Pages :
Book Description
Images created through fair use photocopies of collected pieces "donated to the junk store in Oakland" ([p.1] California where the artist works.
Publisher:
ISBN: 9780978967109
Category : Found objects (Art)
Languages : en
Pages :
Book Description
Images created through fair use photocopies of collected pieces "donated to the junk store in Oakland" ([p.1] California where the artist works.