Author: Erin Brereton
Publisher: Triumph Books (IL)
ISBN: 9781572439832
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
After evil Decepticon robots take millions of people hostage in an attempt to conquer the Earth, the virtuous Autobot robots come to the rescue.
Transformers
Author: Erin Brereton
Publisher: Triumph Books (IL)
ISBN: 9781572439832
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
After evil Decepticon robots take millions of people hostage in an attempt to conquer the Earth, the virtuous Autobot robots come to the rescue.
Publisher: Triumph Books (IL)
ISBN: 9781572439832
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
After evil Decepticon robots take millions of people hostage in an attempt to conquer the Earth, the virtuous Autobot robots come to the rescue.
Ouija Answer Book
Author: Hasbro (editor)
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402767470
Category : Games & Activities
Languages : en
Pages : 788
Book Description
Modeled after the classic Ouija board game, this fun answer book acts as a personal, portable diviner. Each page features one element from the Ouija board: the letters A-Z, numbers 0-9, YES, NO, and GOODBYE. Ask a question, flip randomly through the book, and record the elements that come up.
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402767470
Category : Games & Activities
Languages : en
Pages : 788
Book Description
Modeled after the classic Ouija board game, this fun answer book acts as a personal, portable diviner. Each page features one element from the Ouija board: the letters A-Z, numbers 0-9, YES, NO, and GOODBYE. Ask a question, flip randomly through the book, and record the elements that come up.
Fun
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 310
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 310
Book Description
The Future Is Here
Author: Lisa M. Cini
Publisher: iUniverse
ISBN: 1491787902
Category : Technology & Engineering
Languages : en
Pages : 160
Book Description
You will be introduced to what is achievable today in technology that has massive implications and applications for senior living care and design. Imagine 19 years ago and your first experience with the internet, 7 years ago and your experience with your phone. How the internet and iPhone have changed our connection to each other and the information available to us in seconds, is a drop in the bucket to the disruptive changes coming. This is going to be a wonderful ride if youre prepared for it!
Publisher: iUniverse
ISBN: 1491787902
Category : Technology & Engineering
Languages : en
Pages : 160
Book Description
You will be introduced to what is achievable today in technology that has massive implications and applications for senior living care and design. Imagine 19 years ago and your first experience with the internet, 7 years ago and your experience with your phone. How the internet and iPhone have changed our connection to each other and the information available to us in seconds, is a drop in the bucket to the disruptive changes coming. This is going to be a wonderful ride if youre prepared for it!
Future Songs
Author: Gerald Lucas Sanders
Publisher: Page Publishing Inc
ISBN: 1662445636
Category : Music
Languages : en
Pages : 487
Book Description
These songs are about all of us in these trying times, and hopefully, we all can try to represent a common solution to partner our way out of chaos and coloniality and share a peaceful solution in song.
Publisher: Page Publishing Inc
ISBN: 1662445636
Category : Music
Languages : en
Pages : 487
Book Description
These songs are about all of us in these trying times, and hopefully, we all can try to represent a common solution to partner our way out of chaos and coloniality and share a peaceful solution in song.
Proceedings of the Second International Conference on the Future of ASEAN (ICoFA) 2017 - Volume 1
Author: Ahmad Nizan Mat Noor
Publisher: Springer
ISBN: 981108730X
Category : Political Science
Languages : en
Pages : 579
Book Description
This book examines how business, the social sciences, science and technology will impact the future of ASEAN. Following the ASEAN VISION 2020, it analyses the issues faced by ASEAN countries, which are diverse, while also positioning ASEAN as a competitive entity through partnerships. On the 30th anniversary of ASEAN, all ASEAN leaders agreed to the establishment of the ASEAN VISION 2020, which delineates the formation of a peaceful, stable and dynamically developed region while maintaining a community of caring societies in Malaysia, Indonesia, Singapore, Brunei, Vietnam, Thailand, the Philippines, Myanmar, Laos and Cambodia. In keeping with this aspiration, Universiti Teknologi MARA (UitM) Perlis took the initial steps to organise conferences and activities that highlight the role of the ASEAN region. The Second International Conference on the Future of ASEAN (ICoFA) 2017 was organised by the Office of Academic Affairs, Universiti Teknologi MARA Perlis, to promote more comprehensive integration among ASEAN members. This book, divided into two volumes, offers a useful guide for all those engaged in research on business, the social sciences, science and technology. It will also benefit researchers worldwide who want to gain more knowledge about ASEAN countries.
Publisher: Springer
ISBN: 981108730X
Category : Political Science
Languages : en
Pages : 579
Book Description
This book examines how business, the social sciences, science and technology will impact the future of ASEAN. Following the ASEAN VISION 2020, it analyses the issues faced by ASEAN countries, which are diverse, while also positioning ASEAN as a competitive entity through partnerships. On the 30th anniversary of ASEAN, all ASEAN leaders agreed to the establishment of the ASEAN VISION 2020, which delineates the formation of a peaceful, stable and dynamically developed region while maintaining a community of caring societies in Malaysia, Indonesia, Singapore, Brunei, Vietnam, Thailand, the Philippines, Myanmar, Laos and Cambodia. In keeping with this aspiration, Universiti Teknologi MARA (UitM) Perlis took the initial steps to organise conferences and activities that highlight the role of the ASEAN region. The Second International Conference on the Future of ASEAN (ICoFA) 2017 was organised by the Office of Academic Affairs, Universiti Teknologi MARA Perlis, to promote more comprehensive integration among ASEAN members. This book, divided into two volumes, offers a useful guide for all those engaged in research on business, the social sciences, science and technology. It will also benefit researchers worldwide who want to gain more knowledge about ASEAN countries.
The Future Was Here
Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
FunRetrospectives: Activities and Ideas for Making Agile Retrospectives More Engaging
Author: Tainã Caetano Coimbra
Publisher: Editora Caroli
ISBN: 9786586660074
Category : Education
Languages : en
Pages : 242
Book Description
FunRetrospectives is a book with the necessary tools to develop the main element of continuous improvement: an effective, committed team! With several years working with agile teams, Paulo Caroli and Tainã Caetano Coimbra know there are two main ingredients to finding the path to success and continuous improvement. First, a team that is aligned and committed to the project. Second, a work environment that fosters collaboration, one in which everyone can openly reflect, debate, and learn. But how can we achieve that? Each person in a team brings a different life experience and perspective, and we know that a group of people doesn't become a team overnight. That's why the main purpose of this work is to offer the necessary activities and tools to make everyone comfortable, aligned, and ready to be part of the best possible experience. The authors have gathered years of experience in this book, offering simple and straightforward activities. There will always be ups and downs, but everything that happens is essential for the team's growth, and a fun, safe environment allows you to get the best out of every situation.
Publisher: Editora Caroli
ISBN: 9786586660074
Category : Education
Languages : en
Pages : 242
Book Description
FunRetrospectives is a book with the necessary tools to develop the main element of continuous improvement: an effective, committed team! With several years working with agile teams, Paulo Caroli and Tainã Caetano Coimbra know there are two main ingredients to finding the path to success and continuous improvement. First, a team that is aligned and committed to the project. Second, a work environment that fosters collaboration, one in which everyone can openly reflect, debate, and learn. But how can we achieve that? Each person in a team brings a different life experience and perspective, and we know that a group of people doesn't become a team overnight. That's why the main purpose of this work is to offer the necessary activities and tools to make everyone comfortable, aligned, and ready to be part of the best possible experience. The authors have gathered years of experience in this book, offering simple and straightforward activities. There will always be ups and downs, but everything that happens is essential for the team's growth, and a fun, safe environment allows you to get the best out of every situation.
Game-Based Marketing
Author: Gabe Zichermann
Publisher: John Wiley & Sons
ISBN: 0470562234
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?
Publisher: John Wiley & Sons
ISBN: 0470562234
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?
Future Business: the game has changed
Author:
Publisher: goNXTmove: Future Business
ISBN: 0620386029
Category : Business enterprises
Languages : en
Pages : 163
Book Description
Publisher: goNXTmove: Future Business
ISBN: 0620386029
Category : Business enterprises
Languages : en
Pages : 163
Book Description