Author: Asiapac Editorial
Publisher: Asiapac Books Pte Ltd
ISBN: 9812299491
Category : Comics & Graphic Novels
Languages : en
Pages : 128
Book Description
Chapteh, congkak, hopscotch and five stones... do these names ring a bell? This book takes you back in time to the 1950s and 1960s for some old school games that children used to play before the age of iPads, Nintendo and the Internet. None of the games mentioned in this book are electronic, yet they have provided many hours of fun and entertainment for the kids of yesterday. Read on to find out which games have been played for more than 5,000 years, and the origins of certain toys we have taken for granted. Hark back to a simpler era when fun was about maximising a child's imagination and creativity, and discover new ways of having fun! Whether you are a child, parent or simply someone who is nostalgic about the good old days at kampungs, this book is meant for you!
Gateway to Old School Games (2012 Edition - EPUB)
Author: Asiapac Editorial
Publisher: Asiapac Books Pte Ltd
ISBN: 9812299491
Category : Comics & Graphic Novels
Languages : en
Pages : 128
Book Description
Chapteh, congkak, hopscotch and five stones... do these names ring a bell? This book takes you back in time to the 1950s and 1960s for some old school games that children used to play before the age of iPads, Nintendo and the Internet. None of the games mentioned in this book are electronic, yet they have provided many hours of fun and entertainment for the kids of yesterday. Read on to find out which games have been played for more than 5,000 years, and the origins of certain toys we have taken for granted. Hark back to a simpler era when fun was about maximising a child's imagination and creativity, and discover new ways of having fun! Whether you are a child, parent or simply someone who is nostalgic about the good old days at kampungs, this book is meant for you!
Publisher: Asiapac Books Pte Ltd
ISBN: 9812299491
Category : Comics & Graphic Novels
Languages : en
Pages : 128
Book Description
Chapteh, congkak, hopscotch and five stones... do these names ring a bell? This book takes you back in time to the 1950s and 1960s for some old school games that children used to play before the age of iPads, Nintendo and the Internet. None of the games mentioned in this book are electronic, yet they have provided many hours of fun and entertainment for the kids of yesterday. Read on to find out which games have been played for more than 5,000 years, and the origins of certain toys we have taken for granted. Hark back to a simpler era when fun was about maximising a child's imagination and creativity, and discover new ways of having fun! Whether you are a child, parent or simply someone who is nostalgic about the good old days at kampungs, this book is meant for you!
So You Want to Be a Wizard
Author: Diane Duane
Publisher: HarperCollins
ISBN: 0547545118
Category : Juvenile Fiction
Languages : en
Pages : 403
Book Description
A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.
Publisher: HarperCollins
ISBN: 0547545118
Category : Juvenile Fiction
Languages : en
Pages : 403
Book Description
A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
The Stand (Movie Tie-in Edition)
Author: Stephen King
Publisher: Anchor
ISBN: 0593313887
Category : Fiction
Languages : en
Pages : 1329
Book Description
#1 BESTSELLER • NOW A PARAMOUNT+ LIMITED SERIES • Stephen King’s apocalyptic vision of a world blasted by plague and tangled in an elemental struggle between good and evil remains as riveting—and eerily plausible—as when it was first published. One of The Atlantic’s Great American Novels of the Past 100 Years! This edition includes all of the new and restored material first published in The Stand: The Complete and Uncut Edition. A patient escapes from a biological testing facility, unknowingly carrying a deadly weapon: a mutated strain of super-flu that will wipe out 99 percent of the world’s population within a few weeks. Those who remain are scared, bewildered, and in need of a leader. Two emerge—Mother Abagail, the benevolent 108-year-old woman who urges them to build a peaceful community in Boulder, Colorado; and Randall Flagg, the nefarious “Dark Man,” who delights in chaos and violence. As the dark man and the peaceful woman gather power, the survivors will have to choose between them—and ultimately decide the fate of all humanity. "A master storyteller."—Los Angeles Times
Publisher: Anchor
ISBN: 0593313887
Category : Fiction
Languages : en
Pages : 1329
Book Description
#1 BESTSELLER • NOW A PARAMOUNT+ LIMITED SERIES • Stephen King’s apocalyptic vision of a world blasted by plague and tangled in an elemental struggle between good and evil remains as riveting—and eerily plausible—as when it was first published. One of The Atlantic’s Great American Novels of the Past 100 Years! This edition includes all of the new and restored material first published in The Stand: The Complete and Uncut Edition. A patient escapes from a biological testing facility, unknowingly carrying a deadly weapon: a mutated strain of super-flu that will wipe out 99 percent of the world’s population within a few weeks. Those who remain are scared, bewildered, and in need of a leader. Two emerge—Mother Abagail, the benevolent 108-year-old woman who urges them to build a peaceful community in Boulder, Colorado; and Randall Flagg, the nefarious “Dark Man,” who delights in chaos and violence. As the dark man and the peaceful woman gather power, the survivors will have to choose between them—and ultimately decide the fate of all humanity. "A master storyteller."—Los Angeles Times
The Adult Learner
Author: Malcolm S. Knowles
Publisher: Routledge
ISBN: 1000072916
Category : Business & Economics
Languages : en
Pages : 338
Book Description
How do you tailor education to the learning needs of adults? Do they learn differently from children? How does their life experience inform their learning processes? These were the questions at the heart of Malcolm Knowles’ pioneering theory of andragogy which transformed education theory in the 1970s. The resulting principles of a self-directed, experiential, problem-centred approach to learning have been hugely influential and are still the basis of the learning practices we use today. Understanding these principles is the cornerstone of increasing motivation and enabling adult learners to achieve. The 9th edition of The Adult Learner has been revised to include: Updates to the book to reflect the very latest advancements in the field. The addition of two new chapters on diversity and inclusion in adult learning, and andragogy and the online adult learner. An updated supporting website. This website for the 9th edition of The Adult Learner will provide basic instructor aids. For each chapter, there will be a PowerPoint presentation, learning exercises, and added study questions. Revisions throughout to make it more readable and relevant to your practices. If you are a researcher, practitioner, or student in education, an adult learning practitioner, training manager, or involved in human resource development, this is the definitive book in adult learning you should not be without.
Publisher: Routledge
ISBN: 1000072916
Category : Business & Economics
Languages : en
Pages : 338
Book Description
How do you tailor education to the learning needs of adults? Do they learn differently from children? How does their life experience inform their learning processes? These were the questions at the heart of Malcolm Knowles’ pioneering theory of andragogy which transformed education theory in the 1970s. The resulting principles of a self-directed, experiential, problem-centred approach to learning have been hugely influential and are still the basis of the learning practices we use today. Understanding these principles is the cornerstone of increasing motivation and enabling adult learners to achieve. The 9th edition of The Adult Learner has been revised to include: Updates to the book to reflect the very latest advancements in the field. The addition of two new chapters on diversity and inclusion in adult learning, and andragogy and the online adult learner. An updated supporting website. This website for the 9th edition of The Adult Learner will provide basic instructor aids. For each chapter, there will be a PowerPoint presentation, learning exercises, and added study questions. Revisions throughout to make it more readable and relevant to your practices. If you are a researcher, practitioner, or student in education, an adult learning practitioner, training manager, or involved in human resource development, this is the definitive book in adult learning you should not be without.
Sophie's World
Author: Jostein Gaarder
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Artificial Intelligence and Games
Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Augmentation of Brain Function: Facts, Fiction and Controversy
Author: Ioan Opris
Publisher: Frontiers Media SA
ISBN: 2889456153
Category : Neurosciences. Biological psychiatry. Neuropsychiatry
Languages : en
Pages : 403
Book Description
The Volume II is entitled “Neurostimulation and pharmacological approaches”. This volume describes augmentation approaches, where improvements in brain functions are achieved by modulation of brain circuits with electrical or optical stimulation, or pharmacological agents. Activation of brain circuits with electrical currents is a conventional approach that includes such methods as (i) intracortical microstimulation (ICMS), (ii) transcranial direct current stimulation (tDCS), and (iii) transcranial magnetic stimulation (TMS). tDCS and TMS are often regarded as noninvasive methods. Yet, they may induce long-lasting plastic changes in the brain. This is why some authors consider the term “noninvasive” misleading when used to describe these and other techniques, such as stimulation with transcranial lasers. The volume further discusses the potential of neurostimulation as a research tool in the studies of perception, cognition and behavior. Additionally, a notion is expressed that brain augmentation with stimulation cannot be described as a net zero sum proposition, where brain resources are reallocated in such a way that gains in one function are balanced by costs elsewhere. In recent years, optogenetic methods have received an increased attention, and several articles in Volume II cover different aspects of this technique. While new optogenetic methods are being developed, the classical electrical stimulation has already been utilized in many clinically relevant applications, like the vestibular implant and tactile neuroprosthesis that utilizes ICMS. As a peculiar usage of neurostimulation and pharmacological methods, Volume II includes several articles on augmented memory. Memory prostheses are a popular recent development in the stimulation-based BMIs. For example, in a hippocampal memory prosthesis, memory content is extracted from hippocampal activity using a multiple-input, multiple-output non-linear dynamical model. As to the pharmacological approaches to augmenting memory and cognition, the pros and cons of using nootropic drugs are discussed.
Publisher: Frontiers Media SA
ISBN: 2889456153
Category : Neurosciences. Biological psychiatry. Neuropsychiatry
Languages : en
Pages : 403
Book Description
The Volume II is entitled “Neurostimulation and pharmacological approaches”. This volume describes augmentation approaches, where improvements in brain functions are achieved by modulation of brain circuits with electrical or optical stimulation, or pharmacological agents. Activation of brain circuits with electrical currents is a conventional approach that includes such methods as (i) intracortical microstimulation (ICMS), (ii) transcranial direct current stimulation (tDCS), and (iii) transcranial magnetic stimulation (TMS). tDCS and TMS are often regarded as noninvasive methods. Yet, they may induce long-lasting plastic changes in the brain. This is why some authors consider the term “noninvasive” misleading when used to describe these and other techniques, such as stimulation with transcranial lasers. The volume further discusses the potential of neurostimulation as a research tool in the studies of perception, cognition and behavior. Additionally, a notion is expressed that brain augmentation with stimulation cannot be described as a net zero sum proposition, where brain resources are reallocated in such a way that gains in one function are balanced by costs elsewhere. In recent years, optogenetic methods have received an increased attention, and several articles in Volume II cover different aspects of this technique. While new optogenetic methods are being developed, the classical electrical stimulation has already been utilized in many clinically relevant applications, like the vestibular implant and tactile neuroprosthesis that utilizes ICMS. As a peculiar usage of neurostimulation and pharmacological methods, Volume II includes several articles on augmented memory. Memory prostheses are a popular recent development in the stimulation-based BMIs. For example, in a hippocampal memory prosthesis, memory content is extracted from hippocampal activity using a multiple-input, multiple-output non-linear dynamical model. As to the pharmacological approaches to augmenting memory and cognition, the pros and cons of using nootropic drugs are discussed.
Architectural Publications Index
Author:
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 798
Book Description
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 798
Book Description
Alice in Wonderland
Author: Lewis Carroll
Publisher: Seven Books
ISBN: 3988655856
Category : Juvenile Fiction
Languages : en
Pages : 102
Book Description
Alice's Adventures in Wonderland is an 1865 English children's novel by Lewis Carroll, a mathematics don at the University of Oxford. It details the story of a girl named Alice who falls through a rabbit hole into a fantasy world of anthropomorphic creatures. It is seen as an example of the literary nonsense genre. The artist John Tenniel provided 42 wood-engraved illustrations for the book.It received positive reviews upon release and is now one of the best-known works of Victorian literature; its narrative, structure, characters and imagery have had a widespread influence on popular culture and literature, especially in the fantasy genre. It is credited as helping end an era of didacticism in children's literature, inaugurating an era in which writing for children aimed to "delight or entertain". The tale plays with logic, giving the story lasting popularity with adults as well as with children. The titular character Alice shares her name with Alice Liddell, a girl Carroll knewscholars disagree about the extent to which the character was based upon her.
Publisher: Seven Books
ISBN: 3988655856
Category : Juvenile Fiction
Languages : en
Pages : 102
Book Description
Alice's Adventures in Wonderland is an 1865 English children's novel by Lewis Carroll, a mathematics don at the University of Oxford. It details the story of a girl named Alice who falls through a rabbit hole into a fantasy world of anthropomorphic creatures. It is seen as an example of the literary nonsense genre. The artist John Tenniel provided 42 wood-engraved illustrations for the book.It received positive reviews upon release and is now one of the best-known works of Victorian literature; its narrative, structure, characters and imagery have had a widespread influence on popular culture and literature, especially in the fantasy genre. It is credited as helping end an era of didacticism in children's literature, inaugurating an era in which writing for children aimed to "delight or entertain". The tale plays with logic, giving the story lasting popularity with adults as well as with children. The titular character Alice shares her name with Alice Liddell, a girl Carroll knewscholars disagree about the extent to which the character was based upon her.