Mundo das Cores - Livro de Colorir: Dinossauro

Mundo das Cores - Livro de Colorir: Dinossauro PDF Author: Brijbasi
Publisher:
ISBN: 9788537651667
Category : Juvenile Fiction
Languages : pt-BR
Pages : 0

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Book Description
Este livro, com desenhos divertidos, que convidam a colorir conforme o modelo, é perfeito para desenvolver a imaginação, a percepção e a coordenação motora.

Mundo das Cores - Livro de Colorir: Dinossauro

Mundo das Cores - Livro de Colorir: Dinossauro PDF Author: Brijbasi
Publisher:
ISBN: 9788537651667
Category : Juvenile Fiction
Languages : pt-BR
Pages : 0

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Book Description
Este livro, com desenhos divertidos, que convidam a colorir conforme o modelo, é perfeito para desenvolver a imaginação, a percepção e a coordenação motora.

The Colour Monster Goes to School

The Colour Monster Goes to School PDF Author: Anna Llenas
Publisher: Kings Road Publishing
ISBN: 1787419770
Category : Juvenile Fiction
Languages : en
Pages : 20

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Book Description
Follow The Colour Monster on a brand new adventure, as he navigates his way through his first day at school! Anna Llenas's popular Colour Monster is back, and this time he's heading off to school! But what exactly is school? A spooky castle filled with terrifying animals? A place in the sky, amongst the rainbows and clouds? From music lessons, to lunchtime, to making new friends, the Colour Monster's first day of school is filled with exciting new adventures.

Hit Makers

Hit Makers PDF Author: Derek Thompson
Publisher: Penguin
ISBN: 1101980346
Category : Social Science
Languages : en
Pages : 370

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Book Description
“Enthralling - full of 'aha' moments about why some ideas soar and others never get off the ground. This book picks up where The Tipping Point left off." —Adam Grant Nothing “goes viral.” If you think a popular movie, song, or app came out of nowhere to become a word-of-mouth success in today’s crowded media environment, you’re missing the real story. Each blockbuster has a secret history—of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience. In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable. Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century—people’s attention. From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular. In Hit Makers, Derek Thompson investigates: * What Taylor Swift, the printing press, and the laugh track have in common * The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses * How advertising critics predicted Donald Trump * The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history * How Barack Obama and his speechwriters think of themselves as songwriters * How Disney conquered the world—but the future of hits belongs to savvy amateurs and individuals * The French collector who accidentally created the Impressionist canon * Quantitative evidence that the biggest music hits aren’t always the best * Why almost all Hollywood blockbusters are sequels, reboots, and adaptations * Why one year--1991--is responsible for the way pop music sounds today * Why another year --1932--created the business model of film * How data scientists proved that “going viral” is a myth * How 19th century immigration patterns explain the most heard song in the Western Hemisphere

Hokusai

Hokusai PDF Author: Seiji Nagata
Publisher: Kodansha International
ISBN: 9784770024794
Category : Art
Languages : en
Pages : 120

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Book Description
An introduction to the life and art of Japan's famous artist export, Hokusai, written by the curator of the Ota Memorial Museum in Tokyo. The book contains a commentary on the artist's life and work, and details outlining composition and technique. Hokusai is perhaps the Asian artist best known in the West. His influence has extended from the Impressionists to later modern art and even to commercial design. A few of his works are so frequently reproduced that they are almost as familiar as the face of the Mona Lisa. Yet the Great Wave' and the 'Red Fuji' from the'

Super Babies!

Super Babies! PDF Author: Alison Inches
Publisher: Turtleback Books
ISBN: 9781417764723
Category :
Languages : en
Pages : 0

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Book Description


Game Interface Design

Game Interface Design PDF Author: Brent Fox
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 246

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Book Description
"Game Interface Design" reveals design principles and techniques that enable the reader to create aesthetic and easy to use, front-end menus and in-game interfaces. The reader learns how to blend smooth functionality with stunning visuals. Standards and goals for measuring the success of an interface are presented and explained. A clear understanding of what makes a good interface can help game designers in their quest for the ultimate interface design. This book discusses principles and ideas that help the reader to design elegant interfaces. Many visual examples are provided to clearly illustrate these principles. Real world tutorials are provided to show how these principles can be applied in an actual video game interface

Ei Arakawa

Ei Arakawa PDF Author: Verlag der Buchhandlung Walther König Köln
Publisher: Verlag Der Buchhandlung Walther Konig
ISBN: 9783960987697
Category :
Languages : en
Pages : 416

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Book Description
Erika Lindstrom, Eva Birkenstock, John Kelsey, Jutta Koether, Reiko Tomii, Sarah Chow

The Book Publishing Industry

The Book Publishing Industry PDF Author: Albert N. Greco
Publisher: Taylor & Francis
ISBN: 1135615888
Category : Business & Economics
Languages : en
Pages : 396

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Book Description
This volume provides an innovative and detailed overview of the book publishing industry, including details about the business processes in editorial, marketing and production. The work explores the complex issues that occur everyday in the publishing in

Evaluating User Experience in Games

Evaluating User Experience in Games PDF Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
ISBN: 1848829639
Category : Computers
Languages : en
Pages : 274

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Book Description
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

HCI Models, Theories, and Frameworks

HCI Models, Theories, and Frameworks PDF Author: John M. Carroll
Publisher: Elsevier
ISBN: 0080491413
Category : Computers
Languages : en
Pages : 579

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Book Description
HCI Models, Theories, and Frameworks provides a thorough pedagological survey of the science of Human-Computer Interaction (HCI). HCI spans many disciplines and professions, including anthropology, cognitive psychology, computer graphics, graphical design, human factors engineering, interaction design, sociology, and software engineering. While many books and courses now address HCI technology and application areas, none has addressed HCI's multidisciplinary foundations with much scope or depth. This text fills a huge void in the university education and training of HCI students as well as in the lifelong learning and professional development of HCI practitioners. Contributors are leading researchers in the field of HCI. If you teach a second course in HCI, you should consider this book. This book provides a comprehensive understanding of the HCI concepts and methods in use today, presenting enough comparative detail to make primary sources more accessible. Chapters are formatted to facilitate comparisons among the various HCI models. Each chapter focuses on a different level of scientific analysis or approach, but all in an identical format, facilitating comparison and contrast of the various HCI models. Each approach is described in terms of its roots, motivation, and type of HCI problems it typically addresses. The approach is then compared with its nearest neighbors, illustrated in a paradigmatic application, and analyzed in terms of its future. This book is essential reading for professionals, educators, and students in HCI who want to gain a better understanding of the theoretical bases of HCI, and who will make use of a good background, refresher, reference to the field and/or index to the literature. - Contributors are leading researchers in the field of Human-Comptuter Interaction - Fills a major gap in current literature about the rich scientific foundations of HCI - Provides a thorough pedogological survey of the science of HCI