Nostalgia Nerd's Gadgets, Gizmos & Gimmicks

Nostalgia Nerd's Gadgets, Gizmos & Gimmicks PDF Author: Peter Leigh
Publisher: Ilex Press
ISBN: 1781578893
Category : Technology & Engineering
Languages : en
Pages : 339

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Book Description
In this eagerly-awaited new book from the author of the best-selling Nostalgia Nerd's Retro Tech, Peter Leigh takes a fun, informative and irreverent romp through the history of more than forty pieces of personal tech, charting the successes, failures and oddities from over five decades of our obsession with gadgetry. From the Teasmade to the TomTom, mankind has been on a constant hunt for gimmicks that make life easier, faster and more entertaining, and as yesterday's 'must-haves' become today's museum pieces, there's no better time to take a nostalgic trip through tech's back catalogue.

Nostalgia Nerd's Gadgets, Gizmos & Gimmicks

Nostalgia Nerd's Gadgets, Gizmos & Gimmicks PDF Author: Peter Leigh
Publisher: Ilex Press
ISBN: 1781578893
Category : Technology & Engineering
Languages : en
Pages : 339

Get Book Here

Book Description
In this eagerly-awaited new book from the author of the best-selling Nostalgia Nerd's Retro Tech, Peter Leigh takes a fun, informative and irreverent romp through the history of more than forty pieces of personal tech, charting the successes, failures and oddities from over five decades of our obsession with gadgetry. From the Teasmade to the TomTom, mankind has been on a constant hunt for gimmicks that make life easier, faster and more entertaining, and as yesterday's 'must-haves' become today's museum pieces, there's no better time to take a nostalgic trip through tech's back catalogue.

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games PDF Author: Peter Leigh
Publisher: Ilex Press
ISBN: 1781576823
Category : Computers
Languages : en
Pages : 224

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Book Description
Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since. This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

Decoding the World

Decoding the World PDF Author: Po Bronson
Publisher: Twelve
ISBN: 153873432X
Category : Science
Languages : en
Pages : 365

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Book Description
Find out where our world is headed with this dazzling first-hand account of inventing the future from the #1 New York Times bestselling author of What Should I Do With My Life? and the founder of science accelerator IndieBio. Decoding the World is a buddy adventure about the quest to live meaningfully in a world with such uncertainty. It starts with Po Bronson coming to IndieBio. Arvind Gupta created IndieBio as a laboratory for early biotech startups trying to solve major world problems. Glaciers melting. Dying bees. Infertility. Cancer. Ocean plastic. Pandemics. Arvind is the fearless one, a radical experimentalist. Po is the studious detective, patiently synthesizing clues others have missed. Their styles mix and create a quadratic speedup of creativity. Yin and Yang crystallized. As they travel around the world, finding scientists to join their cause, the authors bring their firsthand experience to the great mysteries that haunt our future. Natural resource depletion. Job-taking robots. China's global influence. Arvind feels he needs to leave IndieBio to help startups do more than just get started. But as his departure draws near, he struggles to leave the sanctum he created. While Po has to prove he can keep the "indie" in IndieBio after Arvind is gone. After looking through their lens, you'll never see the world the same.

Pattern Recognition

Pattern Recognition PDF Author: William Gibson
Publisher: Penguin UK
ISBN: 0141904461
Category : Fiction
Languages : en
Pages : 419

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Book Description
'Part-detective story, part-cultural snapshot . . . all bound by Gibson's pin-sharp prose' Arena -------------- THE FIRST NOVEL IN THE BLUE ANT TRILIOGY - READ ZERO HISTORY AND SPOOK COUNTRY FOR MORE Cayce Pollard has a new job. She's been offered a special project: track down the makers of an addictive online film that's lighting up the internet. Hunting the source will take her to Tokyo and Moscow and put her in the sights of Japanese hackers and Russian Mafia. She's up against those who want to control the film, to own it - who figure breaking the law is just another business strategy. The kind of people who relish turning the hunter into the hunted . . . A gripping spy thriller by William Gibson, bestselling author of Neuromancer. Part prophesy, part satire, Pattern Recognition skewers the absurdity of modern life with the lightest and most engaging of touches. Readers of Neal Stephenson, Ray Bradbury and Iain M. Banks won't be able to put this book down. -------------- 'Fast, witty and cleverly politicized' Guardian 'A big novel, full of bold ideas . . . races along like an expert thriller' GQ 'Dangerously hip. Its dialogue and characterization will amaze you. A wonderfully detailed, reckless journey of espionage and lies' USA Today 'A compelling, humane story with a sympathetic heroine searching for meaning and consolation in a post-everything world' Daily Telegraph 'Electric, profound. Gibson's descriptions of Tokyo, Russia and London are surreally spot-on' Financial Times

Region Locked

Region Locked PDF Author: Matt Barnes
Publisher: Unbound Publishing
ISBN: 178352927X
Category : Games & Activities
Languages : en
Pages : 231

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Book Description
Not all games are released equal. The barriers of language and culture can leave our world divided, and this includes the video games that we get the chance to play. Matt Barnes, Dazz Brown and Greg Seago-Curl of DidYouKnowGaming? created the YouTube series Region Locked to offer an insight into the weird and wonderful titles that never left their home countries, and now they bring their expertise to you, the gaming reader. Encounter masterpieces you never knew existed from your favourite series and developers, as well as some utterly bizarre creations that seem so outlandish you might wonder how on earth they were released in the first place, from the trippy, meandering dreamscapes of 1998’s LSD: Dream Emulator to The Mysterious Murasame Castle, released in 1986 by Nintendo, and the intergalactic adventures of Crime Crackers (1994). The authors explore what it’s like to play these games, and investigate the fascinating characters and maverick designers behind them to discover why such remarkable creations never enjoyed international exposure. For the casual gamer, keen developer, intrigued reader and hardcore fan alike, Region Locked is the key to a surreal and adventurous journey through the lost world of video games.

Spectacular Sex Moves He'll Never Forget

Spectacular Sex Moves He'll Never Forget PDF Author: Sonia Borg
Publisher: Quiver Books
ISBN: 1610580753
Category : Self-Help
Languages : en
Pages : 161

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Book Description
The Slinging Dixie and 29 Other Spectacular Sex Moves He'll Never Forget teaches women the ultimate positions and techniques to take sex for him from tame to toe-curling. There are incredible, unforgettable, and at times shocking, but always produce sex that will be talked about for years. Each of the 29 moves contain surprising elements and wild twists on "been there, done that" sex.

Retro Gaming

Retro Gaming PDF Author: Mike Diver
Publisher: LOM ART
ISBN: 9781912785865
Category :
Languages : en
Pages : 192

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Book Description


What Would Google Do?

What Would Google Do? PDF Author: Jeff Jarvis
Publisher: Harper Collins
ISBN: 0061709697
Category : Business & Economics
Languages : en
Pages : 290

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Book Description
In a book that’s one part prophecy, one part thought experiment, one part manifesto, and one part survival manual, internet impresario and blogging pioneer Jeff Jarvis reverse-engineers Google, the fastest-growing company in history, to discover forty clear and straightforward rules to manage and live by. At the same time, he illuminates the new worldview of the internet generation: how it challenges and destroys—but also opens up—vast new opportunities. His findings are counterintuitive, imaginative, practical, and above all visionary, giving readers a glimpse of how everyone and everything—from corporations to governments, nations to individuals—must evolve in the Google era. What Would Google Do? is an astonishing, mind-opening book that, in the end, is not about Google. It’s about you.

At Sixes and Sevens: How to Understand Numbers and Make Maths Easy

At Sixes and Sevens: How to Understand Numbers and Make Maths Easy PDF Author: Rachel Riley
Publisher: HarperCollins
ISBN: 0008491089
Category : Mathematics
Languages : en
Pages : 384

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Book Description
An engaging, accessible introduction into how numbers work and why we shouldn’t be afraid of them, from maths expert Rachel Riley.

The Twittering Machine

The Twittering Machine PDF Author: Richard Seymour
Publisher: Verso Books
ISBN: 1788739310
Category : Political Science
Languages : en
Pages : 257

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Book Description
A brilliant probe into the political and psychological effects of our changing relationship with social media Former social media executives tell us that the system is an addiction-machine. We are users, waiting for our next hit as we like, comment and share. We write to the machine as individuals, but it responds by aggregating our fantasies, desires and frailties into data, and returning them to us as a commodity experience. The Twittering Machine is an unflinching view into the calamities of digital life: the circus of online trolling, flourishing alt-right subcultures, pervasive corporate surveillance, and the virtual data mines of Facebook and Google where we spend considerable portions of our free time. In this polemical tour de force, Richard Seymour shows how the digital world is changing the ways we speak, write, and think. Through journalism, psychoanalytic reflection and insights from users, developers, security experts and others, Seymour probes the human side of the machine, asking what we’re getting out of it, and what we’re getting into. Social media held out the promise that we could make our own history–to what extent did we choose the nightmare that it has become?