Author: Lawrence Wickes Conant
Publisher:
ISBN:
Category : Students
Languages : en
Pages : 226
Book Description
Tackling Tech
Author: Lawrence Wickes Conant
Publisher:
ISBN:
Category : Students
Languages : en
Pages : 226
Book Description
Publisher:
ISBN:
Category : Students
Languages : en
Pages : 226
Book Description
Technology Review
Author:
Publisher:
ISBN:
Category : Electronic journals
Languages : en
Pages : 684
Book Description
Publisher:
ISBN:
Category : Electronic journals
Languages : en
Pages : 684
Book Description
The Ohio State Engineer
Author:
Publisher:
ISBN:
Category : Engineering
Languages : en
Pages : 40
Book Description
Publisher:
ISBN:
Category : Engineering
Languages : en
Pages : 40
Book Description
The Truth about Nature
Author: Bram Büscher
Publisher: University of California Press
ISBN: 0520371453
Category : Social Science
Languages : en
Pages : 254
Book Description
How should we share the truth about the environmental crisis? At a moment when even the most basic facts about ecology and the climate face contestation and contempt, environmental advocates are at an impasse. Many have turned to social media and digital technologies to shift the tide. But what if their strategy is not only flawed, but dangerous? The Truth about Nature follows environmental actors as they turn to the internet to save nature. It documents how conservation efforts are transformed through the political economy of platforms and the algorithmic feeds that have been instrumental to the rise of post-truth politics. Developing a novel account of post-truth as an expression of power under platform capitalism, Bram Büscher shows how environmental actors attempt to mediate between structural forms of platform power and the contingent histories and contexts of particular environmental issues. Bringing efforts at wildlife protection in Southern Africa into dialogue with a sweeping analysis of truth and power in the twenty-first century, Büscher makes the case for a new environmental politics that radically reignites the art of speaking truth to power.
Publisher: University of California Press
ISBN: 0520371453
Category : Social Science
Languages : en
Pages : 254
Book Description
How should we share the truth about the environmental crisis? At a moment when even the most basic facts about ecology and the climate face contestation and contempt, environmental advocates are at an impasse. Many have turned to social media and digital technologies to shift the tide. But what if their strategy is not only flawed, but dangerous? The Truth about Nature follows environmental actors as they turn to the internet to save nature. It documents how conservation efforts are transformed through the political economy of platforms and the algorithmic feeds that have been instrumental to the rise of post-truth politics. Developing a novel account of post-truth as an expression of power under platform capitalism, Bram Büscher shows how environmental actors attempt to mediate between structural forms of platform power and the contingent histories and contexts of particular environmental issues. Bringing efforts at wildlife protection in Southern Africa into dialogue with a sweeping analysis of truth and power in the twenty-first century, Büscher makes the case for a new environmental politics that radically reignites the art of speaking truth to power.
GURPS For Dummies
Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 0471783293
Category : Games & Activities
Languages : en
Pages : 438
Book Description
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Publisher: John Wiley & Sons
ISBN: 0471783293
Category : Games & Activities
Languages : en
Pages : 438
Book Description
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
The Code
Author: Margaret O'Mara
Publisher: Penguin
ISBN: 0399562184
Category : Technology & Engineering
Languages : en
Pages : 514
Book Description
One of New York Magazine's best books on Silicon Valley! The true, behind-the-scenes history of the people who built Silicon Valley and shaped Big Tech in America Long before Margaret O'Mara became one of our most consequential historians of the American-led digital revolution, she worked in the White House of Bill Clinton and Al Gore in the earliest days of the commercial Internet. There she saw firsthand how deeply intertwined Silicon Valley was with the federal government--and always had been--and how shallow the common understanding of the secrets of the Valley's success actually was. Now, after almost five years of pioneering research, O'Mara has produced the definitive history of Silicon Valley for our time, the story of mavericks and visionaries, but also of powerful institutions creating the framework for innovation, from the Pentagon to Stanford University. It is also a story of a community that started off remarkably homogeneous and tight-knit and stayed that way, and whose belief in its own mythology has deepened into a collective hubris that has led to astonishing triumphs as well as devastating second-order effects. Deploying a wonderfully rich and diverse cast of protagonists, from the justly famous to the unjustly obscure, across four generations of explosive growth in the Valley, from the forties to the present, O'Mara has wrestled one of the most fateful developments in modern American history into magnificent narrative form. She is on the ground with all of the key tech companies, chronicling the evolution in their offerings through each successive era, and she has a profound fingertip feel for the politics of the sector and its relation to the larger cultural narrative about tech as it has evolved over the years. Perhaps most impressive, O'Mara has penetrated the inner kingdom of tech venture capital firms, the insular and still remarkably old-boy world that became the cockpit of American capitalism and the crucible for bringing technological innovation to market, or not. The transformation of big tech into the engine room of the American economy and the nexus of so many of our hopes and dreams--and, increasingly, our nightmares--can be understood, in Margaret O'Mara's masterful hands, as the story of one California valley. As her majestic history makes clear, its fate is the fate of us all.
Publisher: Penguin
ISBN: 0399562184
Category : Technology & Engineering
Languages : en
Pages : 514
Book Description
One of New York Magazine's best books on Silicon Valley! The true, behind-the-scenes history of the people who built Silicon Valley and shaped Big Tech in America Long before Margaret O'Mara became one of our most consequential historians of the American-led digital revolution, she worked in the White House of Bill Clinton and Al Gore in the earliest days of the commercial Internet. There she saw firsthand how deeply intertwined Silicon Valley was with the federal government--and always had been--and how shallow the common understanding of the secrets of the Valley's success actually was. Now, after almost five years of pioneering research, O'Mara has produced the definitive history of Silicon Valley for our time, the story of mavericks and visionaries, but also of powerful institutions creating the framework for innovation, from the Pentagon to Stanford University. It is also a story of a community that started off remarkably homogeneous and tight-knit and stayed that way, and whose belief in its own mythology has deepened into a collective hubris that has led to astonishing triumphs as well as devastating second-order effects. Deploying a wonderfully rich and diverse cast of protagonists, from the justly famous to the unjustly obscure, across four generations of explosive growth in the Valley, from the forties to the present, O'Mara has wrestled one of the most fateful developments in modern American history into magnificent narrative form. She is on the ground with all of the key tech companies, chronicling the evolution in their offerings through each successive era, and she has a profound fingertip feel for the politics of the sector and its relation to the larger cultural narrative about tech as it has evolved over the years. Perhaps most impressive, O'Mara has penetrated the inner kingdom of tech venture capital firms, the insular and still remarkably old-boy world that became the cockpit of American capitalism and the crucible for bringing technological innovation to market, or not. The transformation of big tech into the engine room of the American economy and the nexus of so many of our hopes and dreams--and, increasingly, our nightmares--can be understood, in Margaret O'Mara's masterful hands, as the story of one California valley. As her majestic history makes clear, its fate is the fate of us all.
The Armour Engineer
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 516
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 516
Book Description
The United States Catalog
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2188
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2188
Book Description
Sports Injuries and Prevention
Author: Kazuyuki Kanosue
Publisher: Springer
ISBN: 4431553185
Category : Medical
Languages : en
Pages : 406
Book Description
This book presents the incidence of sports-related injuries, the types of injuries specific to particular sports, and the importance of factors such as age and gender. Possible injury mechanisms and risk factors are presented based on an analysis involving recent scientific findings. A variety of sports are included to allow the reader to better generalize the results as well as to apply appropriate procedures to specific sports. The authors have emphasized basic scientific findings to help the reader gain a broad knowledge of sports injuries. The potential audience includes medical doctors, physical therapists, athletic trainers, coaches and interested parents. This book is expected to play a prominent role in the construction of training programs for both healthy and injured players. The focus on junior athletes will aid in their education, injury prevention and increased performance. It will also benefit instructors at the junior and senior high school levels. The book is composed of seven parts. In the beginning part, current situations and the general characteristics of sports-related injuries are outlined on the basis of an investigation utilizing statistical data involving a large number of populations. In the following parts, detailed information on the injuries in terms of the types of sports activities, body sites, symptoms and the relationships among these factors are discussed. Part 2, for example, deals with topics on concussion and severe head–neck injuries which occur frequently in rugby and judo. In Parts 3 and 4, as one of the major sports-related injuries, anterior cruciate ligament (ACL) injuries are discussed. Beginning with the underlying mechanisms as assessed by using the latest measuring techniques, characteristic features of their occurrence are described. Further, Part 4 deals with topics on post-operative (ACL reconstruction) aspects of ACL injuries, especially those related to muscle functions and tendon regeneration in the hamstring muscles. Part 5 deals with muscle strain and focuses particularly on those occurring in the hamstring muscles, as this muscle group is known, as one of the most frequent sites of muscle strain. In Part 6, disorders related to the ankle and foot are introduced. Finally, Part 7 provides information on lower back disorders. Included are detailed mechanisms of their incidence, epidemiology and implications for their prevention.
Publisher: Springer
ISBN: 4431553185
Category : Medical
Languages : en
Pages : 406
Book Description
This book presents the incidence of sports-related injuries, the types of injuries specific to particular sports, and the importance of factors such as age and gender. Possible injury mechanisms and risk factors are presented based on an analysis involving recent scientific findings. A variety of sports are included to allow the reader to better generalize the results as well as to apply appropriate procedures to specific sports. The authors have emphasized basic scientific findings to help the reader gain a broad knowledge of sports injuries. The potential audience includes medical doctors, physical therapists, athletic trainers, coaches and interested parents. This book is expected to play a prominent role in the construction of training programs for both healthy and injured players. The focus on junior athletes will aid in their education, injury prevention and increased performance. It will also benefit instructors at the junior and senior high school levels. The book is composed of seven parts. In the beginning part, current situations and the general characteristics of sports-related injuries are outlined on the basis of an investigation utilizing statistical data involving a large number of populations. In the following parts, detailed information on the injuries in terms of the types of sports activities, body sites, symptoms and the relationships among these factors are discussed. Part 2, for example, deals with topics on concussion and severe head–neck injuries which occur frequently in rugby and judo. In Parts 3 and 4, as one of the major sports-related injuries, anterior cruciate ligament (ACL) injuries are discussed. Beginning with the underlying mechanisms as assessed by using the latest measuring techniques, characteristic features of their occurrence are described. Further, Part 4 deals with topics on post-operative (ACL reconstruction) aspects of ACL injuries, especially those related to muscle functions and tendon regeneration in the hamstring muscles. Part 5 deals with muscle strain and focuses particularly on those occurring in the hamstring muscles, as this muscle group is known, as one of the most frequent sites of muscle strain. In Part 6, disorders related to the ankle and foot are introduced. Finally, Part 7 provides information on lower back disorders. Included are detailed mechanisms of their incidence, epidemiology and implications for their prevention.
Back in the Game
Author: Jeffrey S. Kutcher
Publisher: Oxford University Press
ISBN: 0190226625
Category : Medical
Languages : en
Pages : 273
Book Description
The word concussion was unheard of in youth sports a decade ago. The injury was indeed occurring, but youth athletes were often told to "shake it off" after "getting their bell rung". Science and increased awareness about concussion and brain health have transformed the way youth parents, coaches, and players pursue athletics. Fear of incurring concussions, as well as incomplete or incorrect information, is leading some parents to keep their children out of contact sports, such as football and soccer, where concussion is more prevalent. Back in the Game: Why Concussion Doesn't Have to End Your Athletic Career does not dwell on perpetuating fears but, rather, provides the most up-to-date understanding of the condition. This is a real-world discussion of what science and medicine know, what parents and coaches need to understand about concussion, evaluation and treatment, and what possible post-concussive issues exist. The expertise and experiences of noted sports neurologist Jeffrey S. Kutcher, MD, along with reporting and interviews by award-winning sports journalist Joanne C. Gerstner, make this book a timely, relevant, and real discussion about concussions in youth sports. Athletes and professional coaches who have participated in the formation of this book include two-time Olympic gold medalist soccer player Kate Markgraf, former NHL/Team Canada head coach Andy Murray, champion X-Games snowboarder Ellery Hollingsworth, along with an array of youth parents, coaches, and athletes from across the country.
Publisher: Oxford University Press
ISBN: 0190226625
Category : Medical
Languages : en
Pages : 273
Book Description
The word concussion was unheard of in youth sports a decade ago. The injury was indeed occurring, but youth athletes were often told to "shake it off" after "getting their bell rung". Science and increased awareness about concussion and brain health have transformed the way youth parents, coaches, and players pursue athletics. Fear of incurring concussions, as well as incomplete or incorrect information, is leading some parents to keep their children out of contact sports, such as football and soccer, where concussion is more prevalent. Back in the Game: Why Concussion Doesn't Have to End Your Athletic Career does not dwell on perpetuating fears but, rather, provides the most up-to-date understanding of the condition. This is a real-world discussion of what science and medicine know, what parents and coaches need to understand about concussion, evaluation and treatment, and what possible post-concussive issues exist. The expertise and experiences of noted sports neurologist Jeffrey S. Kutcher, MD, along with reporting and interviews by award-winning sports journalist Joanne C. Gerstner, make this book a timely, relevant, and real discussion about concussions in youth sports. Athletes and professional coaches who have participated in the formation of this book include two-time Olympic gold medalist soccer player Kate Markgraf, former NHL/Team Canada head coach Andy Murray, champion X-Games snowboarder Ellery Hollingsworth, along with an array of youth parents, coaches, and athletes from across the country.