Author: Jessica DeViney
Publisher: Gryphon House Incorporated
ISBN: 9780876593172
Category : Education
Languages : en
Pages : 0
Book Description
The classroom environment is an essential component for maximizing learning experiences for young children. "Inspiring Spaces for Young Children "invites teachers to enhance children's educational environment in a beautiful way by emphasizing aesthetic environmental qualities that are often overlooked in early childhood classrooms, such as nature, color, furnishings, textures, displays, lighting, and focal points. Step-by-step instructions and lush photographs take educators through the process of transforming ordinary classrooms into creative, beautiful learning spaces, providing children with an environment where they can learn and grow. With easy-to-implement ideas that incorporate nature, children's artwork, and everyday classroom materials, the photographs and ideas in this book promote creativity, learning, and simple beauty.
Inspiring Spaces for Young Children
Author: Jessica DeViney
Publisher: Gryphon House Incorporated
ISBN: 9780876593172
Category : Education
Languages : en
Pages : 0
Book Description
The classroom environment is an essential component for maximizing learning experiences for young children. "Inspiring Spaces for Young Children "invites teachers to enhance children's educational environment in a beautiful way by emphasizing aesthetic environmental qualities that are often overlooked in early childhood classrooms, such as nature, color, furnishings, textures, displays, lighting, and focal points. Step-by-step instructions and lush photographs take educators through the process of transforming ordinary classrooms into creative, beautiful learning spaces, providing children with an environment where they can learn and grow. With easy-to-implement ideas that incorporate nature, children's artwork, and everyday classroom materials, the photographs and ideas in this book promote creativity, learning, and simple beauty.
Publisher: Gryphon House Incorporated
ISBN: 9780876593172
Category : Education
Languages : en
Pages : 0
Book Description
The classroom environment is an essential component for maximizing learning experiences for young children. "Inspiring Spaces for Young Children "invites teachers to enhance children's educational environment in a beautiful way by emphasizing aesthetic environmental qualities that are often overlooked in early childhood classrooms, such as nature, color, furnishings, textures, displays, lighting, and focal points. Step-by-step instructions and lush photographs take educators through the process of transforming ordinary classrooms into creative, beautiful learning spaces, providing children with an environment where they can learn and grow. With easy-to-implement ideas that incorporate nature, children's artwork, and everyday classroom materials, the photographs and ideas in this book promote creativity, learning, and simple beauty.
Pharrell
Author: Pharrell Williams
Publisher: Rizzoli International Publications
ISBN: 9780847839490
Category : Art
Languages : en
Pages : 248
Book Description
Lavishly illustrated with over 400 sketches, concept renderings and photographs, this book features Pharrell William's prolific body of work in his unique graphic language, including apparel from his Ice Cream/Billionaire Boys Club clothing Line (which he developed with *A Bathing Ape® founder NIGO®), his jewellery and accessories designs for Louis Vuitton, his furniture designs for Domeau & Pérès, as well as other product design, limited-edition toys; graphic designs, skate graphics and collaborations with Moncler, Marc Jacobs, the artist KAWS, and with architects Zaha Hadid and Masamichi Katayama/Wonderwall. This comprehensive book also explores Pharrell William's musical career in depth, from his role as producer for the Neptunes to the band N.E.R.D, and his collaborations with friends Kanye West, Jay-Z, Snoop Dog and other hip-hop royalty. One of the few artists to successfully weave together his varying talents and interests, Pharrell's unique body of work uses elements of music, fashion, street art and product design to create an industry, with one segment both supporting and inspiring the others. Critical essays lend context and position Pharrell's work within contemporary visual and material culture. With sections examining his design work, his music career, his collaborations and his inspirations, this volume gives readers insight into the synergetic process which has brought the artist such success.
Publisher: Rizzoli International Publications
ISBN: 9780847839490
Category : Art
Languages : en
Pages : 248
Book Description
Lavishly illustrated with over 400 sketches, concept renderings and photographs, this book features Pharrell William's prolific body of work in his unique graphic language, including apparel from his Ice Cream/Billionaire Boys Club clothing Line (which he developed with *A Bathing Ape® founder NIGO®), his jewellery and accessories designs for Louis Vuitton, his furniture designs for Domeau & Pérès, as well as other product design, limited-edition toys; graphic designs, skate graphics and collaborations with Moncler, Marc Jacobs, the artist KAWS, and with architects Zaha Hadid and Masamichi Katayama/Wonderwall. This comprehensive book also explores Pharrell William's musical career in depth, from his role as producer for the Neptunes to the band N.E.R.D, and his collaborations with friends Kanye West, Jay-Z, Snoop Dog and other hip-hop royalty. One of the few artists to successfully weave together his varying talents and interests, Pharrell's unique body of work uses elements of music, fashion, street art and product design to create an industry, with one segment both supporting and inspiring the others. Critical essays lend context and position Pharrell's work within contemporary visual and material culture. With sections examining his design work, his music career, his collaborations and his inspirations, this volume gives readers insight into the synergetic process which has brought the artist such success.
Time and Space in Video Games
Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233
Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Video Spaces
Author: Barbara London
Publisher: ABRAMS
ISBN:
Category : Architecture
Languages : en
Pages : 84
Book Description
Exhibition 6/22-9/12/95, Distributed by Abrams.
Publisher: ABRAMS
ISBN:
Category : Architecture
Languages : en
Pages : 84
Book Description
Exhibition 6/22-9/12/95, Distributed by Abrams.
Expressive Space
Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 272
Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 272
Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
Healing Spaces
Author: Esther M. Sternberg MD
Publisher: Harvard University Press
ISBN: 0674256832
Category : Body, Mind & Spirit
Languages : en
Pages : 352
Book Description
“Esther Sternberg is a rare writer—a physician who healed herself...With her scientific expertise and crystal clear prose, she illuminates how intimately the brain and the immune system talk to each other, and how we can use place and space, sunlight and music, to reboot our brains and move from illness to health.”—Gail Sheehy, author of Passages Does the world make you sick? If the distractions and distortions around you, the jarring colors and sounds, could shake up the healing chemistry of your mind, might your surroundings also have the power to heal you? This is the question Esther Sternberg explores in Healing Spaces, a look at the marvelously rich nexus of mind and body, perception and place. Sternberg immerses us in the discoveries that have revealed a complicated working relationship between the senses, the emotions, and the immune system. First among these is the story of the researcher who, in the 1980s, found that hospital patients with a view of nature healed faster than those without. How could a pleasant view speed healing? The author pursues this question through a series of places and situations that explore the neurobiology of the senses. The book shows how a Disney theme park or a Frank Gehry concert hall, a labyrinth or a garden can trigger or reduce stress, induce anxiety or instill peace. If our senses can lead us to a “place of healing,” it is no surprise that our place in nature is of critical importance in Sternberg’s account. The health of the environment is closely linked to personal health. The discoveries this book describes point to possibilities for designing hospitals, communities, and neighborhoods that promote healing and health for all.
Publisher: Harvard University Press
ISBN: 0674256832
Category : Body, Mind & Spirit
Languages : en
Pages : 352
Book Description
“Esther Sternberg is a rare writer—a physician who healed herself...With her scientific expertise and crystal clear prose, she illuminates how intimately the brain and the immune system talk to each other, and how we can use place and space, sunlight and music, to reboot our brains and move from illness to health.”—Gail Sheehy, author of Passages Does the world make you sick? If the distractions and distortions around you, the jarring colors and sounds, could shake up the healing chemistry of your mind, might your surroundings also have the power to heal you? This is the question Esther Sternberg explores in Healing Spaces, a look at the marvelously rich nexus of mind and body, perception and place. Sternberg immerses us in the discoveries that have revealed a complicated working relationship between the senses, the emotions, and the immune system. First among these is the story of the researcher who, in the 1980s, found that hospital patients with a view of nature healed faster than those without. How could a pleasant view speed healing? The author pursues this question through a series of places and situations that explore the neurobiology of the senses. The book shows how a Disney theme park or a Frank Gehry concert hall, a labyrinth or a garden can trigger or reduce stress, induce anxiety or instill peace. If our senses can lead us to a “place of healing,” it is no surprise that our place in nature is of critical importance in Sternberg’s account. The health of the environment is closely linked to personal health. The discoveries this book describes point to possibilities for designing hospitals, communities, and neighborhoods that promote healing and health for all.
If I Were an Astronaut
Author: Eric Braun
Publisher: Capstone
ISBN: 1404855343
Category : Juvenile Nonfiction
Languages : en
Pages : 14
Book Description
Discusses activities astronauts do while they're in space.
Publisher: Capstone
ISBN: 1404855343
Category : Juvenile Nonfiction
Languages : en
Pages : 14
Book Description
Discusses activities astronauts do while they're in space.
Virtual Worlds
Author: Jean-Claude Heudin
Publisher: Springer
ISBN: 354068686X
Category : Computers
Languages : en
Pages : 425
Book Description
1 Introduction Imagine a virtual world with digital creatures that looks like real life, sounds like real life, and even feels like real life. Imagine a virtual world not only with nice three dimensional graphics and animations, but also with realistic physical laws and forces. This virtual world could be familiar, reproducing some parts of our reality, or unfa miliar, with strange “physical” laws and artificial life forms. As a researcher interested in the sciences of complexity, the idea of a conference about virtual worlds emerged from frustration. In the last few years, there has been an increasing interest in the design of artificial environments using image synthesis and virtual reality. The emergence of industry standards such as VRML [1] is an illustra tion of this growing interest. At the same time, the field of Artificial Life has ad dressed and modeled complex phenomena such as self organization, reproduction, development, and evolution of artificial life like systems [2]. One of the most popular works in this field has been Tierra designed by Tom Ray: an environment producing synthetic organisms based on a computer metaphor of organic life in which CPU time is the “energy” resource and memory is the “material” resource [3]. Memory is or ganized into informational patterns that exploit CPU time for self replication. Muta tion generates new forms, and evolution proceeds by natural selection as different creatures compete for CPU time and memory space.
Publisher: Springer
ISBN: 354068686X
Category : Computers
Languages : en
Pages : 425
Book Description
1 Introduction Imagine a virtual world with digital creatures that looks like real life, sounds like real life, and even feels like real life. Imagine a virtual world not only with nice three dimensional graphics and animations, but also with realistic physical laws and forces. This virtual world could be familiar, reproducing some parts of our reality, or unfa miliar, with strange “physical” laws and artificial life forms. As a researcher interested in the sciences of complexity, the idea of a conference about virtual worlds emerged from frustration. In the last few years, there has been an increasing interest in the design of artificial environments using image synthesis and virtual reality. The emergence of industry standards such as VRML [1] is an illustra tion of this growing interest. At the same time, the field of Artificial Life has ad dressed and modeled complex phenomena such as self organization, reproduction, development, and evolution of artificial life like systems [2]. One of the most popular works in this field has been Tierra designed by Tom Ray: an environment producing synthetic organisms based on a computer metaphor of organic life in which CPU time is the “energy” resource and memory is the “material” resource [3]. Memory is or ganized into informational patterns that exploit CPU time for self replication. Muta tion generates new forms, and evolution proceeds by natural selection as different creatures compete for CPU time and memory space.
Give Me Some Space!
Author: Philip Bunting
Publisher: Scholastic Paperbacks
ISBN: 9781338772753
Category : Juvenile Fiction
Languages : en
Pages : 32
Book Description
One girl's mission to find life in space leads to an out-of-this-world adventure perfect for the astronaut-in-training in your life. Una loves imagining a life in space. Life on Earth is just so-so. But how will she get there? Can she complete her mission to discover life in space? Oh! And did she remember to feed her goldfish? From award-winning creator Philip Bunting, Give Me Some Space is a delightful story that expertly merges nonfiction facts with imaginative play. Readers will love blasting off with Una, and learning along the way!
Publisher: Scholastic Paperbacks
ISBN: 9781338772753
Category : Juvenile Fiction
Languages : en
Pages : 32
Book Description
One girl's mission to find life in space leads to an out-of-this-world adventure perfect for the astronaut-in-training in your life. Una loves imagining a life in space. Life on Earth is just so-so. But how will she get there? Can she complete her mission to discover life in space? Oh! And did she remember to feed her goldfish? From award-winning creator Philip Bunting, Give Me Some Space is a delightful story that expertly merges nonfiction facts with imaginative play. Readers will love blasting off with Una, and learning along the way!