Author: Duff McKagan
Publisher: Simon and Schuster
ISBN: 1451606648
Category : Biography & Autobiography
Languages : en
Pages : 369
Book Description
Musician Duff McKagan shares details about his life and career, discussing the creation and rise of Guns n' Roses, his struggle with alcoholism and drug addiction, his path to sobriety, and more.
It's So Easy
The Matlock Paper
Author: Robert Ludlum
Publisher: Bantam
ISBN: 0307813886
Category : Fiction
Languages : en
Pages : 386
Book Description
The name on the computer screen is James Barbour Matlock, college professor and Vietnam veteran. He’s Washington’s choice to stop a far-reaching conspiracy in an undercover assignment destined to put his neck against the razor’s edge of danger. But the faceless men behind the scenes don’t care if it means savaging the woman he loves or trapping him in a maze of unrelenting terror. They just care about one thing: Matlock is the perfect man for the job—and the reason why is disturbing, explosive, and extremely deadly. Praise for Robert Ludlum and The Matlock Paper “A sure winner . . . fast paced, suspenseful, and bound to keep you turning the pages.”—The Denver Post “A 110% story all in overdrive . . . Ludlum writes better and better.”—Kirkus Reviews “Suspense, violence, and total readability.”—Chicago Tribune BONUS: This edition includes an excerpt from Robert Ludlum’s The Bourne Identity.
Publisher: Bantam
ISBN: 0307813886
Category : Fiction
Languages : en
Pages : 386
Book Description
The name on the computer screen is James Barbour Matlock, college professor and Vietnam veteran. He’s Washington’s choice to stop a far-reaching conspiracy in an undercover assignment destined to put his neck against the razor’s edge of danger. But the faceless men behind the scenes don’t care if it means savaging the woman he loves or trapping him in a maze of unrelenting terror. They just care about one thing: Matlock is the perfect man for the job—and the reason why is disturbing, explosive, and extremely deadly. Praise for Robert Ludlum and The Matlock Paper “A sure winner . . . fast paced, suspenseful, and bound to keep you turning the pages.”—The Denver Post “A 110% story all in overdrive . . . Ludlum writes better and better.”—Kirkus Reviews “Suspense, violence, and total readability.”—Chicago Tribune BONUS: This edition includes an excerpt from Robert Ludlum’s The Bourne Identity.
A Strange Stirring
Author: Stephanie Coontz
Publisher: Basic Books
ISBN: 0465022324
Category : Social Science
Languages : en
Pages : 250
Book Description
In 1963, Betty Friedan unleashed a storm of controversy with her bestselling book, The Feminine Mystique. Hundreds of women wrote to her to say that the book had transformed, even saved, their lives. Nearly half a century later, many women still recall where they were when they first read it. In A Strange Stirring, historian Stephanie Coontz examines the dawn of the 1960s, when the sexual revolution had barely begun, newspapers advertised for "perky, attractive gal typists," but married women were told to stay home, and husbands controlled almost every aspect of family life. Based on exhaustive research and interviews, and challenging both conservative and liberal myths about Friedan, A Strange Stirring brilliantly illuminates how a generation of women came to realize that their dissatisfaction with domestic life didn't't reflect their personal weakness but rather a social and political injustice.
Publisher: Basic Books
ISBN: 0465022324
Category : Social Science
Languages : en
Pages : 250
Book Description
In 1963, Betty Friedan unleashed a storm of controversy with her bestselling book, The Feminine Mystique. Hundreds of women wrote to her to say that the book had transformed, even saved, their lives. Nearly half a century later, many women still recall where they were when they first read it. In A Strange Stirring, historian Stephanie Coontz examines the dawn of the 1960s, when the sexual revolution had barely begun, newspapers advertised for "perky, attractive gal typists," but married women were told to stay home, and husbands controlled almost every aspect of family life. Based on exhaustive research and interviews, and challenging both conservative and liberal myths about Friedan, A Strange Stirring brilliantly illuminates how a generation of women came to realize that their dissatisfaction with domestic life didn't't reflect their personal weakness but rather a social and political injustice.
Creativity, Inc. (The Expanded Edition)
Author: Ed Catmull
Publisher: Random House
ISBN: 0679644504
Category : Business & Economics
Languages : en
Pages : 367
Book Description
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
Publisher: Random House
ISBN: 0679644504
Category : Business & Economics
Languages : en
Pages : 367
Book Description
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
Mokole
Author: James Ray Comer
Publisher: White Wolf Games Studio
ISBN: 9781565043060
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Details the werecrocodilians of the World of Darkness.
Publisher: White Wolf Games Studio
ISBN: 9781565043060
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Details the werecrocodilians of the World of Darkness.
One Day
Author: David Nicholls
Publisher: Vintage
ISBN: 0307739309
Category : Fiction
Languages : en
Pages : 450
Book Description
NOW A NETFLIX SERIES • NEW YORK TIMES BESTSELLER • TWO PEOPLE. ONE DAY. TWENTY YEARS. • What starts as a fleeting connection between two strangers soon becomes a deep bond that spans decades. • "[An] instant classic. . . . One of the most ...emotionally riveting love stories you’ll ever encounter." —People It’s 1988 and Dexter Mayhew and Emma Morley have only just met. But after only one day together, they cannot stop thinking about one another. Over twenty years, snapshots of that relationship are revealed on the same day—July 15th—of each year. They face squabbles and fights, hopes and missed opportunities, laughter and tears. Dex and Em must come to grips with the nature of love and life itself. As the years go by, the true meaning of this one crucial day is revealed. "[A] surprisingly deep romance...so thoroughly satisfying." —Entertainment Weekly
Publisher: Vintage
ISBN: 0307739309
Category : Fiction
Languages : en
Pages : 450
Book Description
NOW A NETFLIX SERIES • NEW YORK TIMES BESTSELLER • TWO PEOPLE. ONE DAY. TWENTY YEARS. • What starts as a fleeting connection between two strangers soon becomes a deep bond that spans decades. • "[An] instant classic. . . . One of the most ...emotionally riveting love stories you’ll ever encounter." —People It’s 1988 and Dexter Mayhew and Emma Morley have only just met. But after only one day together, they cannot stop thinking about one another. Over twenty years, snapshots of that relationship are revealed on the same day—July 15th—of each year. They face squabbles and fights, hopes and missed opportunities, laughter and tears. Dex and Em must come to grips with the nature of love and life itself. As the years go by, the true meaning of this one crucial day is revealed. "[A] surprisingly deep romance...so thoroughly satisfying." —Entertainment Weekly
The Metaphysics of Virtual Reality
Author: Michael Heim
Publisher: Oxford University Press
ISBN: 0198024320
Category : Computers
Languages : en
Pages : 200
Book Description
Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adapter plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way, Heim covers such intriguing topics as how computers have altered our thought habits, how we will be able to distinguish virtual from real reality, and the appearance of virtual reality in popular culture (as in Star Trek's holodeck, William Gibson's Neuromancer, and Stephen King's Lawnmower Man). Vividly and entertainingly written, The Metaphysics of Virtual Reality opens a window on a fascinating world that promises--or threatens--to become an integral part of everyday life in the 21st century. As Heim writes, not only do we face a breakthrough in the technology of computer interface, but we face the challenge of knowing ourselves and determining how the technology should develop and ultimately affect the society in which it grows.
Publisher: Oxford University Press
ISBN: 0198024320
Category : Computers
Languages : en
Pages : 200
Book Description
Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adapter plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way, Heim covers such intriguing topics as how computers have altered our thought habits, how we will be able to distinguish virtual from real reality, and the appearance of virtual reality in popular culture (as in Star Trek's holodeck, William Gibson's Neuromancer, and Stephen King's Lawnmower Man). Vividly and entertainingly written, The Metaphysics of Virtual Reality opens a window on a fascinating world that promises--or threatens--to become an integral part of everyday life in the 21st century. As Heim writes, not only do we face a breakthrough in the technology of computer interface, but we face the challenge of knowing ourselves and determining how the technology should develop and ultimately affect the society in which it grows.
The Encyclopedia of Daytime Television
Author: Wesley Hyatt
Publisher:
ISBN: 9780823083152
Category : Television broadcasting
Languages : en
Pages : 0
Book Description
"Five-decade chronicle of television history [covering] ... all daytime programs that aired for three or more weeks on a commercial network between 1947 and 1996, plus 100 nationally syndicated shows from the same period ... . [Includes] cartoons, children's programs, game shows, news shows, soap operas, sports programs, [and] talk shows ... . Provides the dates each show aired, a synosis of its plot, its principal cast members, and other pertinent information"--Back cover.
Publisher:
ISBN: 9780823083152
Category : Television broadcasting
Languages : en
Pages : 0
Book Description
"Five-decade chronicle of television history [covering] ... all daytime programs that aired for three or more weeks on a commercial network between 1947 and 1996, plus 100 nationally syndicated shows from the same period ... . [Includes] cartoons, children's programs, game shows, news shows, soap operas, sports programs, [and] talk shows ... . Provides the dates each show aired, a synosis of its plot, its principal cast members, and other pertinent information"--Back cover.
Shadowrun Cutting Aces
Author: Catalyst Game Labs
Publisher:
ISBN: 9781942487630
Category :
Languages : en
Pages :
Book Description
The Hotel Bartender Who Slips You A Guests Room Number Because He Thinks It Will Help Him Get Lucky. The Security Guard Who Lets A Team Into A Top-Secret Facility Because He Thinks Hes Pitching In On Covert-Ops Training. The Business Suit Who Drops Ten Thousand Nuyen On A Project Because He Thinks Itll Earn Him Fifty Thousand. Marks, All Of Them, And The Sixth World Is Full Of Them. Yeah, Blasting Your Way Into A Well-Guarded Facility Is Fun, But Talking Your Way In, Smooth And Subtle, Might Be More Rewarding. Almost Every Kind Of Shadowrun Involves At Least A Little Con Artistry, And Some Of Them Are Full-On Long Cons. That Means You Need To Sharpen Your Con Game. With Tips, Plot Updates, Spells, Gear, And More To Improve Characters Con Abilities, Cutting Aces Gives Players The Swagger And Skills They Need To Swindle The World. It Also Includes Information On One Of The Sixth Worlds Hottest Spots For Running A Conistanbul, City Of The Worlds Desire. Cuttings Aces Is For Use With Shadowrun, Fifth Edition, And It Also Contains Plot Information, Story Ideas, And Characters That Can Be Used With Shadowrun: Anarchy With Slight Adjustments Of Character Stats.
Publisher:
ISBN: 9781942487630
Category :
Languages : en
Pages :
Book Description
The Hotel Bartender Who Slips You A Guests Room Number Because He Thinks It Will Help Him Get Lucky. The Security Guard Who Lets A Team Into A Top-Secret Facility Because He Thinks Hes Pitching In On Covert-Ops Training. The Business Suit Who Drops Ten Thousand Nuyen On A Project Because He Thinks Itll Earn Him Fifty Thousand. Marks, All Of Them, And The Sixth World Is Full Of Them. Yeah, Blasting Your Way Into A Well-Guarded Facility Is Fun, But Talking Your Way In, Smooth And Subtle, Might Be More Rewarding. Almost Every Kind Of Shadowrun Involves At Least A Little Con Artistry, And Some Of Them Are Full-On Long Cons. That Means You Need To Sharpen Your Con Game. With Tips, Plot Updates, Spells, Gear, And More To Improve Characters Con Abilities, Cutting Aces Gives Players The Swagger And Skills They Need To Swindle The World. It Also Includes Information On One Of The Sixth Worlds Hottest Spots For Running A Conistanbul, City Of The Worlds Desire. Cuttings Aces Is For Use With Shadowrun, Fifth Edition, And It Also Contains Plot Information, Story Ideas, And Characters That Can Be Used With Shadowrun: Anarchy With Slight Adjustments Of Character Stats.
A Sick Day for Amos McGee
Author: Philip C. Stead
Publisher:
ISBN: 1250171105
Category : Juvenile Fiction
Languages : en
Pages : 18
Book Description
The 2011 Caldecott Medal winner is now available as a board book, perfect forthe youngest of readers. Full color.
Publisher:
ISBN: 1250171105
Category : Juvenile Fiction
Languages : en
Pages : 18
Book Description
The 2011 Caldecott Medal winner is now available as a board book, perfect forthe youngest of readers. Full color.