Game Zone

Game Zone
Author: Alberto Iacovoni
Publisher: Springer Science & Business Media
Total Pages: 100
Release: 2004
Genre: Architecture
ISBN: 9783764301514

The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs. The Italian architect Alberto Iacovoni is one of the founding members of the Studio maO which specializes on architecture and media. He is also a member of the office for urban planning, Stalker.

Zone to Win

Zone to Win
Author: Geoffrey A. Moore
Publisher: Diversion Books
Total Pages: 147
Release: 2015-11-03
Genre: Business & Economics
ISBN: 1682301702

Over the last 25 years, Geoffrey Moore has established himself as one of the most influential high-tech advisors in the world—once prompting Conan O’Brien to ask “Who is Geoffrey Moore and why is he more famous than me?” Following up on the ferociously innovative ESCAPE VELOCITY, which served as the basis for Moore’s consulting work to such companies as Salesforce, Microsoft, and Intel, ZONE TO WIN serves as the companion playbook for his landmark guide, offering a practical manual to address the challenge large enterprises face when they seek to add a new line of business to their established portfolio. Focused on spurring next-generation growth, guiding mergers and acquisitions, and embracing disruption and innovation, ZONE TO WIN is a high-powered tool for driving your company above and beyond its limitations, its definitions of success, and ultimately, its competitors. Moore’s classic bestseller, CROSSING THE CHASM, has sold more than one million copies by addressing the challenges faced by start-up companies. Now ZONE TO WIN is set to guide established enterprises through the same journey. “For any company, regardless of size or industry, ZONE TO WIN is the playbook for succeeding in today’s disruptive, connected, fast-paced business world.” —Marc Benioff, CEO, Salesforce “Once again Geoffrey Moore weighs in with a prescient examination of what it takes to win in today’s competitive, disruptive business environment.” —Satya Nadella, CEO, Microsoft "With this book, Geoffrey Moore continues to lead us all through ever-changing times...His work has changed the game of changing the game!" —Gary Kovacs, CEO, AVG “ZONE TO WIN uses crystal-clear language to describe the management plays necessary to win in an ever-disrupting marketplace. Regardless of your level of management experience, you will find this book an invaluable tool for building long-term success for your business.” —Lip-Bu Tan, President and CEO, Cadence Design Systems

Red Zone

Red Zone
Author: Tiki Barber
Publisher: Simon and Schuster
Total Pages: 178
Release: 2010-08-31
Genre: Juvenile Fiction
ISBN: 1442409479

The Hidden Valley Eagles have the championship in sight—but will chicken pox get in the way? The Hidden Valley Eagles are on track to make the playoffs. Full of focus and determination, every player is at his best, and the team is working better together than ever before. But when a bout of chicken pox threatens to overtake the team, will their playoff dreams disappear?

Transactions on Edutainment VII

Transactions on Edutainment VII
Author: Zhigeng Pan
Publisher: Springer
Total Pages: 295
Release: 2013-11-19
Genre: Computers
ISBN: 3642290507

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.

Bridge for Beginners

Bridge for Beginners
Author: Zia Mahmood
Publisher: Batsford Books
Total Pages: 358
Release: 2014-10-30
Genre: Crafts & Hobbies
ISBN: 1849942072

Bridge ia an easy game to learn but it takes a lifetime to master. This monumental work is designed to take the student to a level at which he or she can play in a bridge club or tournament with confidence. This book was originally published as three volumes on Bidding, Declarer Play and Defence. It combines the talents of top Canadian bridge teacher Audrey Grant, regarded as the leading tutor in North America, and the charismatic and world-renowned bridge player Zia Mahmud, voted bridge personality of the decade by both International Popular Bridge Monthly and Bridge Today. Zia presented the BBc television series Play Bridge with Zia and his lively and lucid style is ideal to popularise the game for a wide audience.

PC Mag

PC Mag
Author:
Publisher:
Total Pages: 182
Release: 2001-10-30
Genre:
ISBN:

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Game of My Life

Game of My Life
Author: Chuck Carlson
Publisher: Sports Publishing LLC
Total Pages: 202
Release: 2004
Genre:
ISBN: 1582618143

When Bart Starr snuck across the goal line in the withering cold of Lambeau Field to beat the Dallas Cowboys in 1967. The Ice Bowl became the greatest game in Green Bay Packers history. Unless, of course, it was the NFC championship win over the Carolina Panthers in 1997 that sent the Packers back to the Super Bowl for the first time in 30 years. Maybe it was that mind-bending 48-47 Monday night win over the Washington Redskins in 1983, or perhaps it was the Western Conference title win over the Baltimore Colts in 1965 on an overtime field goal that Colts players to this day say was no good. It could also have been any one of Green Bay's three Super Bowl wins or the victory over the San Francisco 49ers in 1995 that cemented the Packers as a force in the NFL once again. Maybe it was any one of a number of games against their ancient rivals, the Chicago Bears, or maybe it was as recently as the 2003 NFC playoff win over the Seattle Seahawks or Brett Favre's remarkable performance after his father died. Maybe it wasn't even a Packers victory that earned its way into history. Perhaps that's the beauty of a franchise with such a long and lyrical history as the Packers--so many big games and so many opportunities to pick the ones that really matter. So many years have produced so many games and so many memories. In Chuck Carlson's Game of My Life, former and current players and coaches talk about the best, the most important, the most entertaining, or just the strangest games this franchise has ever played. Some will be obvious choices, but others may tax the memory of even the most stalwart Packers fans. For a franchise steeped in history, tradition, and legend, this book is bound to touchon a game that sits fondly in the hearts of Packers fans everywhere.

Tiger and Angel

Tiger and Angel
Author: Roopali Naik
Publisher: Partridge Publishing
Total Pages: 55
Release: 2015-07-07
Genre: Fiction
ISBN: 1482850796

Unique friendship of Tiger and Angel in the Jungle of Travelandknown for its enigmatic beauty, world beyond imagination. Together, they create inspiring and creative games, which are written and played along with their friends. As they play, Tiger solves a mystery of fake officers who had been trying to tamper the Jungle and spoil its exotic beauty. They have lot of fun, playtime, and party time at the magical jungle of Traveland.

Euro-Par 2008 Parallel Processing

Euro-Par 2008 Parallel Processing
Author: Emilio Luque
Publisher: Springer Science & Business Media
Total Pages: 991
Release: 2008-08-11
Genre: Computers
ISBN: 3540854509

This book constitutes the refereed proceedings of the 14th International Conference on Parallel Computing, Euro-Par 2008, held in Las Palmas de Gran Canaria, Spain, in August 2008. The 86 revised papers presented were carefully reviewed and selected from 264 submissions. The papers are organized in topical sections on support tools and environments; performance prediction and evaluation; scheduling and load balancing; high performance architectures and compilers; parallel and distributed databases; grid and cluster computing; peer-to-peer computing; distributed systems and algorithms; parallel and distributed programming; parallel numerical algorithms; distributed and high-performance multimedia; theory and algorithms for parallel computation; and high performance networks.

Lacrosse For Dummies

Lacrosse For Dummies
Author: Jim Hinkson
Publisher: John Wiley & Sons
Total Pages: 375
Release: 2010-03-15
Genre: Sports & Recreation
ISBN: 0470738553

The ultimate guide for fans and players of this rapidly growing sport! Lacrosse For Dummies is the ultimate guide for fans and players of this rapidly growing sport alike. The book offers everything the beginning player needs to know, from the necessary equipment to the basic rules of the game, with explanations of the women's game and the indoor game, too. It also offers a wealth of information for the experienced player, including winning offensive and defensive strategies, along with skill-building exercises and drills. Finally, there's information on how armchair lacrosse players can get their fix of the sport on television, online, on in print.