Seeing, Saying, Doing, Playing

Seeing, Saying, Doing, Playing
Author: Tarō Gomi
Publisher: Chronicle Books (CA)
Total Pages: 23
Release: 1991
Genre: Juvenile Nonfiction
ISBN: 9780877018599

Labeled illustrations show people performing everyday activities, including eating, sleeping, dressing, and playing.

The Last Lecture

The Last Lecture
Author: Randy Pausch
Publisher:
Total Pages: 0
Release: 2010
Genre: Cancer
ISBN: 9780340978504

The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.

Creativity

Creativity
Author: John Cleese
Publisher: Crown
Total Pages: 68
Release: 2020-09-08
Genre: Self-Help
ISBN: 0385348282

The legendary comedian, actor, and writer of Monty Python, Fawlty Towers, and A Fish Called Wanda fame shares his key ideas about creativity: that it’s a learnable, improvable skill. “Many people have written about creativity, but although they were very, very clever, they weren't actually creative. I like to think I'm writing about it from the inside.”—John Cleese You might think that creativity is some mysterious, rare gift—one that only a few possess. But you’d be wrong. As John Cleese shows in this short, practical, and often amusing guide, creativity is a skill that anyone can acquire. Drawing on his lifelong experience as a writer, Cleese shares his insights into the nature of creativity and offers advice on how to get your own inventive juices flowing. What do you need to do to get yourself in the right frame of mind? When do you know that you’ve come up with an idea that might be worth pursuing? What should you do if you think you’ve hit a brick wall? We can all be more creative. John Cleese shows us how.

Play Anything

Play Anything
Author: Ian Bogost
Publisher: Basic Books
Total Pages: 290
Release: 2016-09-13
Genre: Science
ISBN: 0465096506

How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Players Making Decisions

Players Making Decisions
Author: Zack Hiwiller
Publisher: New Riders
Total Pages: 646
Release: 2015-12-09
Genre: Computers
ISBN: 013439464X

Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

The Quiver

The Quiver
Author:
Publisher:
Total Pages: 1472
Release: 1905
Genre: Religious newspapers and periodicals
ISBN:

V. 12 contains: The Archer...Christmas, 1877.

Power

Power
Author:
Publisher:
Total Pages: 1200
Release: 1928
Genre: Machinery
ISBN:

Introduction to Combinatorics

Introduction to Combinatorics
Author: Walter D. Wallis
Publisher: CRC Press
Total Pages: 311
Release: 2016-12-12
Genre: Mathematics
ISBN: 1498777627

What Is Combinatorics Anyway? Broadly speaking, combinatorics is the branch of mathematics dealing with different ways of selecting objects from a set or arranging objects. It tries to answer two major kinds of questions, namely, counting questions: how many ways can a selection or arrangement be chosen with a particular set of properties; and structural questions: does there exist a selection or arrangement of objects with a particular set of properties? The authors have presented a text for students at all levels of preparation. For some, this will be the first course where the students see several real proofs. Others will have a good background in linear algebra, will have completed the calculus stream, and will have started abstract algebra. The text starts by briefly discussing several examples of typical combinatorial problems to give the reader a better idea of what the subject covers. The next chapters explore enumerative ideas and also probability. It then moves on to enumerative functions and the relations between them, and generating functions and recurrences., Important families of functions, or numbers and then theorems are presented. Brief introductions to computer algebra and group theory come next. Structures of particular interest in combinatorics: posets, graphs, codes, Latin squares, and experimental designs follow. The authors conclude with further discussion of the interaction between linear algebra and combinatorics. Features Two new chapters on probability and posets. Numerous new illustrations, exercises, and problems. More examples on current technology use A thorough focus on accuracy Three appendices: sets, induction and proof techniques, vectors and matrices, and biographies with historical notes, Flexible use of MapleTM and MathematicaTM