Deep Thoughts

Deep Thoughts
Author: Jack Handey
Publisher: Sphere
Total Pages: 96
Release: 1996-09-05
Genre: American wit and humor
ISBN: 9780751517057

A collection of inspirations for the uninspired, this work offers an antidote to the meaningful muses of the New Age. Designed for the natural born cynic, it contains thoughts on children, literature and losing your keys.

Growing Up Country

Growing Up Country
Author: Charlie Daniels
Publisher: Flying Dolphin Press
Total Pages: 163
Release: 2007-04-03
Genre: Music
ISBN: 0385521626

From Growing Up Country: “I learned early in life that country is not a place on a map. Country is a place in your heart. In your soul. In the very depth of your being.” —Bill Anderson “One of the things I like most about country life is that nothing much has really changed . . . My grandchildren and I are still walking and hunting in the same woods and fishing in the same creeks as I did with my father.” —President Jimmy Carter “Food was at the heart of our home. And, other than those troublesome vegetables, I loved all of it. We fried everything—we’d have even fried water if we could’ve.” —Keith Anderson “I can’t imagine what my life would have been without peaceful days, mountain streams, homegrown and home-cooked food, country church, and all-day singing with dinner on the grounds with family and friends.” —Dolly Parton “Growing up country—there’s nothing like it. It’s growing up with your grandmother and granddaddy around . . . it’s a lot of love when you need it, great cooking in the kitchen, and always being real.” —Eddie Montgomery Blackberry pie on the window ledge. The Grand Ole Opry on the radio. Sunday dinners on the table. Families swinging on the front porch after a hard day’s work. It’s all part of the country way of life. Here, legendary country music singer Charlie Daniels introduces and edits a collection of heartfelt essays from an all-star cast of contributors on what it means to grow up country. United by a love of music, these notables show us that country means more than just the twang of a guitar. They share a belief in hard work, integrity, strength of character, and having the courage not to quit. The stories here tell of rustic upbringings and rich spirits, of parents who believed in tough love and old-fashioned common sense, and of a strong sense of community, pride in your country, and a love of the natural world. You’ll get an intimate glimpse into the lives of: Country music royalty and all-time greats: such as Dolly Parton, Barbara Mandrell, Brenda Lee, Dobie Gray, and Lee Greenwood Southern rock gods: such as Gary Rossington and Donnie Van Zant The newest crop of stars: such as Sara Evans, Toby Keith, and Clint Black Special guests: such as former president Jimmy Carter, and seven-time all around rodeo champion Ty Murray These snapshots show how living country has allowed our favorite singers, songwriters, and stage performers to make a career out of doing what they love while never forgetting that when you’ve grown up country, home isn’t just a place where you live, it’s a state of the heart.

The 4-Hour Body

The 4-Hour Body
Author: Timothy Ferriss
Publisher: Harmony
Total Pages: 609
Release: 2010-12-14
Genre: Health & Fitness
ISBN: 030746363X

#1 NEW YORK TIMES BESTSELLER • The game-changing author of The 4-Hour Workweek teaches you how to reach your peak physical potential with minimum effort. “A practical crash course in how to reinvent yourself.”—Kevin Kelly, Wired Is it possible to reach your genetic potential in 6 months? Sleep 2 hours per day and perform better than on 8 hours? Lose more fat than a marathoner by bingeing? Indeed, and much more. The 4-Hour Body is the result of an obsessive quest, spanning more than a decade, to hack the human body using data science. It contains the collective wisdom of hundreds of elite athletes, dozens of MDs, and thousands of hours of jaw-dropping personal experimentation. From Olympic training centers to black-market laboratories, from Silicon Valley to South Africa, Tim Ferriss fixated on one life-changing question: For all things physical, what are the tiniest changes that produce the biggest results? Thousands of tests later, this book contains the answers for both men and women. It’s the wisdom Tim used to gain 34 pounds of muscle in 28 days, without steroids, and in four hours of total gym time. From the gym to the bedroom, it’s all here, and it all works. You will learn (in less than 30 minutes each): • How to lose those last 5-10 pounds (or 100+ pounds) with odd combinations of food and safe chemical cocktails • How to prevent fat gain while bingeing over the weekend or the holidays • How to sleep 2 hours per day and feel fully rested • How to produce 15-minute female orgasms • How to triple testosterone and double sperm count • How to go from running 5 kilometers to 50 kilometers in 12 weeks • How to reverse “permanent” injuries • How to pay for a beach vacation with one hospital visit And that's just the tip of the iceberg. There are more than 50 topics covered, all with real-world experiments, many including more than 200 test subjects. You don't need better genetics or more exercise. You need immediate results that compel you to continue. That’s exactly what The 4-Hour Body delivers.

This Gaming Life

This Gaming Life
Author: Jim Rossignol
Publisher: University of Michigan Press
Total Pages: 225
Release: 2008-05-29
Genre: Games & Activities
ISBN: 0472116355

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

Speculative Everything

Speculative Everything
Author: Anthony Dunne
Publisher: MIT Press
Total Pages: 235
Release: 2013-12-06
Genre: Design
ISBN: 0262019841

How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.