This book aims to respond the growing interest about video game design, by designers, publicists, communicators and artists. It is proposed as an easy and intuitive guide, which facilitates processes for rapid development of video games, using free software tools. In order to foster and promote projects of entrepreneurship, within the sector of creative and entertainment industries.
During their active lives, scientific instruments generally inhabit the laboratory, observatory, classroom or the field. But instruments have also lived in a wider set of venues, as objects on display. As such, they acquire new levels of meaning; their cultural functions expand. This book offers selected studies of instruments on display in museums, national fairs, universal exhibitions, patent offices, book frontispieces, theatrical stages, movie sets, and on-line collections. The authors argue that these displays, as they have changed with time, reflect changing social attitudes towards the objects themselves and toward science and its heritage. By bringing display to the center of analysis, the collection offers a new and ambitious framework for the study of scientific instruments and the material culture of science. Contributors are: Amy Ackerberg-Hastings, Silke Ackermann, Marco Beretta, Laurence Bobis, Alison Boyle, Fausto Casi, Ileana Chinnici, Suzanne Débarbat, Richard Dunn, Inga Elmqvist-Söderlund, Ingrid Jendrzejewski, Peggy A. Kidwell, Richard Kremer, Mara Miniati, Richard A. Paselk, Donata Randazzo, Steven Turner.
With almost 5 million copies sold 60 years after its original publication, generations of readers have now journeyed with Milo to the Lands Beyond in this beloved classic. Enriched by Jules Feiffer’s splendid illustrations, the wit, wisdom, and wordplay of Norton Juster’s offbeat fantasy are as beguiling as ever. “Comes up bright and new every time I read it . . . it will continue to charm and delight for a very long time yet. And teach us some wisdom, too.” --Phillip Pullman For Milo, everything’s a bore. When a tollbooth mysteriously appears in his room, he drives through only because he’s got nothing better to do. But on the other side, things seem different. Milo visits the Island of Conclusions (you get there by jumping), learns about time from a ticking watchdog named Tock, and even embarks on a quest to rescue Rhyme and Reason. Somewhere along the way, Milo realizes something astonishing. Life is far from dull. In fact, it’s exciting beyond his wildest dreams!
An engaging study of a great national institution. Essays explore the changing roles of museums and the perceived public role of a museum of science and technology. Illuminates the ways in which we think about the collecting and display of objects and the often difficult relations between the state, business and industry, and museum funding.
How to design a world in which we rely less on stuff, and more on people. We're filling up the world with technology and devices, but we've lost sight of an important question: What is this stuff for? What value does it add to our lives? So asks author John Thackara in his new book, In the Bubble: Designing for a Complex World. These are tough questions for the pushers of technology to answer. Our economic system is centered on technology, so it would be no small matter if "tech" ceased to be an end-in-itself in our daily lives. Technology is not going to go away, but the time to discuss the end it will serve is before we deploy it, not after. We need to ask what purpose will be served by the broadband communications, smart materials, wearable computing, and connected appliances that we're unleashing upon the world. We need to ask what impact all this stuff will have on our daily lives. Who will look after it, and how? In the Bubble is about a world based less on stuff and more on people. Thackara describes a transformation that is taking place now—not in a remote science fiction future; it's not about, as he puts it, "the schlock of the new" but about radical innovation already emerging in daily life. We are regaining respect for what people can do that technology can't. In the Bubble describes services designed to help people carry out daily activities in new ways. Many of these services involve technology—ranging from body implants to wide-bodied jets. But objects and systems play a supporting role in a people-centered world. The design focus is on services, not things. And new principles—above all, lightness—inform the way these services are designed and used. At the heart of In the Bubble is a belief, informed by a wealth of real-world examples, that ethics and responsibility can inform design decisions without impeding social and technical innovation.
It takes a graveyard to raise a child. Nobody Owens, known as Bod, is a normal boy. He would be completely normal if he didn't live in a graveyard, being raised by ghosts, with a guardian who belongs to neither the world of the living nor the dead. There are adventures in the graveyard for a boy—an ancient Indigo Man, a gateway to the abandoned city of ghouls, the strange and terrible Sleer. But if Bod leaves the graveyard, he will be in danger from the man Jack—who has already killed Bod's family.
The author and the illustrator of THE PHANTOM TOLLBOOTH--together again This is the story of a really rotten Ogre who is extraordinarily large, exceedingly ugly, unusually angry, constantly hungry, and absolutely merciless. He terrorizes the entire countryside and all the surrounding towns, wreaking havoc, sowing confusion, and dining happily on the hapless citizens. Nothing can stop him. But then he takes a wrong turn and encounters a kind and friendly young lady who does her best to help him--with a surprising result.
To millions of fans, All About Eve represents all that's witty and wonderful in classic Hollywood movies. Its old-fashioned, larger-than-life stars--including Bette Davis, Marilyn Monroe, Anne Baxter, George Sanders, and Celeste Holm--found their best roles in Eve and its sophisticated dialogue has entered the lexicon. But there's much more to know about All About Eve. Sam Staggs has written the definitive account of the making of this fascinating movie and its enormous influence on both film and popular culture. Staggs reveals everything about the movie--from who the famous European actress Margo Channing was based on to the hot-blooded romance on-set between Bette Davis and costar Gary Merrill, from the jump-start the movie gave Marilyn Monroe's career and the capstone it put on director Joseph L. Mankeiwicz's. All About "All About Eve" is not only full of rich detail about the movie, the director, and the stars, but also about the audience who loved it when it came out and adore it to this day.