This one-of-a-kind paper-cut book brings space to life! Paper World: Space uses ingenious paper cutouts to reveal the wonders of space, from the planets that make up our solar system to distant galaxies to the moment that started it all, the Big Bang. With detailed art by Gail Armstrong, a fact-filled text, and flaps and die-cuts on every spread, this one-of-a-kind novelty book will appeal to readers of all ages.
There is more to outer space than what we can see in the night sky. Explore it all with Amazing World Stars & Planets and be a real space traveler. How is a star born? Why does it die? What is the difference between a star cluster and a planetary nebula? Discover the answers to these questions and more in Amazing World: Stars and Planets! This exciting exploration is a door to the infinite realm beyond the pale blue dot we call home. From stellar nurseries, to glowing green clouds, to spiral galaxies, find out about the dramatic lives of these explosive players in our universe. This is the perfect introduction to the great celestial bodies of outer space for science lovers and their children. Kids will love the gorgeous, bright images, and will also learn quickly from the easily digestible bites of information on each page. Amazing World Stars & Planets also includes a collection of glow-in-the-dark stickers to put on notebooks, folders, bedroom ceilings, anywhere!
In a critical Cold War moment, Dwight D. Eisenhower's presidency suddenly changed when the Soviet Union launched Sputnik, the world's first satellite. What Ike called "a small ball" became a source of Russian pride and propaganda, and it wounded him politically, as critics charged that he responded sluggishly to the challenge of space exploration. Yet Eisenhower refused to panic after Sputnik-and he did more than just stay calm. He helped to guide the United States into the Space Age, even though Americans have given greater credit to John F. Kennedy for that achievement. In Eisenhower's Sputnik Moment, Yanek Mieczkowski examines the early history of America's space program, reassessing Eisenhower's leadership. He details how Eisenhower approved breakthrough satellites, supported a new civilian space agency, signed a landmark science education law, and fostered improved relations with scientists. These feats made Eisenhower's post-Sputnik years not the flop that critics alleged but a time of remarkable progress, even as he endured the setbacks of recession, medical illness, and a humiliating first U.S. attempt to launch a satellite. Eisenhower's principled stands enabled him to resist intense pressure to boost federal spending, and he instead pursued his priorities-a balanced budget, prosperous economy, and sturdy national defense. Yet Sputnik also altered the world's power dynamics, sweeping Eisenhower in directions that were new, even alien, to him, and he misjudged the importance of space in the Cold War's "prestige race." By contrast, Kennedy capitalized on the issue in the 1960 election, and after taking office he urged a manned mission to the moon, leaving Eisenhower to grumble over the young president's aggressive approach. Offering a fast-paced account of this Cold War episode, Mieczkowski demonstrates that Eisenhower built an impressive record in space and on earth, all the while offering warnings about America's stature and strengths that still hold true today.
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
"Introduction to planets in our solar system using simple text, illustrations, and photos. Features include puzzles and games, fun facts, a resource list, and an index"--
This book produces convincing evidence that exploiting the potential of space could help solve many environmental and social issues affecting our planet, such as pollution, overcrowding, resource depletion and conflicts, economic inequality, social unrest, economic instability and unemployment. It also touches on the legal problems that will be encountered with the implementation of the new technologies and new laws that will need to be enacted and new organizations that will need to be formed to deal with these changes. This proposition for a space economy is not science fiction, but well within the remit of current or under development technologies. Numerous technologies are described and put together to form a coherent and feasible road map that, if implemented, could lead humankind towards a brighter future.
From red planets to blue stars, space is full of color! Introduce young readers to the sun, moon, planets, stars, and more in this high-interest look at the myriad colors of space.
Making the political aspect of Lefebvre's work available in English for the first time, this book contains essays on philosophy, political theory, state formation, spatial planning, and globalization, as well as provocative reflections on the possibilities and limits of grassroots democracy under advanced capitalism.
This collaborative book compiles 30 chapters on the theory and practice of designing and building inhabited environments in outer space. It is rich in graphics including diagrams, design drawings, digital renderings, and photographs of models and operational designs.
Book & DVD. For 84 days -- from 16 November 1973, to 8 February 1974 -- mission commander Jerry Carr orbited the Earth on board the American space station Skylab 4, setting a new record for time in space. Had the Apollo 19 mission not been cancelled, Carr could have been the 16th man to walk on the Moon. Covering his record-setting time in space as well as his training in the U.S. Marine Corps, his career with NASA, and his retirement years, this biography brings the story of Gerald P Carr to life.