This guide to marketing and protecting ideas and inventions takes the reader step-by-step through the protection process - from how to patent, trademark or copyright an idea, to saving money in legal fees. It includes the names, addresses and phone numbers of over 2000 associations, public and private marketing services and sources of information. there are sample legal and licensing agreements and dozens of reproducable forms to help the reader save time and money. A section on Ripoffs presents findings of US Senate hearings (September 1994) on invention marketing scams, as well as the FTC's Dirty Dozen list.
This guide to using computer technology for space exploration opens exciting new worlds to home computer users. The CD-ROM includes software demos, shareware, images and a list of links to resources mentioned in the book.
Autodesk Inventor 2017 Essentials Plus provides the foundation for a hands-on course that covers basic and advanced Autodesk Inventor features used to create, edit, document, and print parts and assemblies. You learn about part and assembly modeling through real-world exercises. Autodesk Inventor 2017 Essentials Plus demonstrates critical CAD concepts, from basic sketching and modeling through advanced modeling techniques, as it equips you with the skills to master this powerful professional tool. The book walks you through every component of the software, including the user interface, toolbars, dialogue boxes, sketch tools, drawing views, assembly modeling, and more. Its unique modular organization puts key information at your fingertips, while step-by-step tutorials make it an ideal resource for self-learning. Packed with vivid illustrations and practical exercises that emphasize modern-day applications, Autodesk Inventor 2017 Essentials Plus will prepare you for work in the real world. Each chapter is organized into four sections. Objectives, which describe the content and learning objectives; topic coverage, which presents a concise review of the topic; exercises, which present the workflow for a specific command or process through illustrated step-by-step instructions; and finally a checking your skills section, which tests your understanding of the material. Who Should Use This Manual? The manual is designed to be used in instructor-led courses, although you may also find it helpful as a self-paced learning tool. It is recommended that you have a working knowledge of Microsoft® Windows® as well as a working knowledge of mechanical design principles.
This is a complete tutorial that will help readers make the most of App Inventor 2, even if they have absolutely no programming experience. Learning MIT App Inventor is written from the ground up for today's dramatically improved MIT version of App Inventor. Step by step, mobile expert and instructional specialist Derek Walter guides readers through every App Inventor 2 task and feature in plain, simple English.
"A thorough book on the subject". -- Chicago Sun Times No other guide to inventing leads you so expertly through the marketing labyrinth -- from how to patent, trademark or copyright an idea to how to save thousands of dollars in legal fees. Beyond the basic how-to information, you can also find here's-where data that every inventor/entrepreneur needs.
With MIT’s App Inventor 2, anyone can build complete, working Android apps—without writing code! This complete tutorial will help you do just that, even if you have absolutely no programming experience. Unlike books focused on the obsolete Google version, Learning MIT App Inventor is written from the ground up for MIT’s dramatically updated Version 2. The authors guide you step-by-step through every task and feature, showing you how to create apps by dragging, dropping, and connecting puzzle pieces—not writing code. As you learn, you’ll also master expert design and development techniques you can build on if you ever do want to write code. Through hands-on projects, you’ll master features ranging from GPS to animation, build high-quality user interfaces, make everything work, and test it all with App Inventor’s emulator. (You won’t even need an Android device!) All examples for this book are available at theapplanet.com/appinventor Coverage includes: Understanding mobile devices and how mobile apps run on them Planning your app's behavior and appearance with the Designer Using the Blocks Editor to tell your app what to do and how to do it Creating variables and learning how to use them effectively Using procedures to group and reuse pieces of code in larger, more complicated apps Storing data in lists and databases Using App Inventor's gaming, animation, and media features Creating more sophisticated apps by using multiple screens Integrating sensors to make your app location-aware Debugging apps and fixing problems Combining creativity and logical thinking to envision more complex apps
Creating a Classroom Community of Young Scientists helps teachers - both pre-service and in-service - to develop exciting science programs in their classrooms. This book provides the groundwork for designing and implementing a science program that takes into account the latest research in teaching and learning. It provides an approach that will capture children's imaginations, stimulate their curiosity and create a strong foundation for their continued interest in, and appreciation of, science and the world in which they live. The book is designed to be user-friendly, and offers an approach to teaching science that is exciting for teachers as well. This thoroughly revised, second edition focuses on making inquiry more explicit both in terms of the process of inquiry and teaching in ways that capitalize on children's curiosity and questions. New material has also been added on U.S. and Canadian science standards, as well as professional standards for teachers.
This encyclopedic reference provides a concise and engaging overview of the groundbreaking inventions and conceptual innovations that have shaped the field of computing, and the technology that runs the modern world. Each alphabetically-ordered entry presents a brief account of a pivotal innovation and the great minds behind it, selected from a wide range of diverse topics. Topics and features: Describes the development of Babbage’s computing machines, Leibniz’s binary arithmetic, Boole’s symbolic logic, and Von Neumann architecture Reviews a range of historical analog and digital computers, significant mainframes and minicomputers, and pioneering home and personal computers Discusses a selection of programming languages and operating systems, along with key concepts in software engineering and commercial computing Examines the invention of the transistor, the integrated circuit, and the microprocessor Relates the history of such developments in personal computing as the mouse, the GUI, Atari video games, and Microsoft Office Surveys innovations in communications, covering mobile phones, WiFi, the Internet and World Wide Web, e-commerce, smartphones, social media, and GPS Presents coverage of topics on artificial intelligence, the ATM, digital photography and digital music, robotics, and Wikipedia Contains self-test quizzes and a helpful glossary This enjoyable compendium will appeal to the general reader curious about the intellectual milestones that led to the digital age, as well as to the student of computer science seeking a primer on the history of their field. Dr. Gerard O'Regan is a CMMI software process improvement consultant with research interests including software quality and software process improvement, mathematical approaches to software quality, and the history of computing. He is the author of such Springer titles as World of Computing, Concise Guide to Formal Methods, Concise Guide to Software Engineering, and Guide to Discrete Mathematics.
Profiles more than 100 scientists from around the world who made important contributions to the study of computer science, including Howard Aiken, Steve Case, Steve Jobs, and Ted Nelson.