Sara is bored, but none of the toys or other objects she gets in trade from other children is quite right for her, until she gets back the piece of chalk she started with and uses it to play with her friends.
The young chalks are busy at the chalkboard but someone keeps stealing their drawings . . .Mrs Red calls Sergeant Blue to investigate but when the culprit is caught, he absconds in a cloud of chalk dust. The chalks find another way to lure the suspect into their hands and it is only then thatthey discover they've misjudged the poor chalk rubber all along . . .
Kaolin, a rare white clay used for porcelain and cosmetics, is mined heavily in central Georgia. This book traces the often contensious relationship between the mining industry and the landowners who have signed away their mineral rights.
A tender affair and the redemptive power of art are at the core of this compelling novel from National Book Award finalist Allegra Goodman, “a romantic realist who dazzles with wit [and] compassion” (The Wall Street Journal). Collin James is young, creative, and unhappy. A college dropout, he waits tables and spends his free time beautifying the streets of Cambridge, Massachusetts, with his medium of choice: chalk. Collin’s art captivates passersby with its vibrant colors and intricate lines—until the moment he wipes it all away. Nothing in Collin’s life is meant to last. Then he meets Nina. . . . The daughter of a tech mogul who is revolutionizing virtual reality, Nina Lazare is trying to give back as a high school teacher—but her students won’t listen to her. When Collin enters her world, he inspires her to think bigger. Nina wants to return the favor—even if it means losing him. Against this poignant backdrop, Allegra Goodman paints a tableau of students, neighbors, and colleagues: Diana, a teenage girl trying to make herself invisible; her twin brother, Aidan, who’s addicted to the games produced by Nina’s father; and Daphne, a viral-marketing trickster who unites them all, for better or worse. Wise, warm, and enchanting, The Chalk Artist is both a finely rendered portrait of modern love and a celebration of all the realms we inhabit: real and imagined, visual and virtual, seemingly independent yet hopelessly tangled. Praise for The Chalk Artist “The virtual world Goodman conjures is as feverishly vivid as it is mysterious and alluring. Not since I pushed my way through C. S. Lewis’s fusty mothballed wardrobe and stepped out into the frozen, pine-scented forests of Narnia can I remember being so effectively transported into a viscerally, sometimes terrifyingly plausible alternate universe. . . . This is a novel full of wit and spark. . . . Irresistible and arresting.”—The New York Times Book Review “Enjoyably sharp dialogue and convincing portraits of multiple mindsets and terrains . . . One can’t help but marvel at how Goodman has captured the atmosphere of this virtual fantasy land so effectively in words.”—NPR “Mesmerizing depictions of virtual-reality landscapes of ‘Neverwhen’ and ‘Underworld’ make the games’ dangerous power over one of Nina’s students very real.”—People “Goodman’s latest combines fantastical flourishes (an imagined video game called ‘Underworld’) and realistic Cambridge details . . . in a narrative about art and ambition.”—The Boston Globe “Allegra Goodman creates suspense where you might least expect to find it.”—The Atlantic
A blue crayon mistakenly labeled as "red" suffers an identity crisis in this picture book by the New York Times–bestselling creator of My Heart Is Like a Zoo. This funny, heartwarming, colorful picture book about finding the courage to be true to your inner self can be read on multiple levels, and it offers something for everyone. Funny, insightful, and colorful, Red: A Crayon's Story is about being true to your inner self and following your own path despite obstacles that may come your way. Red will appeal to fans of Lois Ehlert, Eric Carle, and The Day the Crayons Quit, and makes a great gift for readers of any age! Red has a bright red label, but he is, in fact, blue. His teacher tries to help him be red (let's draw strawberries!), his mother tries to help him be red by sending him out on a playdate with a yellow classmate (go draw a nice orange!), and the scissors try to help him be red by snipping his label so that he has room to breathe. But Red is miserable. He just can't be red, no matter how hard he tries! Finally, a brand-new friend offers a brand-new perspective, and Red discovers what readers have known all along. He's blue!
A young girl living in 19th-century New Orleans struggles between her growing familiarity with voodoo and the precepts of the church in this haunting novel, now available in paperback.
Over the last 25 years, Geoffrey Moore has established himself as one of the most influential high-tech advisors in the world—once prompting Conan O’Brien to ask “Who is Geoffrey Moore and why is he more famous than me?” Following up on the ferociously innovative ESCAPE VELOCITY, which served as the basis for Moore’s consulting work to such companies as Salesforce, Microsoft, and Intel, ZONE TO WIN serves as the companion playbook for his landmark guide, offering a practical manual to address the challenge large enterprises face when they seek to add a new line of business to their established portfolio. Focused on spurring next-generation growth, guiding mergers and acquisitions, and embracing disruption and innovation, ZONE TO WIN is a high-powered tool for driving your company above and beyond its limitations, its definitions of success, and ultimately, its competitors. Moore’s classic bestseller, CROSSING THE CHASM, has sold more than one million copies by addressing the challenges faced by start-up companies. Now ZONE TO WIN is set to guide established enterprises through the same journey. “For any company, regardless of size or industry, ZONE TO WIN is the playbook for succeeding in today’s disruptive, connected, fast-paced business world.” —Marc Benioff, CEO, Salesforce “Once again Geoffrey Moore weighs in with a prescient examination of what it takes to win in today’s competitive, disruptive business environment.” —Satya Nadella, CEO, Microsoft "With this book, Geoffrey Moore continues to lead us all through ever-changing times...His work has changed the game of changing the game!" —Gary Kovacs, CEO, AVG “ZONE TO WIN uses crystal-clear language to describe the management plays necessary to win in an ever-disrupting marketplace. Regardless of your level of management experience, you will find this book an invaluable tool for building long-term success for your business.” —Lip-Bu Tan, President and CEO, Cadence Design Systems
Designed as a catalogue for an exhibition at the Rijksmuseum in 1994, this offers a survey of the paintings, drawings, prints, sculpture and applied art produced 1580-1620. The book contains five essays followed by a catalogue which reproduces work from the era along with data on the artists.