Cartoon-Illustrated Technology Revolution

Cartoon-Illustrated Technology Revolution

Author: Kaiman Lee

Publisher: Environmental Design & Research Ctr

Published: 2004-03

Total Pages: 394

ISBN-13: 9780915250844

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Cartoon-Illustrated Technology Revolution will help you make the right business decisions. Information technology (IT) changes everything. Do you want the IT vision to be your vision? To talk fluently with your IT staff? Ask the right questions to realize your vision? Leverage IT as your business competitive edge? And recognize the opportunities and perils? Investing in technology in answer to business requirements is a survival response, not a growth strategy. You must not limit your thinking to how your current processes can be automated. You must anticipate technology changes and know what they potentially could do for you. Only then will you be able to expand your business into new markets and products with confidence. Get a panoramic view of ascending, emerging, and on-the-drawing-board technologies from the enlightening and entertaining Cartoon Illustrated Book, "Cartoon-Illustrated Technology Revolution." Dr. Lee will show you the sea changes in transmission technology, Internet technologies, embedded technology, object technology, and storage technology, etc. And the opportunities these technologies generate such as real-time collaboration, single source, multimedia, WebCam, and dataware, etc. Dr. Lee will share with you his insights in various business models, paradigms, and then look years ahead.


Cartoon-Illustrated Metaphors

Cartoon-Illustrated Metaphors

Author: Kaiman Lee

Publisher: Environmental Design & Research Ctr

Published: 2004-11

Total Pages: 118

ISBN-13: 9780915250431

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"CARTOON-ILLUSTRATED METAPHORS: Idioms, Proverbs, Cliches and Slang" gives you accurate definitions, origins and usages of metaphors that you will easily understand and apply with clarity and precision. This book is intended to help people who want to "spice up" the way they talk. It is especially effective for people whose native languages are not English. Verbal metaphors used in appropriate contexts can serve business, social, psychological and cultural purposes. Each metaphor occupies one page which makes learning consistent and easy. Each page has a cartoon and a text portion that consists of four categories of information: meaning, alternative, origin and usage. People evaluate you by your conversational skill! Your conversational skill can be directly linked to your career advancement, income level and social standing. To move up, your conversational skill must surpass that of your co-workers. People perceive the level of your intelligence, education and capabilities by how you express yourself in conversion. Get the help from CARTOON-ILLUSTRATED METAPHORS: Idioms, Proverbs, Cliches and Slang. Clear your path to success! If you cannot express your ideas eloquently, you can appear as lack of competence and qualification. Impress your audience with "your metaphors" in the right context. Get "your metaphors" from CARTOON-ILLUSTRATED METAPHORS: Idioms, Proverbs, Cliches and Slang. Your conversational expressions will have pin-point accuracy! You will learn from CARTOON-ILLUSTRATED METAPHORS: Idioms, Proverbs, Cliches and Slang the accurate definitions, origins and usage of "your metaphors," and apply them with clarity and precision.


Anti-Tech Revolution

Anti-Tech Revolution

Author: Theodore Kaczynski

Publisher:

Published: 2020-03-16

Total Pages: 268

ISBN-13: 9781944228026

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"There are many people today who see that modern society is heading toward disaster in one form or another, and who moreover recognize technology as the common thread linking the principal dangers that hang over us... The purpose of this book is to show people how to begin thinking in practical, grand-strategic terms about what must be done in order to get our society off the road to destruction that it is now on." --from the Preface In Anti-Tech Revolution: Why and How, Kaczynski argues why the rational prediction and control of the development of society is impossible while expounding on the existence of a process fundamental to technological growth that inevitably leads to disaster: a universal process akin to biological natural selection operating autonomously on all dynamic systems and determining the long-term outcome of all significant social developments. Taking a highly logical, fact-based, and intellectually rigorous approach, Kaczynski seamlessly systematizes a vast breadth of knowledge and elegantly reconciles the social sciences with biology to illustrate how technological growth in and of itself necessarily leads to disastrous disruption of global biological systems. Together with this new understanding of social and biological change, and by way of an extensive examination of the dynamics of social movements, Kaczynski argues why there is only one route available to avoid the disaster that technological growth entails: a revolution against technology and industrial society. Through critical and comprehensive analysis of the principles of social revolutions and by carefully developing an exacting theory of successful revolution, Kaczynski offers a practical, rational, and realistic guide for preventing the fast-approaching technology-induced catastrophe. This new second edition (2020) contains various updates and improvements over the first edition (2016), including two new appendices.


Moving Innovation

Moving Innovation

Author: Tom Sito

Publisher: MIT Press

Published: 2015-08-21

Total Pages: 373

ISBN-13: 0262528401

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A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.


History of Illustration

History of Illustration

Author: Susan Doyle

Publisher: Bloomsbury Publishing USA

Published: 2018-02-22

Total Pages: 592

ISBN-13: 1501342118

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"Written by an international team of illustration historians, practitioners, and educators, History of Illustration covers image-making and print history from around the world, spanning from the prehistoric to the contemporary. With hundreds of color image, this book to contextualize the many types of illustrations within social, cultural, and technical parameters, presenting information in a flowing chronology. This essential guide is the first comprehensive history of illustration as its own discipline. Readers will gain an ability to critically analyze images from technical, cultural, and ideological standpoints in order to arrive at an appreciation of art form of both past and present illustration"--


Motion Illustration

Motion Illustration

Author: Adam Osgood

Publisher: Bloomsbury Publishing

Published: 2024-07-11

Total Pages: 217

ISBN-13: 1350323160

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Motion Illustration is a broad introduction to the emerging world of moving illustrations, written specifically for those coming from an illustration background. Bridging together illustration and animation disciplines in a new way, Adam Osgood shows that producing motion illustrations is achievable for anyone. Whether you're generating content for social media, designing GIFs, or creating fully animated videos, this book contains the tools and information you need to take your illustrated work to the next level and reach your audience in a new way. With tons of contemporary examples, sample exercises, and supporting online resources, this is perfect for illustrators wanting to make the jump to moving image. - How motion illustration fits in the context of animation and motion graphics, and how movement can help bring your images to life - Which tools and software are best to use depending on your desired outcomes - How illustrators animate with color, texture, composition, and effects to support narratives and ideas - Conversations with international professionals working across all media forms and with a wide variety of clients and subjects


A Companion to Illustration

A Companion to Illustration

Author: Alan Male

Publisher: John Wiley & Sons

Published: 2019-03-27

Total Pages: 692

ISBN-13: 1119185556

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A contemporary synthesis of the philosophical, theoretical and practical methodologies of illustration and its future development Illustration is contextualized visual communication; its purpose is to serve society by influencing the many aspects of its cultural infrastructure; it dispenses knowledge and education, it commentates and delivers journalistic opinion, it persuades, advertises and promotes, it entertains and provides for all forms of narrative fiction. A Companion to Illustration explores the definition of illustration through cognition and research and its impact on culture. It explores illustration’s boundaries and its archetypal distinction, the inflected forms of its parameters, its professional, contextual, educational and creative applications. This unique reference volume offers insights into the expanding global intellectual conversation on illustration through a compendium of readings by an international roster of scholars, academics and practitioners of illustration and visual communication. Encompassing a wide range of thematic dialogues, the Companion offers twenty-five chapters of original theses, examining the character and making of imagery, illustration education and research, and contemporary and post-contemporary context and practice. Topics including conceptual strategies for the contemporary illustrator, the epistemic potential of active imagination in science, developing creativity in a polymathic environment, and the presentation of new insights on the intellectual and practical methodologies of illustration. Evaluates innovative theoretical and contextual teaching and learning strategies Considers the influence of illustration through cognition, research and cultural hypotheses Discusses the illustrator as author, intellectual and multi-disciplinarian Explores state-of-the-art research and contemporary trends in illustration Examines the philosophical, theoretical and practical framework of the discipline A Companion to Illustration is a valuable resource for students, scholars and professionals in disciplines including illustration, graphic and visual arts, visual communications, cultural and media and advertising studies, and art history.


The Industrial Revolution

The Industrial Revolution

Author: Lewis Helfand

Publisher: Campfire

Published: 2017-06-06

Total Pages: 94

ISBN-13: 9381182280

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While we all know that large-scale industrialization began in the eighteenth century, the Industrial Revolution truly began in Germany with Johannes Gutenberg and his printing press. His innovation made it possible to mass-produce books, which spread literacy and knowledge all across Europe. It was in the eighteenth century, however, that manual labor started being replaced by what we today know as machines. First in Europe came Thomas Newcomen and James Watt and the steam engine. Then came John Kay and his flying shuttle, which led to the development of the textile industry. Then, in the United States, there was Robert Fulton and his steamboat, and Eli Whitney and his cotton gin. Finally, it was Henry Ford whose mass-produced vehicles made cars affordable to all. The Industrial Revolution continues to this day as formerly less developed countries, especially in Asia, have taken to rapid industrialization to improve their economy. Lexile Reading Level 800L.


The Comic Book Story of Video Games

The Comic Book Story of Video Games

Author: Jonathan Hennessey

Publisher: National Geographic Books

Published: 2017-10-03

Total Pages: 0

ISBN-13: 0399578900

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A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.


Revolutionary Bodies

Revolutionary Bodies

Author: K. S. Batmanghelichi

Publisher: Bloomsbury Publishing

Published: 2020-12-10

Total Pages: 257

ISBN-13: 1350050040

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Gender and sexuality in modern Iran is frequently examined through the prism of nationalist symbols and religious discourse from the late nineteenth and early twentieth centuries. In this book, Kristin Soraya Batmanghelichi takes a different approach, by interrogating how normative ideas of women's bodies in state, religious, and public health discourses have resulted in the female body being deemed as immodest and taboo. Through a diverse blend of sources -a popular cultural women's journal, a red-light district, cases studies of temporary marriages, iconic public statues, and an HIV-AIDS advocacy organization in Tehran - this work argues that conceptions of gender and sexuality have been mediated in public discourse and experienced and modified by women themselves over the past thirty years of the Islamic Republic. Expanding upon existing philosophical theory, technological research and scholarship on gender and sexuality in Iran, this book focuses much needed attention on under-studied, marginalized communities, such as widows living with HIV. This work interrogates how bodily technologies are constructed discursively and socially in Iran and the values and perspectives which are incorporated in them.