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|Author||: Stephen Wolfram|
|Editor||: Wolfram Media|
This book of thoroughly engaging essays from one of today's most prodigious innovators provides a uniquely personal perspective on the lives and achievements of a selection of intriguing figures from the history of science and technology. Weaving together his immersive interest in people and history with insights gathered from his own experiences, Stephen Wolfram gives an ennobling look at some of the individuals whose ideas and creations have helped shape our world today. Contents includes biographical sketches of: Richard Feynman Kurt Godel Alan Turing John von Neumann George Boole Ada Lovelace Gottfried Leibniz Benoit Mandelbrot Steve Jobs Marvin Minsky Russell Towle Bertrand Russell Alfred Whitehead Richard Crandall Srinivasa Ramanujan Solomon Golomb
|Author||: Lowey Bundy Sichol|
|Editor||: Chicago Review Press|
Entrepreneurship can change your life—and even the world Idea Makers shares the incredible stories of 15 women who changed the world through their entrepreneurship. Author Lowey Bundy Sichol presents five industries that women are leading in recent years: food, fashion and clothing, health and beauty, science and technology, and education. Jenn Hyman brought couture fashion to everyday women with her idea to Rent the Runway. Morgan DeBaun supports Black journalists through Blavity. And Sandra Oh Lin is inspiring kids everywhere with KiwiCo activity boxes. Readers learn about how the women featured risked their early careers, gave up their salaries, and sometimes even went against the approval of their families to follow their passions and start their own businesses. Today, these women are modern leaders worth billions of dollars and employing tens of thousands of individuals. Young women today are embracing innovation and idea making, and the women profiled in Idea Makers will show them how that can change the world.
|Author||: Elias G. Carayannis,Todd L. Juneau|
|Editor||: Greenwood Publishing Group|
Startup adventures often need the services of such professionals as consultants, attorneys, and recruiters, but cannot afford to pay them, so turn to venture capitalists, who take equity in the enterprise in return for cash. Carayannis (management science, George Washington U.) and Juneau, a Washington, DC lawyer, suggest that entrepreneurs might be able to acquire the services of such professionals by offering them the equity directly. In addition to reducing the cost, they say, cutting out middlemen can bring the professionals into more intimate engagement with the operation. Annotation (c)2003 Book News, Inc., Portland, OR (booknews.com).
|Author||: Sam Harrison|
|Editor||: Simon and Schuster|
Don't let your creative ideas get picked apart and put down! If you're like most creative people, chances are high that you've had your share of ideas rejected by clients or decision makers. While we sometimes make the mistake of believing ideas should sell themselves, the fact is that the better and bolder the idea, the more it needs selling. This book contains powerful techniques to help you sell your ideas to those with approval power. You'll find tips from designers, writers, marketers and other creative professionals, along with meaty advice from selling and branding gurus. In no time, you'll be able to convince those who hold the purse strings that your ideas are worth pursuing and investing in. "Designers have a little known secret: Designing something is the easy part, getting others, specifically clients, to embrace that design is the real hard part. Harrison has put together dozens of tips that, if applied correctly, independently or in unison, will help you get those great design ideas approved." —Armin Vit and Bryony Gomez-Palacio, authors of Graphic Design, Referenced
|Author||: Bernd X. Weis|
The book assists in bringing together the three stakeholders of an innovation – inventor, decision maker and organization. These stakeholders have conflicting requirements and the book offers advice on how and by what methods they can communicate and the information that is expected and required in different phases of innovation. The perspectives of inventor, decision maker and organization are integrated in a business model that enables a common “language” and communication platform for the inevitably emerging tension field and that allows for asking and answering the right questions.
|Author||: Memory Makers|
|Editor||: Memory Makers|
This special guide combines dazzling ideas with easy-to-follow instruction for creating a gorgeous wedding scrapbook album. Compiled by the editors at Memory Makers magazine, The Wedding Idea Book highlights unique layouts for every event, including the engagement, shower, bachelor/bachelorette party, wedding ceremony, reception and honeymoon. Readers are guided through every step of the scrapbooking process, beginning with techniques for organizing photos and memorabilia, selecting an album and choosing a visual theme. Once they have their pages planned, readers will then build attractive layouts by learning to create strong focal points, crop images appropriately, and add decorative embellishments such as die cuts, stickers and more. his helpful guide also includes letter patterns for writing journal entries that relate the stories, lyrics, scriptures, poetry and personal memories of each couple's special day.
|Author||: Donal O'Connell|
A fundamental change in the way organisations approach innovation is taking place. It is driven by the simple realisation that not all the smart people work for just one organisation. Few intellectual property books concentrate on external innovation and more particularly on dealing with external inventors and handling their inventions. Harvesting External Innovation begins by examining the broad subject of innovation, stressing the need to understand its forms and phases, ways and means to encourage innovation. It then addresses the growing phenomenon of external innovation. A number of different approaches to engaging with the external innovator community are then considered, together with real life case studies. Harvesting External Innovation discusses in depth how best to handle intellectual property matters, how to actually work with these external inventors and how to handle their inventions, including a suggested process and check list.
|Author||: Stephen Hoskins|
|Editor||: Bloomsbury Publishing|
Fully revised and with a new chapter and international case studies, this second edition of the best-selling book traces how artists and designers continue to adapt and incorporate 3D printing technology into their work and explains how the creative industries are directly interfacing with this new technology. Covering a broad range of applied art practice – from fine art and furniture-design to film-making – Stephen Hoskins introduces some of his groundbreaking research from the Centre for Fine Print Research along with an updated history of 3D print technology, a new chapter on fashion and animation, and new case studies featuring artists working with metal, plastic, ceramic and other materials. A fascinating investigation into how the applied arts continue to adapt to new technologies and a forecast of what developments we might expect in the future, this book is essential reading for students, researchers studying contemporary art and design and professionals involved in the creative industries.
|Author||: Phillip G. Clampitt,Robert J. DeKoch|
By using a research-driven model, discussing compelling cases from leading companies, and presenting seven actionable ideas to make progress, the book blends scholarly research and actionable strategies to empower readers to decide what issues to focus on and in what direction to lead.
|Author||: Emily Hudd|
"Nikola Tesla was a scientist and inventor in the late 1800s and early 1900s. Among his many inventions and experiments, he helped create the modern electricity system. Learn more about Tesla's life as a famous inventor!"--
|Author||: Olaf Stapledon|
A human narrator from England is transported out of his body via unexplained means. He realizes he is able to explore space and other planets. After exploring a civilization on another planet in our galaxy at a level of development similar to our own that existed millions of years ago thousands of light years from Earth (the "Other Earth") in some detail, his mind merges with that of one of its inhabitants, and as they travel together, they are joined by still more minds or group-minds. This snowballing process is paralleled by the expansion of the book's scale, describing more and more planets in less and less detail. The disembodied travelers encounter many ideas that are interesting from both science-fictional and philosophical points of view. Star Maker tackles philosophical themes such as the essence of life, of birth, decay and death, and the relationship between creation and creator. A pervading theme is that of progressive unity within and between different civilizations.
|Author||: Megan Egbert|
This book shows you how, even with a tight budget and limited space, you can foster "maker mentality" in your library and help patrons reap the learning benefits of making—with or without a makerspace. • Offers librarians creative ways to become involved in the exciting maker movement and encourage maker mentality among patrons • Presents an approach through which any library, no matter their size or budget, can participate • Speaks to all ages, experience levels, and educational levels • Fills a gap in the literature by providing libraries with limited resources the means to offer maker opportunities
|Author||: Chris Jones,Genevieve Jolliffe|
|Editor||: A&C Black|
This third edition of the UK's best-selling filmmaker's bible, builds upon the most successful features of the previous books. Including illustrations, diagrams, and box-outs, this book comes with a DVD, packed with further interviews with filmmakers, as well as theatrical trailers.
|Author||: Roger D. Aines,Amy L. Aines|
|Editor||: University of California Press|
Championing Science shows scientists how to persuasively communicate complex scientific ideas to decision makers in government, industry, and education. This comprehensive guide provides real-world strategies to help scientists develop the essential communication, influence, and relationship-building skills needed to motivate nonexperts to understand and support their science. Instruction, interviews, and examples demonstrate how inspiring decision makers to act requires scientists to extract the essence of their work, craft clear messages, simplify visuals, bridge paradigm gaps, and tell compelling narratives. The authors bring these principles to life in the accounts of science champions such as Robert Millikan, Vannevar Bush, scientists at Caltech and MIT, and others. With Championing Science, scientists will learn how to use these vital skills to make an impact.
|Author||: Wisconsin Cheese Makers' Association|
|Author||: Adam Jeremy Capps|
|Editor||: Adam Jeremy Capps|
The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.
|Author||: E.J. Dionne|
|Editor||: Simon and Schuster|
One of our most visible, trenchant, and witty political commentators, the author of the bestselling Why Americans Hate Politics, offers a tough critique of President George W. Bush and the Democratic opposition on the eve of a landmark presidential election -- and points to a way out of cynicism and defeatism. With passion, clarity, and humor, E. J. Dionne describes today's political atmosphere as the bitterest he can remember. Never have Democrats been as frustrated by their inability to move the debate. The party of Roosevelt, Kennedy, and Clinton, Dionne says, is lost in pointless feuds, outdated strategies, and old arguments. Democrats have lost track of what they stand for so they don't know what they're fighting for and besides, they've forgotten how to fight back. In describing how Democrats, moderates, and liberals have failed to match Republicans and conservatives in commitment, resourcefulness, and clarity, Dionne invents what is likely to become a popular parlor game among the politically committed. In "The Wrong Stuff," he lists ten futile arguments -- big versus small government, for example -- that Democrats keep having with themselves. "The Right Stuff" focuses on ten arguments they should start making about taxes, business, and the role of government. Dionne zeroes in on how a floundering Bush administration used September 11 to politicize national security issues for partisan advantage. Enraged but intimidated by ruthless opponents, the Democratic party failed to find its voice on security issues and was soundly beaten in 2002. Drawing on some lessons from the 2004 primary campaigns, Dionne argues that anger and frustration have in fact awakened progressives to the need for innovation in organizing, in approaching an increasingly conservative media, and in formulating politically useful and plainly stated ideas. Learning from the conservative movement's successes, liberals have begun the work of reconstruction. The politics of revenge, Dionne argues persuasively, can give way to something better: a progressive patriotism built on hope and optimism about America's role in the world and its capacity to renew social justice at home.
|Author||: Chris Jones,Genevieve Jolliffe,Andrew Zinnes|
|Editor||: Bloomsbury Publishing USA|
IF YOU'VE NEVER MADE A FILM BEFORE, THIS AMAZING BOOK WILL TELL YOU: * How other young film makers made their first movie and found massive success * How to take your great ideas and turn them into great films * How to build a team to make your movie now * How to harness cheap technology to make expensive looking films * How to avoid hundreds of pitfalls many other film makers will fall into * How to find audiences and even make money from your movie Veterans of the indie film scene, the authors have produced numerous low budget feature films, sold projects to Hollywood studios, come perilously close to an Oscar nomination, and even ended up in prison! They're also the team behind the best selling Guerilla Film Makers Handbooks series, selling over 100,000 copies around the world and they've taught thousands of emerging film makers the key skills needed to make their own great movies to launch a career. Their offices are at Ealing Studios in London and in Los Angeles.