Seeing Saying Doing Playing
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Author |
: Tarō Gomi |
Publisher |
: Chronicle Books (CA) |
Total Pages |
: 23 |
Release |
: 1991 |
ISBN-10 |
: 0877018596 |
ISBN-13 |
: 9780877018599 |
Rating |
: 4/5 (96 Downloads) |
Synopsis Seeing, Saying, Doing, Playing by : Tarō Gomi
Labeled illustrations show people performing everyday activities, including eating, sleeping, dressing, and playing.
Author |
: Josh Kaufman |
Publisher |
: Penguin |
Total Pages |
: 290 |
Release |
: 2013-06-13 |
ISBN-10 |
: 9781101623046 |
ISBN-13 |
: 1101623047 |
Rating |
: 4/5 (46 Downloads) |
Synopsis The First 20 Hours by : Josh Kaufman
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Author |
: Randy Pausch |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2010 |
ISBN-10 |
: 0340978503 |
ISBN-13 |
: 9780340978504 |
Rating |
: 4/5 (03 Downloads) |
Synopsis The Last Lecture by : Randy Pausch
The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.
Author |
: Ian Bogost |
Publisher |
: Basic Books |
Total Pages |
: 290 |
Release |
: 2016-09-13 |
ISBN-10 |
: 9780465096503 |
ISBN-13 |
: 0465096506 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Play Anything by : Ian Bogost
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
Author |
: Zack Hiwiller |
Publisher |
: New Riders |
Total Pages |
: 646 |
Release |
: 2015-12-09 |
ISBN-10 |
: 9780134394640 |
ISBN-13 |
: 013439464X |
Rating |
: 4/5 (40 Downloads) |
Synopsis Players Making Decisions by : Zack Hiwiller
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Author |
: Ernest Cline |
Publisher |
: Ballantine Books |
Total Pages |
: 385 |
Release |
: 2020-11-24 |
ISBN-10 |
: 9781524761332 |
ISBN-13 |
: 1524761338 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Ready Player Two by : Ernest Cline
#1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.
Author |
: Ulla Suokko |
Publisher |
: Wisewoman |
Total Pages |
: 210 |
Release |
: 2020-11-22 |
ISBN-10 |
: 1734473908 |
ISBN-13 |
: 9781734473902 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Signs of the Universe by : Ulla Suokko
In Signs of the Universe, Ulla Suokko invites you to play with the Universe and follow signs to your peace and freedom. Through stories, ideas, and activities, she leads you into the infinite now, where everything is possible.
Author |
: |
Publisher |
: |
Total Pages |
: 672 |
Release |
: 1893 |
ISBN-10 |
: NYPL:33433088149228 |
ISBN-13 |
: |
Rating |
: 4/5 (28 Downloads) |
Author |
: |
Publisher |
: |
Total Pages |
: 1472 |
Release |
: 1905 |
ISBN-10 |
: UOM:39015068404402 |
ISBN-13 |
: |
Rating |
: 4/5 (02 Downloads) |
Synopsis The Quiver by :
V. 12 contains: The Archer...Christmas, 1877.
Author |
: Lew Wallace |
Publisher |
: DigiCat |
Total Pages |
: 1982 |
Release |
: 2023-12-29 |
ISBN-10 |
: EAN:8596547768432 |
ISBN-13 |
: |
Rating |
: 4/5 (32 Downloads) |
Synopsis LEW WALLACE Premium Collection: Historical Novels, Poems & Plays (Illustrated) by : Lew Wallace
DigiCat presents to you this carefully created collection of Lew Wallace's renowned historical novels, poetry and plays. This ebook has been designed and formatted to the highest digital standards and adjusted for readability on all devices. Content: "Ben-Hur: A Tale of the Christ" describes the adventures of Judah Ben-Hur, Jewish prince from Jerusalem who gets enslaved by the Romans. He is taken to Rome where he becomes a charioteer and a Christian. Running in parallel with Judah's narrative is the unfolding story of Jesus, who comes from the same region and is a similar age. "The Fair God: The Last of the 'Tzins" is a magnificent tale of the conflict between the Spanish Conquistadors and the Aztecs. The Cortez's conquest of Mexico is a central theme and the novel gives an account of the descent of the Aztec Empire. "The Prince of India: Why Constantinople Fell" is a tale of the Fall of Byzantine Empire, seen through the eyes of Indian Prince in service of the Turkish Sultan. "The Wooing of Malkatoon" is a narrative poem about young Othman who explores secrets of love and women. "Commodus" is a historical play about the Roman Emperor Commodus and Maternus, soldier of a daring boldness, who collected bands of robbers into a little army in order to murder Commodus and to ascend the vacant throne. Lew Wallace (1827-1905) was an American lawyer, Union general in the American Civil War, politician, diplomat and author, best known for his historical adventure story, Ben-Hur: A Tale of the Christ, a bestselling novel that has been called "the most influential Christian book of the nineteenth century." He wrote several historical novels and biographies of American generals.