The Media Lab

The Media Lab
Author :
Publisher : Penguin Group
Total Pages : 332
Release :
ISBN-10 : 0140097015
ISBN-13 : 9780140097016
Rating : 4/5 (15 Downloads)

Synopsis The Media Lab by : Stewart Brand

Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.

The Sorcerers and Their Apprentices

The Sorcerers and Their Apprentices
Author :
Publisher : Broadway Business
Total Pages : 274
Release :
ISBN-10 : 9780307589101
ISBN-13 : 0307589102
Rating : 4/5 (01 Downloads)

Synopsis The Sorcerers and Their Apprentices by : Frank Moss

"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--

Lifelong Kindergarten

Lifelong Kindergarten
Author :
Publisher : MIT Press
Total Pages : 203
Release :
ISBN-10 : 9780262536134
ISBN-13 : 0262536137
Rating : 4/5 (34 Downloads)

Synopsis Lifelong Kindergarten by : Mitchel Resnick

How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.

Drawing Lab for Mixed-Media Artists

Drawing Lab for Mixed-Media Artists
Author :
Publisher : Quarry Books
Total Pages : 145
Release :
ISBN-10 : 9781610580960
ISBN-13 : 1610580966
Rating : 4/5 (60 Downloads)

Synopsis Drawing Lab for Mixed-Media Artists by : Carla Sonheim

Carla Sonheim is an artist and creativity workshop instructor known for her fun and innovative projects and techniques designed to help adult students recover a more spontaneous, playful approach to creating. Her innovative ideas are now collected and elaborated on in this unique volume. Carla offers a year's worth of assignments, projects, ideas, and techniques that will introduce more creativity and nonsense into your art and life. Drawing Lab for Mixed-Media Artists offers readers a fun way to learn and gain expertise in drawing through experimentation and play. There is no right or wrong result, yet, the readers gain new skills and confidence, allowing them to take their work to a new level.

Curious Minds

Curious Minds
Author :
Publisher : MIT Press
Total Pages : 311
Release :
ISBN-10 : 9780262370295
ISBN-13 : 0262370298
Rating : 4/5 (95 Downloads)

Synopsis Curious Minds by : Perry Zurn

An exhilarating, genre-bending exploration of curiosity’s powerful capacity to connect ideas and people. Curious about something? Google it. Look at it. Ask a question. But is curiosity simply information seeking? According to this exhilarating, genre-bending book, what’s left out of the conventional understanding of curiosity are the wandering tracks, the weaving concepts, the knitting of ideas, and the thatching of knowledge systems—the networks, the relations between ideas and between people. Curiosity, say Perry Zurn and Dani Bassett, is a practice of connection: it connects ideas into networks of knowledge, and it connects knowers themselves, both to the knowledge they seek and to each other. Zurn and Bassett—identical twins who write that their book “represents the thought of one mind and two bodies”—harness their respective expertise in the humanities and the sciences to get irrepressibly curious about curiosity. Traipsing across literatures of antiquity and medieval science, Victorian poetry and nature essays, as well as work by writers from a variety of marginalized communities, they trace a multitudinous curiosity. They identify three styles of curiosity—the busybody, who collects stories, creating loose knowledge networks; the hunter, who hunts down secrets or discoveries, creating tight networks; and the dancer, who takes leaps of creative imagination, creating loopy ones. Investigating what happens in a curious brain, they offer an accessible account of the network neuroscience of curiosity. And they sketch out a new kind of curiosity-centric and inclusive education that embraces everyone’s curiosity. The book performs the very curiosity that it describes, inviting readers to participate—to be curious with the book and not simply about it.

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters
Author :
Publisher : Media Lab Books
Total Pages : 256
Release :
ISBN-10 : 1948174375
ISBN-13 : 9781948174374
Rating : 4/5 (75 Downloads)

Synopsis The Game Master's Book of Random Encounters by : Jeff Ashworth

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

Space Odyssey

Space Odyssey
Author :
Publisher : Simon and Schuster
Total Pages : 600
Release :
ISBN-10 : 9781501163951
ISBN-13 : 1501163957
Rating : 4/5 (51 Downloads)

Synopsis Space Odyssey by : Michael Benson

The definitive story of the making of 2001: A Space Odyssey, acclaimed today as one of the greatest films ever made, and of director Stanley Kubrick and writer Arthur C. Clarke—“a tremendous explication of a tremendous film….Breathtaking” (TheWashington Post). Fifty years ago a strikingly original film had its premiere. Still acclaimed as one of the most remarkable and important motion pictures ever made, 2001: A Space Odyssey depicted the first contacts between humanity and extraterrestrial intelligence. The movie was the product of a singular collaboration between Stanley Kubrick and science fiction visionary Arthur C. Clarke. Fresh off the success of his cold war satire Dr. Strangelove, Kubrick wanted to make the first truly first-rate science fiction film. Drawing from Clarke’s ideas and with one of the author’s short stories as the initial inspiration, their bold vision benefited from pioneering special effects that still look extraordinary today, even in an age of computer-generated images. In Space Odyssey, author, artist, and award-winning filmmaker Michael Benson “delivers expert inside stuff” (San Francisco Chronicle) from his extensive research of Kubrick’s and Clarke’s archives. He has had the cooperation of Kubrick’s widow, Christiane, and interviewed most of the key people still alive who worked on the film. Drawing also from other previously unpublished interviews, Space Odyssey provides a 360-degree view of the film from its genesis to its legacy, including many previously untold stories. And it features dozens of photos from the making of the film, most never previously published. “At last! The dense, intense, detailed, and authoritative saga of the making of the greatest motion picture I’ve ever seen…Michael Benson has done the Cosmos a great service” (Academy Award-winning actor Tom Hanks).

Digital and Media Literacy

Digital and Media Literacy
Author :
Publisher : Corwin Press
Total Pages : 233
Release :
ISBN-10 : 9781412981583
ISBN-13 : 1412981581
Rating : 4/5 (83 Downloads)

Synopsis Digital and Media Literacy by : Renee Hobbs

Leading authority on media literacy education shows secondary teachers how to incorporate media literacy into the curriculum, teach 21st-century skills, and select meaningful texts.

Smithsonian 10-Minute Science Experiments

Smithsonian 10-Minute Science Experiments
Author :
Publisher :
Total Pages : 176
Release :
ISBN-10 : 1646971442
ISBN-13 : 9781646971442
Rating : 4/5 (42 Downloads)

Synopsis Smithsonian 10-Minute Science Experiments by : Steve Spangler

Gives curious young readers dozens of colorful, exciting projects designed to teach them about the basics of science, physics, chemistry and engineering. They'll learn about critical thinking, how to conduct an experiment, and how to measure results, in a screen-free setting.

The Game Master's Book of Non-Player Characters

The Game Master's Book of Non-Player Characters
Author :
Publisher : Media Lab Books
Total Pages : 272
Release :
ISBN-10 : 1948174804
ISBN-13 : 9781948174800
Rating : 4/5 (04 Downloads)

Synopsis The Game Master's Book of Non-Player Characters by : Jeff Ashworth

From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike. This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar.