Author: Arnoud (CRT) Van Den Heuvel
Publisher: Bis Pub
ISBN: 9789063690984
Category : Games & Activities
Languages : en
Pages : 60
Book Description
This well-known family game is useful for training the power of memory. The photographs on the playing cards are picture montages sampled from images imprinted on our visual memory as icons of the mass culture in which we live. This surprising and contemporary version of the memory game is great fun to play.
Visual Power Memory Game
Author: Arnoud (CRT) Van Den Heuvel
Publisher: Bis Pub
ISBN: 9789063690984
Category : Games & Activities
Languages : en
Pages : 60
Book Description
This well-known family game is useful for training the power of memory. The photographs on the playing cards are picture montages sampled from images imprinted on our visual memory as icons of the mass culture in which we live. This surprising and contemporary version of the memory game is great fun to play.
Publisher: Bis Pub
ISBN: 9789063690984
Category : Games & Activities
Languages : en
Pages : 60
Book Description
This well-known family game is useful for training the power of memory. The photographs on the playing cards are picture montages sampled from images imprinted on our visual memory as icons of the mass culture in which we live. This surprising and contemporary version of the memory game is great fun to play.
Brand Memory
Author: Hendrik-Jan Grievink
Publisher: Bis Pub
ISBN: 9789063692629
Category : Games & Activities
Languages : en
Pages : 60
Book Description
Can you match cards by only the brand colors, typefaces and an often funny description of the brands visual look?
Publisher: Bis Pub
ISBN: 9789063692629
Category : Games & Activities
Languages : en
Pages : 60
Book Description
Can you match cards by only the brand colors, typefaces and an often funny description of the brands visual look?
Hands-on Rust
Author: Herbert Wolverson
Publisher: Pragmatic Bookshelf
ISBN: 1680508806
Category : Computers
Languages : en
Pages : 446
Book Description
Rust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X.A text editor, such as Visual Studio Code.A video card and drivers capable of running OpenGL 3.2.
Publisher: Pragmatic Bookshelf
ISBN: 1680508806
Category : Computers
Languages : en
Pages : 446
Book Description
Rust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X.A text editor, such as Visual Studio Code.A video card and drivers capable of running OpenGL 3.2.
Moonwalking with Einstein
Author: Joshua Foer
Publisher: Penguin
ISBN: 1101475978
Category : Science
Languages : en
Pages : 341
Book Description
The blockbuster phenomenon that charts an amazing journey of the mind while revolutionizing our concept of memory “Highly entertaining.” —Adam Gopnik, The New Yorker “Funny, curious, erudite, and full of useful details about ancient techniques of training memory.” —The Boston Globe An instant bestseller that has now become a classic, Moonwalking with Einstein recounts Joshua Foer's yearlong quest to improve his memory under the tutelage of top "mental athletes." He draws on cutting-edge research, a surprising cultural history of remembering, and venerable tricks of the mentalist's trade to transform our understanding of human memory. From the United States Memory Championship to deep within the author's own mind, this is an electrifying work of journalism that reminds us that, in every way that matters, we are the sum of our memories.
Publisher: Penguin
ISBN: 1101475978
Category : Science
Languages : en
Pages : 341
Book Description
The blockbuster phenomenon that charts an amazing journey of the mind while revolutionizing our concept of memory “Highly entertaining.” —Adam Gopnik, The New Yorker “Funny, curious, erudite, and full of useful details about ancient techniques of training memory.” —The Boston Globe An instant bestseller that has now become a classic, Moonwalking with Einstein recounts Joshua Foer's yearlong quest to improve his memory under the tutelage of top "mental athletes." He draws on cutting-edge research, a surprising cultural history of remembering, and venerable tricks of the mentalist's trade to transform our understanding of human memory. From the United States Memory Championship to deep within the author's own mind, this is an electrifying work of journalism that reminds us that, in every way that matters, we are the sum of our memories.
Eye
Change Your Brain, Change Your Life Before 25
Author: Jesse Payne
Publisher: Harlequin
ISBN: 1460336712
Category : Self-Help
Languages : en
Pages : 236
Book Description
A guide to the three-pound supercomputer in your head—with “valuable information” about how to keep it working well for a lifetime (School Library Journal). The key to your future is in your head! The New York Times bestseller Change Your Brain, Change Your Life has revolutionized the way people think about their brains and their health. Now Dr. Jesse Payne of the Amen Clinics brings the groundbreaking science of the Change Your Brain program to a whole new generation. The brain is particularly malleable until age 25, which means that even more than your parents or teachers, you have the power to change your brain. And the things you do today—from what you eat to how you sleep to what you do for fun—can change your brain in drastic ways. This book provides a powerful program for avoiding common dangers and pitfalls that can jeopardize your future, and training your brain for a lifetime of success. Discover how to: •Improve academic performance •Nurture creativity •Treat diagnoses like ADHD and depression •Enhance relationship skills •Increase organization •Improve memory •Boost mood •and more! Featuring stories from real teens and young adults and actual brain scans showing the program’s effectiveness, Change Your Brain, Change Your Life Before 25 is perfect for young people, their parents, and the professionals who work with them. “There is plenty of valuable information; perhaps the most important message, repeated often and in different ways, is that brain-related struggles are nothing to be ashamed of and are more common than we realize. The description of how brain scans vary based on substance use/abuse and how various parts of the brain function are fascinating.” —School Library Journal
Publisher: Harlequin
ISBN: 1460336712
Category : Self-Help
Languages : en
Pages : 236
Book Description
A guide to the three-pound supercomputer in your head—with “valuable information” about how to keep it working well for a lifetime (School Library Journal). The key to your future is in your head! The New York Times bestseller Change Your Brain, Change Your Life has revolutionized the way people think about their brains and their health. Now Dr. Jesse Payne of the Amen Clinics brings the groundbreaking science of the Change Your Brain program to a whole new generation. The brain is particularly malleable until age 25, which means that even more than your parents or teachers, you have the power to change your brain. And the things you do today—from what you eat to how you sleep to what you do for fun—can change your brain in drastic ways. This book provides a powerful program for avoiding common dangers and pitfalls that can jeopardize your future, and training your brain for a lifetime of success. Discover how to: •Improve academic performance •Nurture creativity •Treat diagnoses like ADHD and depression •Enhance relationship skills •Increase organization •Improve memory •Boost mood •and more! Featuring stories from real teens and young adults and actual brain scans showing the program’s effectiveness, Change Your Brain, Change Your Life Before 25 is perfect for young people, their parents, and the professionals who work with them. “There is plenty of valuable information; perhaps the most important message, repeated often and in different ways, is that brain-related struggles are nothing to be ashamed of and are more common than we realize. The description of how brain scans vary based on substance use/abuse and how various parts of the brain function are fascinating.” —School Library Journal
Discovering the Brain
Author: National Academy of Sciences
Publisher: National Academies Press
ISBN: 0309045290
Category : Medical
Languages : en
Pages : 195
Book Description
The brain ... There is no other part of the human anatomy that is so intriguing. How does it develop and function and why does it sometimes, tragically, degenerate? The answers are complex. In Discovering the Brain, science writer Sandra Ackerman cuts through the complexity to bring this vital topic to the public. The 1990s were declared the "Decade of the Brain" by former President Bush, and the neuroscience community responded with a host of new investigations and conferences. Discovering the Brain is based on the Institute of Medicine conference, Decade of the Brain: Frontiers in Neuroscience and Brain Research. Discovering the Brain is a "field guide" to the brainâ€"an easy-to-read discussion of the brain's physical structure and where functions such as language and music appreciation lie. Ackerman examines: How electrical and chemical signals are conveyed in the brain. The mechanisms by which we see, hear, think, and pay attentionâ€"and how a "gut feeling" actually originates in the brain. Learning and memory retention, including parallels to computer memory and what they might tell us about our own mental capacity. Development of the brain throughout the life span, with a look at the aging brain. Ackerman provides an enlightening chapter on the connection between the brain's physical condition and various mental disorders and notes what progress can realistically be made toward the prevention and treatment of stroke and other ailments. Finally, she explores the potential for major advances during the "Decade of the Brain," with a look at medical imaging techniquesâ€"what various technologies can and cannot tell usâ€"and how the public and private sectors can contribute to continued advances in neuroscience. This highly readable volume will provide the public and policymakersâ€"and many scientists as wellâ€"with a helpful guide to understanding the many discoveries that are sure to be announced throughout the "Decade of the Brain."
Publisher: National Academies Press
ISBN: 0309045290
Category : Medical
Languages : en
Pages : 195
Book Description
The brain ... There is no other part of the human anatomy that is so intriguing. How does it develop and function and why does it sometimes, tragically, degenerate? The answers are complex. In Discovering the Brain, science writer Sandra Ackerman cuts through the complexity to bring this vital topic to the public. The 1990s were declared the "Decade of the Brain" by former President Bush, and the neuroscience community responded with a host of new investigations and conferences. Discovering the Brain is based on the Institute of Medicine conference, Decade of the Brain: Frontiers in Neuroscience and Brain Research. Discovering the Brain is a "field guide" to the brainâ€"an easy-to-read discussion of the brain's physical structure and where functions such as language and music appreciation lie. Ackerman examines: How electrical and chemical signals are conveyed in the brain. The mechanisms by which we see, hear, think, and pay attentionâ€"and how a "gut feeling" actually originates in the brain. Learning and memory retention, including parallels to computer memory and what they might tell us about our own mental capacity. Development of the brain throughout the life span, with a look at the aging brain. Ackerman provides an enlightening chapter on the connection between the brain's physical condition and various mental disorders and notes what progress can realistically be made toward the prevention and treatment of stroke and other ailments. Finally, she explores the potential for major advances during the "Decade of the Brain," with a look at medical imaging techniquesâ€"what various technologies can and cannot tell usâ€"and how the public and private sectors can contribute to continued advances in neuroscience. This highly readable volume will provide the public and policymakersâ€"and many scientists as wellâ€"with a helpful guide to understanding the many discoveries that are sure to be announced throughout the "Decade of the Brain."
SuperBetter
Author: Jane McGonigal
Publisher: Penguin
ISBN: 0698185501
Category : Self-Help
Languages : en
Pages : 274
Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.
Publisher: Penguin
ISBN: 0698185501
Category : Self-Help
Languages : en
Pages : 274
Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.
Area 2
Author: Ruedi Baur
Publisher: Phaidon Press Limited
ISBN:
Category : Art
Languages : en
Pages : 452
Book Description
Area_2is the second volume in the graphics version of Phaidon's award-winning series of curated compendiums, which includes Cream, Fresh Cream, Blink, 10x10, 10x10_2, and Spoon. Covering all manifestations of printed graphics created by the world's most visionary designers, Area_2 presents the posters, books, magazines, typography, packaging, and ephemera that has influenced visual culture over the past five years.
Publisher: Phaidon Press Limited
ISBN:
Category : Art
Languages : en
Pages : 452
Book Description
Area_2is the second volume in the graphics version of Phaidon's award-winning series of curated compendiums, which includes Cream, Fresh Cream, Blink, 10x10, 10x10_2, and Spoon. Covering all manifestations of printed graphics created by the world's most visionary designers, Area_2 presents the posters, books, magazines, typography, packaging, and ephemera that has influenced visual culture over the past five years.
Games Without Frontiers?
Author: Heather Wardle
Publisher: Springer Nature
ISBN: 303074910X
Category : Social Science
Languages : en
Pages : 111
Book Description
This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.
Publisher: Springer Nature
ISBN: 303074910X
Category : Social Science
Languages : en
Pages : 111
Book Description
This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.