Jumat, 02 November 2012

[M120.Ebook] Free PDF Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal

A visionary game designer reveals how we can harness the power of games to boost global happiness.

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.

  • Sales Rank: #18770 in Books
  • Published on: 2011-12-27
  • Released on: 2011-12-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.40" h x .90" w x 5.40" l, .76 pounds
  • Binding: Paperback
  • 416 pages

Amazon.com Review
Practical Advice for Gamers by Jane McGonigal

Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts.

But some games are better for us than others, and there is too much of a good thing.

Here are a few secrets that aren’t in the book to help you (or the gamer in your life) get the most positive impact from playing games.

This practical advice--5 key quidelines, plus 2 quick rules--is scientifically backed, and it can be summed up in a single sentence:

Play games you enjoy no more than 21 hours a week; face-to-face with friends and family as often as you can; and in co-operative or creator modes whenever possible.

1. Don’t play more than 21 hours a week.

Studies show that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week. (In extremely stressful circumstances--such as serving in the military during war-time--research shows that gamers can benefit from as many as 28 hours a week.) But for virtually everyone else, whenever you play more than 21 hours a week, the benefits of gaming start to decline sharply. By the time you’re spending 40 hours or more a week playing games, the psychological benefits of playing games have disappeared entirely--and are replaced with negative impacts on your physical health, relationships, and real-life goals. So always strive to keep your gaming in the sweet spot: 7–21 hours a week.

2. Playing with real-life friends and family is better than playing alone all the time, or with strangers.

Gaming strengthens your social bonds and builds trust, two key factors in any positive relationship. And the more positive relationships you have in real life, the happier, healthier and more successful you are.

You can get mental and emotional benefits from single-player games, or by playing with strangers online--but to really unlock the power of games, it’s important to play them with people you really know and like as often as possible.

A handy rule-of-thumb: try to make half of your gaming social. If you play 10 hours a week, try to play face-to-face with real-life friends or family for at least 5 of those hours.

(And if you’re not a gamer yourself--but you have a family member who plays games all the time, it would do you both good to play together--even if you think you don’t like games!)

3. Playing face-to-face with friends and family beats playing with them online.

If you’re in the same physical space, you’ll supercharge both the positive emotional impacts and the social bonding.

Many of the benefits of games are derived from the way they make us feel--and all positive emotions are heightened by face-to-face interaction.

Plus, research shows that social ties are strengthened much more when we play games in the same room than when we play games together online.

Multi-player games are great for this. But single-player works too! You can get all the same benefits by taking turns at a single-player game, helping and cheering each other on.

4. Cooperative gameplay, overall, has more benefits than competitive gameplay.

Studies show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other.

Cooperative gameplay also makes us more likely to help someone in real life, and better collaborators at work--boosting our real-world likeability and chances for success.

Competition has its place, too, of course--we learn to trust others more when we compete against them. But if we spend all our time competing with others, we miss out on the special benefits of co-op play. So when you’re gaming with others, be sure to check to see if there are co-op missions or a co-op mode available. An hour of co-op a week goes a long way. (Find great co-op games for every platform, and a family-friendly list too, at Co-Optimus, the best online resource for co-op gaming.)

5. Creative games have special positive impacts.

Many games encourage or even require players to design and create as part of the gameplay process--for example: Spore, Little Big Planet, and Minecraft; the Halo level designer and the Guitar Hero song creator. These games have been shown to build up players’ sense of creative agency--and they make us more likely to create something outside of the game. If you want to really build up your own creative powers, creative games are a great place to start.

Of course, you can always take the next creative step--and start making your own games. If you’ve never made a game, it’s easier than you think--and there are some great books to help you get started.

2 Other Important Rules:

* You can get all of the benefits of a good game without realistic violence--you (or your kids) don’t have to play games with guns or gore.

If you feel strongly about violence, look to games in other genres--there’s no shortage of amazing sports, music, racing, puzzle, role-playing, casual, strategy and adventure games.

*Any game that makes you feel bad is no longer a good game for you to play.

This should be obvious, but sometimes we get so caught up in our games that we forget they’re supposed to be fun.

If you find yourself feeling really upset when you lose a game, or if you’re fighting with friends or strangers when you play--you’re too invested. Switch to a different game for a while, a game that has “lower stakes” for you personally.

Or, especially if you play with strangers online, you might find yourself surrounded by other players who say things that make you uncomfortable--or who just generally act like jerks. Their behavior will actually make it harder for you to get the positive benefits of games--so don’t waste your time playing with a community that gets you down.

Meanwhile, if you start to wonder if you’re spending too much time on a particular game – maybe you’re starting to feel just a tiny bit addicted--keep track of your gaming hours for one week. Make sure they add up to less than 21 hours! And you may want to limit yourself to even fewer for a little while if you’re feeling too much “gamer regret.”

From Booklist
People who spend hours playing video or online games are often maligned for “wasting their time” or “not living in the real world,” but McGonigal argues persuasively and passionately against this notion in her eminently effective examination of why games are important. She begins by disabusing the reader of some inherent prejudices and assumptions made about gamers, such as that they’re lazy and unambitious. Quite the opposite: McGonigal finds that gamers are working hard to achieve goals within the world of whatever game they are playing, whether it’s going on a quest to win attributes to enhance their in-game characters or performing tasks to get to a higher level in the game. Games inspire hard work, the setting of ambitious goals, learning from and even enjoying failure, and coming together with others for a common goal. McGonigal points out many real-world applications, including encouraging students to seek out secret assignments, setting up household chores as a challenge, even a 2009 game created by The Guardian to help uncover the excessive expenses of members of Parliament. With so many people playing games, this comprehensive, engaging study is an essential read. --Kristine Huntley

Review
As addictive as Tetris, this penetrating, entertaining look into gaming culture is a vibrant mix of technology, psychology & sociology, told with the vision of a futurist & the deft touch of a storyteller. --Publisher's Weekly, starred review

Most helpful customer reviews

139 of 154 people found the following review helpful.
Well written, enthusiastic, overpromised, but great
By Mortimer Duke
McGonigal has written a fun and readable book. She has found a niche here -- the idea that video games express our best selves -- and her enthusiasm on the subject is downright infectious. I kept thinking that she is one of those people in the center of her social network. One of those people that convinces her friends to get out of the house and try new, quirky, interesting things. She makes life fun by making it a game. It's nearly impossible not to get caught up in her enthusiasm.

There are two sides to this enthusiasm. First of all, she has managed to convince people, on a grand scale, that video games can be a force for good. She has actually gone out and done things to reform the way we think about video games by creating ones that tap the potential to be useful in the world. She and game designers like her may well be a force that sees this grand idea through to the end.

On the other hand, there's a nagging feeling (the devil on my shoulder) that tells me that this idea is overstated and undersupported. The "science" here really doesn't (and couldn't, when it comes down to it) say that the world is better off as a direct result of video games. In short-term laboratory experiments, there are some interesting results. But the comparison groups here are what beg the question -- playing video games makes you more optimistic as compared to what? Because playing a role playing game for a few minutes makes you more confident in talking to the opposite sex immediately afterward does not mean that playing WoW for 22 hours a week is going to jazz up your sex life.

I can't help but think that what McGonigal is talking about is absolutely true for a select group of people -- her included, and perhaps other optimistic and playful individuals who like to treat life as a game -- but is overstated as a panacea for the human race.

In the end, I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having a debate over.

47 of 51 people found the following review helpful.
Perspective Likely to Be Helpful for Non-Gamers
By Steve Proctor
I suspect my reactions to this book may be different than the majority of readers, as I assume most readers will be dedicated gamers or those who is close to someone who is a serious gamer and want to know more about it.*

First the positives about this book.
I appreciate than Jane McGonigal brings a fresh perspective and intelligence to looking at games. She draws from research in a variety of quarters which often are elucidating. For example, despite reading many smart popularized books on behavioral and cognitive brain issues, I hadn't read anything about why teasing (or self-deprecating humor) is an effective way of building camaraderie. And of course, she does a good job building a long and detailed case for what games have to offer. Since that has been discussed in detail in many other reviews, I won't say much about it.

The Negatives
Sometimes I felt there was too much detail, even after a simple point was made. I listened to the audio book, so I can't cite chapter and verse, but one example I remember is that she mentioned something about rock stars and reeled off a long list of stars, finishing with the line "to name a few." Well, actually, you named way more than few. I know this may sound like nitpicking, but it was indicative of an overall sense of wishing she'd make her point and move on more rather than give LOTS of examples. My lack of interest in specifics about particular games may be coming into play. Plus the fact when listening to an audio book, you can't skim effectively. So take that criticism in context to your own interests and form of "reading" this book.

Another issue I had, and one that seems to be a problem with so many books, is that she is so focused on building a case (in this case, how great games are) that she seems unwilling to seriously consider counter arguments. As if entertaining such thoughts would be dangerous to her whole thesis.

The biggest unconsidered argument and I suppose my biggest problem with the book (I'm ready to duck from gamers who are likely to be mad at me), is that she doesn't look at the deep problem of people turning to games because they are disappointed with reality. While I'm very interested in her desire to make human activities more engaging by borrowing from what is engaging about games, she doesn't address that turning to games instead of working on accepting reality is, in the long run, damaging or counter-productive--to improving our long term psycho-spiritual health. Watching lots of TV can feel good too, especially in the short run, but it tends to be a way to escape facing our reality and not moving us toward working on accepting the difficulties of being human--which I believe is the real mission/journey for all of us. I suppose that is the ultimate game.

*Well, I should qualify that I love games, but more of the board or word-games category (THE Book of Word Games is a favorite book) than video games (though I suspect based on a minor Pac-Man addiction I had for a brief while in college, I'd probably get way into them if I tried).

44 of 48 people found the following review helpful.
Perfectly captures the depth of engagement games provide
By Gigawood
Having been around computers and games since I was 2, and having played online games from the start when I was 13, I can say that Jane McGonigal's description of the online world today's kids are growing up with is extremely accurate. When I sat down to write what soft skills I've picked up from all my years playing online games, I came up with a rather exhaustive list. It's astounding, regardless of the genre played (FPS, like Halo, MMOs like World of Warcraft).

Why do we find games so engaging, so engrossing? Many schools, businesses and the like are blaming 'addiction' to games for people tuning out. It goes far, far beyond simple 'addiction' (though problems do exist). Jane goes to great lengths to EXPLAIN the concepts of engagement this 'video game addiction' really consists of - and that schools, businesses and the greater community can and SHOULD learn from such an efficient, accessible use of these concepts to improve the quality of life for everyone in society.

This is a must read - particularly for any businessperson, teacher, parent, or gamer in the community.

See all 246 customer reviews...

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Sabtu, 27 Oktober 2012

[Z571.Ebook] Ebook Cannabis : A History, by Martin Booth

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Cannabis : A History, by Martin Booth

To some it's the classic "gateway drug," to others it is a harmless way to relax, or provide relief from pain. Some fear it is dangerous and addictive, while others feel it should be decriminalized. Whatever the viewpoint, cannabis incites debate at every level, and the effect it has on every corner of the globe is undeniable.

In this comprehensive study, Martin Booth crafts a tale of medical advance and religious enlightenment; of political subterfuge and law enforcement; of cunning smugglers, street pushers, gang warfare, writers, artists, and musicians. And above all, Booth chronicles the fascinating process through which cannabis became outlawed throughout the Western world, and the effect such legislation has had on the global economy.

  • Sales Rank: #6744983 in Books
  • Published on: 2003
  • Format: Import
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 339 pages

From Publishers Weekly
Quick?what do Napoleon’s troops, Asian cooking, Armani jeans, the Gutenberg Bible and the Parke-Davis pharmaceutical company have in common? According to British novelist Booth (Opium; Hiroshima Joe; etc.), all of these have used some part of the versatile cannabis plant. In this densely packed, wide-ranging history, Booth draws on religion, history, ecology, horticulture, linguistics, pop culture and medical research to correct the falsehoods surrounding the oft-banned plant and to painstakingly build his case that the war on cannabis has little to do with concerns for public health or order. Along the way, Booth introduces a dizzying parade of historical persons that includes visionaries, scientists, beatniks, farmers, artists, soldiers and smugglers. Unlike many of the other more partisan books on cannabis, the overall tone of Booth’s volume is objective, unemotional and factual-a stance that makes for fine impartial argument, but also occasionally dull reading. At its best, however, the book’s attention to detail lures the reader ever more deeply into cannabis history. Descriptions of hip, mid-century New York, London and Amsterdam, for example, help illuminate the role of cannabis in more recent cultural movements. And a quick survey of the myths about the drug’s psychological effects shows how laws banning cannabis were often used as an excuse to suppress blacks and migrant Mexican workers. Booth also discusses provocative legal, political and economic actions (for and against cannabis) that have affected millions of people. In his profile of a plant that can be an intoxicant, fiber, cooking ingredient, medicine and potential source of environmentally friendly products, he gives readers a fascinating sourcebook about "the most widely produced, trafficked and used illicit drug on earth." Photos.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

From Booklist
Booth chronicles that "adaptive and highly successful annual found . . . throughout the temperate and tropical zones," cannabis, with the panache he exhibited in Opium (1998). Though the noble plant's precise origins are hazy, the name cannabis probably evolved from antecedents meaning fragrant cane. Whatever it has been called, it has been beloved and reviled by personages ranging from twelfth-century Sufi monks, who chewed it for its mood-altering properties, to anti-pot Depression-era federal agent Harry Anslinger and today's drug warriors. Favored by poets (Coleridge sought to wean himself from opium with it), musicians and actors (Gene Krupa and Robert Mitchum, both busted in Anslinger's "star-bust campaign"), and worse (black-magician Aleister Crowley, who put it in his recreational-substance armamentarium). Besides famous users, Booth discusses home-growing ganja and present-day international trafficking in it, though from a British perspective. His pithy coverage of Rastafarians is a particular treat. While no brief for legalization, Cannabis objectively raises points and issues threatening to zero-tolerance environments; more open collections, however, should welcome it. Mike Tribby
Copyright © American Library Association. All rights reserved

Review

“Amazingly informative and riveting...quite intoxicating.” ―Financial Times (UK)

“Fascinating...a clear-headed and sustained case.” ―The Sunday Times (UK)

“Even-handed, adult and good-humoured...original and thought-provoking.” ―Sunday Telegraph (UK)

“Well-researched.” ―The Seattle Times

Most helpful customer reviews

0 of 0 people found the following review helpful.
Recommended for Scholastic Studies and anyone seeking Truth and Knowledge regarding this subject !
By Yolanda Allison
Purchased for school (College) , packed with wealth of information very legit & factual ! Very well written love the author purchase two versions
Both Paperback and Kindle Version, Term Paper based on this book is required for Course:
Medical Cannabis and the Law

0 of 0 people found the following review helpful.
Indispensable book for your cannabis library
By Verena
I want to congratulate Martin Booth! This book is very well researched and written in a fluid and detailed manner. I fully recommend it. It is definitely worth the price. A must read and must have for anyone truly interested in cannabis. Bravo!

0 of 0 people found the following review helpful.
Truth hurts them, not you.
By Zach G. Moldof
I wrote a weekly column about medical cannabis in California for Vice for almost a year. This book was hugely informative in my research. I cannot recommend it enough for those who seek to comprehend why cannabis is illegal right now, and who made it that way.

See all 18 customer reviews...

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Senin, 22 Oktober 2012

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Barbarossa: Hitler's Invasion of Russia 1941

  • Sales Rank: #2278537 in Books
  • Published on: 2001
  • Number of items: 1
  • Binding: Hardcover

Most helpful customer reviews

7 of 11 people found the following review helpful.
Well, well.....
By Charles Poncet
Mr. Glantz's book about operation Barbarossa probably has a number of qualities, which will appeal to WW II aficionados or armchair strategists: his a precise description of the orders of battle and of the forces in presence and he clearly spells out the various steps of the campaign. He tells the story clinically, with some maps and some pictures, but I found the book less than compelling reading for three reasons: the prose is, shall I say, uninspiring; there is absolutely no attempt at enlightening the reader as to the geopolitical context, except for a few allusions to Stalin's well known purges of his own army and the like; there is no human dimension whatsoever. A book primarily for readers with an interest in how the various army groups of the Wehrmacht interacted and how many infantry or armour battalions there were in a Panzerdivision, but the epic of this gigantic chapter in human history and tragedy is unfortunately to be found elsewhere.

44 of 46 people found the following review helpful.
Fresh Perspectives and Info, As Usual
By R. A Forczyk
Barbarossa: Hitler's Invasion of Russia in 1941 is the lead volume in a new Battles & Campaigns series by Tempus Publishing that seeks to draw "on the latest research and integrating the experience of combat with intelligence, logistics and strategy." The author, David M. Glantz, is an acknowledged expert on the Russo-German conflict and over the past decade, his assiduous research has over-turned many pre-existing notions about that conflict. This volume on Barbarossa, while vaguely reminiscent of an Osprey series campaign title, continues in the research tradition that Glantz used in earlier volumes. Barbarossa is a bit overly succinct at times - the reader may wish that the book was not part of a tightly-constrained series - but Glantz succeeds in delivering an excellent account of the 1941 German campaign in Russia that breaks significant new ground. Furthermore, Glantz combines excellent research with top-notch military analysis.
Barbarossa consists of nine chapters, beginning with a 22-page opening section on opposing forces and plans. Glantz moves through this opening section quickly, but highlights the main strengths and weaknesses of each side. The next two chapters cover the initial border battles and the Soviet response; these chapters were a bit too succinct and readers should consult Glantz's earlier The Initial Period of War on the Eastern Front and Stumbling Colossus for greater detail. The three middle chapters cover the battles for Smolensk, Leningrad and Kiev. The Battle for Moscow and the Soviet Winter Counteroffensive are covered in the final three chapters. Glantz provides appendices listing German planning documents for Barbarossa, Soviet documents and opposing orders of battle in June 1941. There are about 200 photographs in the volume, as well as about one dozen sketch maps. Inadequate maps are usually the only weakness in books by Glantz and he continues that trend in Barbarossa; the maps are too few and too poorly presented to enable the reader to follow most of the actions described. A bibliography and detailed end notes complement the text.
Glantz contradicts several popular notions about Barbarossa, and he has the archival data to back up his claims. The trendy hypothesis of recent years that Germany could have won the war by taking Moscow in September 1941 had not Hitler meddled with his "Kiev diversion" is exposed as facile. Before Hitler ordered the Kiev encirclement, fewer than 3 million German soldiers were facing 5 million Soviet soldiers, but after the encirclement this ratio had improved to 3:4. Many authors ignore the fact that Soviet resistance had stiffened during the Smolensk fighting, inflicting the first serious disruptions to the German plan. Hitler went south and north in September because the road to Moscow was effectively barred, and he went for easy pickings. However, a month later, everything had changed. Glantz shows how Soviet historians concealed the ill-judged Soviet counter-offensive in September that depleted their reserves around Moscow. When the German panzers turned again toward Moscow in October, the Soviet armies were caught off-balance still in an offensive posture and the result was the catastrophic encirclement battles at Vyazma-Bryansk. Glantz concludes that, "the Wehrmacht's best opportunity for capturing Moscow occurred in October 1941 rather than September."
Although this book is written primarily at the army and corps level, Glantz does take time to focus on some of the brigade and division-size units that made vital contributions. There are blind spots in this account, particularly concerning air operations. For example, there is no mention of the key role played by Richtofen's 8th Air Corps in spearheading the Blitzkrieg or the German air raids on Moscow. Nor is their much mention of German supply difficulties and inability to assess Soviet mobilization capabilities, despite the fact that this series is intended to incorporate logistic and intelligence perspectives. On the operational level, Glantz sometimes glosses over significant actions such as the failure of the SS Das Reich Division to breakthrough the Soviet defense at Borodino in October 1941 - an action which probably saved the capital. Glantz also ignores the Soviet air deployment of an airborne corps to Orel to help delay Guderian's panzers - a unique operation by any standard. However, the culprit of these omissions is probably the series editor, rather than the author.
Why did Barbarossa fail? Glantz believes that "the most significant factor in the Red Army's ability to defeat Operation Barbarossa was its ability to raise and field strategic reserves." The German panzer groups annihilated one Soviet army after another, only to face a new wall of defenders. While the defending Soviet forces around Moscow received about 75 division equivalents during October-November 1941, the attacking Germans received not one new division. Stalin, unlike Hitler in 1941, believed in total mobilization. Furthermore, the bad weather explanation has been used by Germans to conceal a host of operational errors and reckless contempt for a resilient enemy. Glantz believes that poor logistics, rather than bad weather, was responsible for bringing the German offensive to a halt. While the Russian mud and earlier winter hindered German mobility, Glantz notes that the first serious frostbite cases did not occur until after the German offensive had shot its bolt. Overall, Barbarossa is a fine summary of the 1941 campaign and it succeeds - as always with this author - in delivering fresh information and perspectives on the decisive theater of the Second World War.

27 of 31 people found the following review helpful.
Dire need for a Proof-reader
By D. Chaltry
As most World War II Eastern Front enthusiasts would agree, David Glantz is THE man, when it comes to providing balanced and well-researched accounts of the war between Germany and the Soviet Union. His unparalleled access to resources within the former-USSR, as well as his decades of accumulated knowledge on the subject matter, make him one of the most recognized authorities on the subject. Unfortunately, many of his works are very dry and somewhat tedious to read, since they are often aimed at military analysts, rather than arm-chair historians. This new book on the German invasion of the Soviet Union in 1941 is a departure for him, in that it seems to be written in a style more suited to non-specialists, and is consequently much easier to read. All of the thorough research and accurate force appraisals that we have come to expect from Glantz are present. However ... if there was ever a book in more dire need of a proof-reader, then I have yet to find it. During the first third of this book, the occasional typo would jump out at me, and I would stumble over it, but then continue reading. During the middle third of the book, I was starting to be very annoyed and irritated at the horrible editing of the story. By the final third of the book, it was just a game to see how quickly I could find the errors on each page. I don't think I retained anything that I read during the last part of the book because the errors were so distracting. Therefore, this book is most disappointing.
Under normal cirumstances, I would recommend this book to all military historians who are looking for a good introduction to Operation Barbarossa, but not until a revised edition becomes available.

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Minggu, 21 Oktober 2012

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The definitive guide presents a comprehensive set of step-by-step best practice procedures for managing any type of project from concept to completion. This is the book that everyone involved in projects has been waiting for, but until now has not been available. It is not academic. It is not of a general nature. This is the first, definitive, practical, project management book that provides working standards and practices in the recognised project management areas.

  • Sales Rank: #6363892 in Books
  • Published on: 2004-01-01
  • Original language: English
  • Number of items: 2
  • Dimensions: 9.75" h x 7.50" w x 1.25" l, 2.47 pounds
  • Binding: Hardcover
  • 374 pages

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Jumat, 19 Oktober 2012

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This guidebook is a must-have resource for anyone teaching a television production class or running a morning news show at the elementary, middle, or high school level.


• Provides resource ideas for royalty-free music, virtual sets, cost-effective equipment purchases, and more

• Includes step-by-step video project guides, lessons, reproducible activities, and assessments that can be adapted for use with students of all levels, from beginner to advanced

• Supplies guidance on setting up a recording studio, from basic equipment needs for those just getting started, to recommended purchases for experienced videographers seeking to take their studio to the next level

• Covers important information about copyright restrictions within the television production classroom

  • Sales Rank: #413607 in Books
  • Published on: 2014-01-13
  • Released on: 2014-01-13
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .53" w x 8.50" l, 1.45 pounds
  • Binding: Paperback
  • 217 pages

About the Author

David Howard is a television production teacher at Umatilla Middle School in Umatilla, FL.

Amy Hunter is the media specialist and television production teacher at Umatilla Middle School in Umatilla, FL.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Worth it!
By Joseph
Must have for every media teacher! Excellent resource.

1 of 3 people found the following review helpful.
Three Stars
By Siglinda Smoak
Nice info

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Minggu, 14 Oktober 2012

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When Caroline watches her disabled friend Shannon struggling with an old, rusty, squeaking, and wobbling wheelchair, she decides to use her grandmother’s secret recipe to make and sell lemonade to raise money for a brand-new wheelchair. When the neighborhood kids see Caroline trying to help, they choose to pitch in, too. Some kids look for spare change, while others start a carwash. Seeing the difference all the children make inspires Caroline’s grandmother to organize a sponsored paddle race down the river, which gets them enough money to buy Shannon the best new wheelchair available. 

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  • Sales Rank: #1490573 in Books
  • Brand: Brand: Better World Kids Books
  • Published on: 2012-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .88" h x .5" w x 1.04" l, 1.00 pounds
  • Binding: Hardcover
  • 40 pages
Features
  • Used Book in Good Condition

About the Author
PAUL REICHERT is a life-long cartoonist and illustrator, but after flipping a coin between law school and art school, Paul became a lawyer and spends his days as a litigator at a law firm in Washington, D.C. He remains a cartoonist by night and at heart, and he has published several editorial cartoons. Paul lives with his wife and two daughters in Potomac, Maryland.

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By Eve
I teach children with special needs. When I ordered this book, I did not realize the story focused on a child who needed a new wheelchair. My school is preparing for Lemonade Day and this book is PERFECT!

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Kindness and charity bind a community together.
By Hope Irvin Marston
I love this story and its underlying message…that it’s fun to work together to meet the needs of a friend. Children may love the illustrations, but personally I wish Caroline’s grandmother had not looked so masculine and the children did not look like cartoon figures.

-Hope Irvin Marston, author of EYE ON THE IDITAROD: AISLING’S QUEST.

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Sabtu, 13 Oktober 2012

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MEL Scripting a Character Rig in Maya, by Chris Maraffi

Whether for big budget films and game productions or lower budget TV and Internet content, creating flexible and believable character rigs is an essential skill required to bring any 3D animation to life. As the leading software used for cutting-edge animation, Maya has an established rigging toolset for creating realistic character controls. Traditionally, however, the process of manually building custom rigs in the software interface has been time-consuming and expensive for those who want to produce high-quality 3D characters. Now for the first time and from the author of the best-seller, Maya Character Creation, comes an in-depth guide on how the pros are using MEL (Maya Embedded Language) scripting to streamline and automate the rigging process. With MEL Scripting a Character Rig in Maya, you’ll learn how you can build custom character rigs in a matter of seconds, as opposed to days or weeks.

In this detailed guide, you’ll learn:

• The techniques used to build a complex character rig in the software interface, followed by instructions for writing the equivalent MEL code for scripting the entire process.
• Fundamental concepts of creating animation controls in Maya, from the basics of creating, editing, and binding skeletons, to more complex rigs with controls that employ spline IK and channel connections.
• Important coding techniques such as using conditional statements, loops, variables, and procedures.
• How to create a character animation GUI (Graphical User Interface) that makes animating the character easy and fast.
• Important skills for building rigs using numerous hands-on exercises, all code examples and Maya files available on the companion Web site.

  • Sales Rank: #1483152 in Books
  • Published on: 2008-12-04
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.10" h x .74" w x 7.49" l, 1.30 pounds
  • Binding: Paperback
  • 368 pages

From the Back Cover
Whether for big budget films and game productions or lower budget TV and Internet content, creating flexible and believable character rigs is an essential skill required to bring any 3D animation to life. As the leading software used for cutting-edge animation, Maya has an established rigging toolset for creating realistic character controls. Traditionally, however, the process of manually building custom rigs in the software interface has been time-consuming and expensive for those who want to produce high-quality 3D characters. Now for the first time and from the author of the best-seller,Maya Character Creation, comes an in-depth guide on how the pros are using MEL (Maya Embedded Language) scripting to streamline and automate the rigging process. With MEL Scripting a Character Rig in Maya, you'll learn how you can build custom character rigs in a matter of seconds, as opposed to days or weeks.

In this detailed guide, you'll learn:

• The techniques used to build a complex character rig in the software interface, followed by instructions for writing the equivalent MEL code for scripting the entire process.
• Fundamental concepts of creating animation controls in Maya, from the basics of creating, editing, and binding skeletons, to more complex rigs with controls that employ spline IK and channel connections.
• Important coding techniques such as using conditional statements, loops, variables, and procedures.
• How to create a character animation GUI (Graphical User Interface) that makes animating the character easy and fast.
• Important skills for building rigs using numerous hands-on exercises, all code examples and Maya files available on the companion Web site.

About the Author
Chris Maraffi has been teaching 3D computer graphics for over ten years, most recently as the course director of the scripting and character rigging classes at Full Sail University in Orlando. He has also written two popular books: Maya Character Creation published by New Riders, and Softimage XSI Character Animation FX and Design (Coriolis). In addition, he has lectured internationally at numerous conferences and universities, including SIGGRAPH, Animex, Red Stick, UNM Arts Lab, NYU CADA, Parsons School of Design, School of Visual Arts, NYIT, Academy of Art, Mesmer Animation Labs, and The Master’s Institute.

Most helpful customer reviews

8 of 8 people found the following review helpful.
Good info and well-written, but might be overcomplex for many people
By B. Dorman
The author is good at explaining things and he covers a lot of stuff that most books on animation and even rigging really don't go into. For example, lots of books touch on joint orientation but they don't EXACTLY spell it out and most animators online seem sketchy on the concept. You can sort of partially ignore it but when you do certain things in script then it can come back to bite you if you are just letting maya do what it wants. There's a few other things like this that make it worth the price (which is pretty cheap compared to other maya books) for anyone who doesn't already know rigging in and out completely. Actually, I'd say that learning actual rigging is where the book does the best job.

What I did not like as much was that the rig is just very geared to a very heavyweight (very) high poly model. As such, the scripts are a lot more complicated than they maybe need to be for most people. If you are starting your own studio or something then they are perfect but if you are making games or animation that's not intended for a feature film it's really overkill. Actually maybe overkill even for a feature film if the character is a simple biped/human.

The scripts are still valuable, though, and overall the examples of maya are what make them useful. But, I was sort of disappointed because I hoped more for something where I click just a button after selecting a few options and get a rig for a biped that only needs to be bound to animate. But like I said, it's more complex than that.

For example there are scripts for making your bind weights off of a lower res version of the object. A great idea, but again really only if you are rigging the heck out of feature film level characters (and if that's the case you probably can't get away with a generalized rig setup anyway). It's a fair amount of work to make a lower res version of a character, and if you are just making a biped character you can just copy the weights from another character in the first place instead of first binding a lower res one from scratch and then copying the weights and then adjusting it minutely here and there.

Also, the skeleton is pretty heavyweight and so most people will have to pare this down a lot to really make use of the scripts. I guess there's no 'one size fits all' version of rigging scripts, but I was disappointed that (as far as I can tell) you can't just get your controls rigged off of them and then bind and animate. Instead they are good reference, but if you are new to rigging you are going to have to realize that this is sort of 'advanced' rig. The author points this out, but I think it should be emphasized. So, I guess the scripts are good teaching tools but I don't think most people are going to actually USE them directly because it's more of a multistep process that is a bit overkill for possibly anything short of making a feature film - which if I was making one I'd be more concerned about learning more nonstandard animation stuff.

So in short the book is good, even great for what it is (with some of the most clear and simple explanations of rigging and mel scripting out there) but I wish that the more advanced stuff had been more separated out with some option of some simple one click (or close to it) scripting of a basic skeleton without so much emphasis on the actual binding part and deformers. I guess basically an autorigger. For the amount it does, it seems almost odd it doesn't go to this extra step. there's even scripts for making skeleton itself, but the problem in general is that it's a process that takes many steps so if you are making a simpler character I think it would actually be more work than just adding it all in by hand. I'd normally not make skeleton with a script but if I did I'd want something like having it stop for each joint to have you place it (or a locator) in the correct location manually, and in general to make the scripts take more burden off of the rigger. Instead of making things simpler they seem more geared to making the most advanced rig possible, but again, I think it's almost TOO advanced, or at least for most people it will be.

But, unless you are an authority on both mel scripting and rigging you should probably pick this up. Just keep in mind if you are still more or less a beginner that for most projects this rig is going to be overkill and just pick out the parts you want and make them into a leaner process of rigging.

2 of 2 people found the following review helpful.
Serious book...
By GMoneyPhx
Unlike a lot of books that promise to cover advanced territory and end up glossing over it, this book really does the job. Yes, it is advanced but it needs to be. Very valuable guide indeed.

1 of 1 people found the following review helpful.
My new hero...
By Chris Shaw
A short and sweet review from me.. .. excellent book. Easy to follow. Not only gave me a good understanding of rigging with MEL but clarified a lot of my understanding of how MAYA really works.

Good examples.. Needs several reads to let it all sink in.. but well worth the money and written by someone who obviously knows their stuff inside out, in a way you can understand.

There are a couple of small minor typos in some code.. but nothing that will stop the code running... eg. the example of page 298 has the X & Y back-to-front. The support website also is pretty lame.. and a bit disappointing. Having said all that, it's currently my MEL bible and constantly on hand for reference. Good job Chris

See all 8 customer reviews...

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