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|Author||: Stephen Wolfram|
|Editor||: Wolfram Media|
This book of thoroughly engaging essays from one of today's most prodigious innovators provides a uniquely personal perspective on the lives and achievements of a selection of intriguing figures from the history of science and technology. Weaving together his immersive interest in people and history with insights gathered from his own experiences, Stephen Wolfram gives an ennobling look at some of the individuals whose ideas and creations have helped shape our world today. Contents includes biographical sketches of: Richard Feynman Kurt Godel Alan Turing John von Neumann George Boole Ada Lovelace Gottfried Leibniz Benoit Mandelbrot Steve Jobs Marvin Minsky Russell Towle Bertrand Russell Alfred Whitehead Richard Crandall Srinivasa Ramanujan Solomon Golomb
|Author||: Elias G. Carayannis,Todd L. Juneau|
|Editor||: Greenwood Publishing Group|
Startup adventures often need the services of such professionals as consultants, attorneys, and recruiters, but cannot afford to pay them, so turn to venture capitalists, who take equity in the enterprise in return for cash. Carayannis (management science, George Washington U.) and Juneau, a Washington, DC lawyer, suggest that entrepreneurs might be able to acquire the services of such professionals by offering them the equity directly. In addition to reducing the cost, they say, cutting out middlemen can bring the professionals into more intimate engagement with the operation. Annotation (c)2003 Book News, Inc., Portland, OR (booknews.com).
|Author||: Lowey Bundy Sichol|
|Editor||: Women of Power|
Entrepreneurship can change your life--and even the world Idea Makers shares the incredible stories of 15 women who changed the world through their entrepreneurship. Author Lowey Bundy Sichol presents five industries that women are leading in recent years: food, fashion and clothing, health and beauty, science and technology, and education. Jenn Hyman brought couture fashion to everyday women with her idea to Rent the Runway. Morgan DeBaun supports Black journalists through Blavity. And Sandra Oh Lin is inspiring kids everywhere with KiwiCo. activity boxes. Readers learn about how the women featured risked their early careers, gave up their salaries, and sometimes even went against the approval of their families to follow their passions and start their own businesses. Today, these 15 women are worth billions of dollars, are modern leaders, and have employed tens of thousands of individuals. Young women today are embracing innovation and idea making, and the women profiled in Idea Makers will show them how that can change the world.
|Author||: Charles T. Lee|
|Editor||: John Wiley & Sons|
Proven pathways for taking ideas to implementation We all have ideas—things we want to do or create—but only some of us will do what it takes to see those ideas come to pass. In Good Idea. Now What? readers will discover some of the essential values and principles that guide successful idea-makers, including the leveraging of mixed environments for creativity, working through resistance and setbacks, developing a practical plan for implementation that works, navigating collaborative opportunities, and communicating your idea to make it truly remarkable. Whether you're just a creative type, or the leader of an organization, you must figure out a creative process and develop an infrastructure for implementing your ideas. Good Idea. Now What? offers systematic advice for moving your ideas to execution. It will show you: The fundamental elements of a good idea Tangible pathways to follow after initial inspiration The importance of branding and its impact on ideas Practical advice for developing a loyal tribe of supporters who will take your idea to a whole new level It's not enough to be inspired. Learn how to follow through on your ideas and discover how great an impact you can have!
|Author||: Steven Osborn|
What do you get when you combine an electronics hobbyist, hacker, garage mechanic, kitchen table inventor, tinkerer, and entrepreneur? A “maker,” of course. Playful and creative, makers are—through expertise and experimentation—creating art, products, and processes that change the way we think and interact with the world. As you’ll see from the 21 interviews in Makers at Work, inquisitive makers are just as apt to pick up a laser cutter or an Arduino as a wrench to fashion something new. For example, you’ll meet Jeri Ellsworth, who might provide a video lecture on magnetic logic one day and a tutorial on welding a roll bar on a stock car the next. You’ll also meet Eben Upton, who put cheap, powerful computing in the hands of everyone with the Raspberry Pi; Becky Stern, who jazzes up clothing with sensors and LEDs; and bunnie Huang, who knows the ins and outs of the Shenzhen, China, electronics parts markets as well as anyone. As all the interviews in Makers at Work show, makers have something in common: reverence for our technical past coupled with an aversion to convention. If they can’t invent new processes or products, it’s simply not worth doing. Crazy as foxes, makers—working in the spirit of Tesla, Wozniak, Edison, Gates, Musk and many others—can bring sophisticated products to the people or to the market as fast or faster than large corporations. And they are not just enabling new technologies and devices—they are changing the way these devices are funded, manufactured, assembled, and delivered. Makers at Work puts a spotlight on the maker mindset and motivation of those who are reinventing the world one object or idea at a time. You will: Meet the individuals who define what it means to be a maker. Learn about the tools and technologies driving the new industrial revolution. Discover ways to scale your weekend project into a profitable business. See how others have used to crowdfunding to make their visions a reality. Learn how open-source hardware and software is enabling whole new categories of products by removing barriers of entry for inventors. The new masters of the “Makerverse” ask two questions: Can it be done? Is it fun? As these interviews will show, the answer to both questions is, “Let’s find out.”
|Author||: Steven Osborn|
"What do you get when you combine an electronics hobbyist, hacker, garage mechanic, kitchen table inventor, tinkerer, and entrepreneur? A maker, of course. Playful and creative, makers are--through expertise and experimentation--creating art, products, and processes that change the way we think and interact with the world ... Meet the individuals who define what it means to be a maker. Learn about the tools and technologies driving the new industrial revolution. Discover ways to scale your weekend project into a profitable business. See how others have used to crowdfunding to make their visions a reality. Learn how open-source hardware and software is enabling whole new categories of products by removing barriers of entry for inventors"--Page 4 of cover.
|Author||: Memory Makers|
|Editor||: Memory Makers|
This special guide combines dazzling ideas with easy-to-follow instruction for creating a gorgeous wedding scrapbook album. Compiled by the editors at Memory Makers magazine, The Wedding Idea Book highlights unique layouts for every event, including the engagement, shower, bachelor/bachelorette party, wedding ceremony, reception and honeymoon. Readers are guided through every step of the scrapbooking process, beginning with techniques for organizing photos and memorabilia, selecting an album and choosing a visual theme. Once they have their pages planned, readers will then build attractive layouts by learning to create strong focal points, crop images appropriately, and add decorative embellishments such as die cuts, stickers and more. his helpful guide also includes letter patterns for writing journal entries that relate the stories, lyrics, scriptures, poetry and personal memories of each couple's special day.
|Author||: Donal O'Connell|
A fundamental change in the way organisations approach innovation is taking place. It is driven by the simple realisation that not all the smart people work for just one organisation. Few intellectual property books concentrate on external innovation and more particularly on dealing with external inventors and handling their inventions. Harvesting External Innovation begins by examining the broad subject of innovation, stressing the need to understand its forms and phases, ways and means to encourage innovation. It then addresses the growing phenomenon of external innovation. A number of different approaches to engaging with the external innovator community are then considered, together with real life case studies. Harvesting External Innovation discusses in depth how best to handle intellectual property matters, how to actually work with these external inventors and how to handle their inventions, including a suggested process and check list.
|Author||: Phillip G. Clampitt,Robert J. DeKoch|
By using a research-driven model, discussing compelling cases from leading companies, and presenting seven actionable ideas to make progress, the book blends scholarly research and actionable strategies to empower readers to decide what issues to focus on and in what direction to lead.
|Author||: Stephen Hoskins|
|Editor||: Bloomsbury Publishing|
Fully revised and with a new chapter and international case studies, this second edition of the best-selling book traces how artists and designers continue to adapt and incorporate 3D printing technology into their work and explains how the creative industries are directly interfacing with this new technology. Covering a broad range of applied art practice – from fine art and furniture-design to film-making – Stephen Hoskins introduces some of his groundbreaking research from the Centre for Fine Print Research along with an updated history of 3D print technology, a new chapter on fashion and animation, and new case studies featuring artists working with metal, plastic, ceramic and other materials. A fascinating investigation into how the applied arts continue to adapt to new technologies and a forecast of what developments we might expect in the future, this book is essential reading for students, researchers studying contemporary art and design and professionals involved in the creative industries.
|Author||: Bernd X. Weis|
The book assists in bringing together the three stakeholders of an innovation – inventor, decision maker and organization. These stakeholders have conflicting requirements and the book offers advice on how and by what methods they can communicate and the information that is expected and required in different phases of innovation. The perspectives of inventor, decision maker and organization are integrated in a business model that enables a common “language” and communication platform for the inevitably emerging tension field and that allows for asking and answering the right questions.
|Editor||: Chicago Review Press|
Entrepreneurship can change your life—and even the world Idea Makers shares the incredible stories of 15 women who changed the world through their entrepreneurship. Author Lowey Bundy Sichol presents five industries that women are leading in recent years: food, fashion and clothing, health and beauty, science and technology, and education. Jenn Hyman brought couture fashion to everyday women with her idea to Rent the Runway. Morgan DeBaun supports Black journalists through Blavity. And Sandra Oh Lin is inspiring kids everywhere with KiwiCo. activity boxes. Readers learn about how the women featured risked their early careers, gave up their salaries, and sometimes even went against the approval of their families to follow their passions and start their own businesses. Today, these 15 women are worth billions of dollars, are modern leaders, and have employed tens of thousands of individuals. Young women today are embracing innovation and idea making, and the women profiled in Idea Makers will show them how that can change the world.
|Author||: Sam Harrison|
|Editor||: Simon and Schuster|
Don't let your creative ideas get picked apart and put down! If you're like most creative people, chances are high that you've had your share of ideas rejected by clients or decision makers. While we sometimes make the mistake of believing ideas should sell themselves, the fact is that the better and bolder the idea, the more it needs selling. This book contains powerful techniques to help you sell your ideas to those with approval power. You'll find tips from designers, writers, marketers and other creative professionals, along with meaty advice from selling and branding gurus. In no time, you'll be able to convince those who hold the purse strings that your ideas are worth pursuing and investing in. "Designers have a little known secret: Designing something is the easy part, getting others, specifically clients, to embrace that design is the real hard part. Harrison has put together dozens of tips that, if applied correctly, independently or in unison, will help you get those great design ideas approved." —Armin Vit and Bryony Gomez-Palacio, authors of Graphic Design, Referenced
|Author||: Jonathan Arnowitz,Michael Arent,Nevin Berger|
Effective Prototyping for Software Makers is a practical, informative resource that will help anyone—whether or not one has artistic talent, access to special tools, or programming ability—to use good prototyping style, methods, and tools to build prototypes and manage for effective prototyping. This book features a prototyping process with guidelines, templates, and worksheets; overviews and step-by-step guides for nine common prototyping techniques; an introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; templates and other resources used in the book available on the Web for reuse; clearly-explained concepts and guidelines; and full-color illustrations and examples from a wide variety of prototyping processes, methods, and tools. This book is an ideal resource for usability professionals and interaction designers; software developers, web application designers, web designers, information architects, information and industrial designers. * A prototyping process with guidelines, templates, and worksheets; * Overviews and step-by-step guides for 9 common prototyping techniques; * An introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; * Templates and other resources used in the book available on the Web for reuse; * Clearly-explained concepts and guidelines; * Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools. * www.mkp.com/prototyping
|Author||: Derek Thompson|
NATIONAL BESTSELLER A Book of the Year Selection for Inc. and Library Journal “This book picks up where The Tipping Point left off." -- Adam Grant, Wharton professor and New York Times bestselling author of ORIGINALS and GIVE AND TAKE Nothing “goes viral.” If you think a popular movie, song, or app came out of nowhere to become a word-of-mouth success in today’s crowded media environment, you’re missing the real story. Each blockbuster has a secret history—of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience. In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable. Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century—people’s attention. From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular. In Hit Makers, Derek Thompson investigates: · The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses · Why Facebook is today’s most important newspaper · How advertising critics predicted Donald Trump · The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history · How Barack Obama and his speechwriters think of themselves as songwriters · How Disney conquered the world—but the future of hits belongs to savvy amateurs and individuals · The French collector who accidentally created the Impressionist canon · Quantitative evidence that the biggest music hits aren’t always the best · Why almost all Hollywood blockbusters are sequels, reboots, and adaptations · Why one year--1991--is responsible for the way pop music sounds today · Why another year --1932--created the business model of film · How data scientists proved that “going viral” is a myth · How 19th century immigration patterns explain the most heard song in the Western Hemisphere
|Author||: Stephen Kite|
|Editor||: Bloomsbury Publishing|
The making of shadows is an act as old as architecture itself. From the gloom of the medieval hearth through to the masterworks of modernism, shadows have been an essential yet neglected presence in architectural history. Shadow-Makers tells for the first time the history of shadows in architecture. It weaves together a rich narrative – combining close readings of significant buildings both ancient and modern with architectural theory and art history – to reveal the key places and moments where shadows shaped architecture in distinctive and dynamic ways. It shows how shadows are used as an architectural instrument of form, composition, and visual effect, while also exploring the deeper cultural context – tracing differing conceptions of their meaning and symbolism, whether as places of refuge, devotion, terror, occult practice, sublime experience or as metaphors of the unconscious. Within a chronological framework encompassing medieval, baroque, enlightenment, sublime, picturesque, and modernist movements, a wide range of topics are explored, from Hawksmoor's London churches, Japanese temple complexes and the shade-patterns of Islamic cities, to Ruskin in Venice and Aldo Rossi and Louis Kahn in the 20th century. This beautifully-illustrated study seeks to understand the work of these shadow-makers through their drawings, their writings, and through the masterpieces they built.
|Author||: Adam Jeremy Capps|
|Editor||: Adam Jeremy Capps|
The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.
|Author||: Wm. David Sloan|
Makers of the Media Mind is a collection of analytical essays focusing on the most important and original ideas contributed to the field of mass communication by journalism educators. Divided into six sections representing the most prominent areas of specialization in the field, this text serves two significant purposes: first, it acquaints readers with the lives of preeminent journalism educators; second, it provides concise discussions and evaluations of the most compelling ideas those educators have to offer. The editor of, and contributors to, this text contend that ideas cannot be appreciated fully without an understanding of the creators of those same ideas. They hope that this volume's coverage of "creators" as well as concepts will demonstrate that journalism education has played a critical role in the making of the "media mind."
|Author||: Chris Jones,Genevieve Jolliffe,Andrew Zinnes|
|Editor||: Bloomsbury Publishing USA|
IF YOU'VE NEVER MADE A FILM BEFORE, THIS AMAZING BOOK WILL TELL YOU: * How other young film makers made their first movie and found massive success * How to take your great ideas and turn them into great films * How to build a team to make your movie now * How to harness cheap technology to make expensive looking films * How to avoid hundreds of pitfalls many other film makers will fall into * How to find audiences and even make money from your movie Veterans of the indie film scene, the authors have produced numerous low budget feature films, sold projects to Hollywood studios, come perilously close to an Oscar nomination, and even ended up in prison! They're also the team behind the best selling Guerilla Film Makers Handbooks series, selling over 100,000 copies around the world and they've taught thousands of emerging film makers the key skills needed to make their own great movies to launch a career. Their offices are at Ealing Studios in London and in Los Angeles.