Minggu, 30 Maret 2014

[O585.Ebook] Free Ebook Looney Tunes and Merrie Melodies Comics (1941 series) #220, by Dell Publishing

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Looney Tunes and Merrie Melodies Comics (1941 series) #220, by Dell Publishing

Collectible Back Issue Comic Book

  • Published on: 1941
  • Binding: Comic

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Kamis, 27 Maret 2014

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  • Sales Rank: #7039329 in Books
  • Published on: 1994
  • Binding: Hardcover

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Backcountry Skiing and Snowshoeing in Grand County, Colorado: A Guide to Backcountry Tours for Winter Park, James Peak Area, Fraser Valley, Indian Pea

  • Sales Rank: #2684760 in Books
  • Published on: 2003-01-31
  • Original language: English
  • Number of items: 1
  • Binding: Paperback
  • 156 pages

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Senin, 17 Maret 2014

[I613.Ebook] Free PDF Rock Breaks Scissors: A Practical Guide to Outguessing and Outwitting Almost Everybody, by William Poundstone

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Rock Breaks Scissors: A Practical Guide to Outguessing and Outwitting Almost Everybody, by William Poundstone

A practical guide to outguessing everything from multiple-choice tests to the office football pool to the stock market.

People are predictable even when they try not to be. William Poundstone demonstrates how to turn this fact to personal advantage in scores of everyday situations, from playing the lottery to buying a home. ROCK BREAKS SCISSORS is mind-reading for real life.

Will the next tennis serve go right or left? Will the market go up or down? Most people are poor at that kind of predicting. We are hard-wired to make bum bets on "trends" and "winning streaks" that are illusions. Yet ultimately we're all in the business of anticipating the actions of others. Poundstone reveals how to overcome the errors and improve the accuracy of your own outguessing. ROCK BREAKS SCISSORS is a hands-on guide to turning life's odds in your favor.

  • Sales Rank: #397902 in Books
  • Published on: 2015-09-08
  • Released on: 2015-09-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.25" h x .88" w x 5.50" l, .0 pounds
  • Binding: Paperback
  • 320 pages

From Booklist
The title makes it sound kind of like one of those shady get-rich-quick books, but this is, in fact, a smart, engagingly written account of how to capitalize on other peoples’ predictability (while at the same time, if we’re paying attention, minimize our own predictability). With the smooth readability of John Allen Paulos, whose Innumeracy (1988) has some thematic similarities, Poundstone explores how our tendencies toward uniformity and simplicity, even when we think we’re being random and complex, leave us open to exploitation by people who know more than we do, like the fact that, when asked to pick one object out of five lined up in a row, most people will pick the second or fourth, or that, in the game rock/paper/scissors, most men choose rock, and scissors is the least popular choice by both genders. There’s some mathematics here—the author explains what he’s talking about in detail—but it’s clearly explained and easily accessible to the general reader. An enlightening book, though, sadly, much of the enlightenment comes from realizing that we’re not as clever as we thought we were. --David Pitt

Review
"An ingenious guide to outsmarting others by predicting their choices when they are trying to be unpredictable." -- Kirkus (Starred Review)

"Of all of the books I've received for The Post, none has received as much over-the-shoulder reads than ROCK BREAKS SCISSORS."
―Susannah Callahan, The New York Post

Praise for Are You Smart Enough to Work at Google?

"Poundstone displays his scientific knowledge, mathematical fluency, and knack for explaining the arcane in playfully precise sentences."―Bloomberg Businessweek

"A smart, engagingly written account of how to capitalize on other peoples' predictability . . . clearly explained and easily accessible to the general reader. An enlightening book."―Booklist

"Delightful, fun, and worth a read."―Seth Godin

"Incredibly gratifying....There's an art to these invasive questions, as Poundstone reveals in this neat little manifesto."―New Scientist

About the Author
William Poundstone is the author of thirteen previous books, including Are You Smart Enough to Work at Google?, How Would You Move Mount Fuji?, and Fortune's Formula. He has written for the New York Times, Harper's, Harvard Business Review, and the Village Voice, among other publications, and is a frequent guest on TV and radio. He lives in Los Angeles. Follow Poundstone on Twitter (@WPoundstone) and learn more at his website, home.williampoundstone.net.

Most helpful customer reviews

50 of 52 people found the following review helpful.
Excellent topic and well explained
By CK
Although I am engineer and read a fair number of science books, this is the first time I have ever come across this topic which is a cross between number theory and behavioral economics. I found it very illuminating and well presented and not at all disorganized as the previous reviewer states. And I don't think a book should get a one star merely because another book covered the material well. The value of a book is how much the reader benefited from it.

I am very intrigued by the topic as it brings together, game theory, number theory, and probability theory. Well done. Like it.
Charan Langton complextoreal.com

Added: I went back and looked at "machines that think" just out of curiosity. This is a book about history of artificial intelligence and in particular about the progress made in AI at a particular place (Dartmouth) and time (70's). The comparison is quite not appropriate. Now AI is a huge topic, far bigger than what this book is attempting to cover and describe that is the human biases and tendencies towards certain numbers particularly in light thresholds and constraints. When humans cheat they cheat in predictable ways, very much along what Dan Arielly talks about in his very excellent book "Predictably Irrational".

The book discusses the Benford's Law, also called the First-Digit Law, which is the frequency distribution of digits in real data such as financial, tax returns, etc. In this distribution, the number 1 occurs as the leading digit about 30% of the time, while larger numbers occur in that position less frequently: 9 as the first digit less than 5% of the time. This law can be used to determine if the data being examined has been faked which tends to deviate from this distribution significantly. This because no matter how hard we try, we humans are unable to create truly random sequences of digits. We have too many predictable biases for certain numbers and in our attempt to appear non-random create patently non-random numbers be it on tax returns or others data such as faked experiment results. The author talks about in addition to out biases about certain numbers but also orders in which we pick things making "magic tricks" possible.
So I am sticking to my rating.

13 of 14 people found the following review helpful.
Gaining a slight edge
By David J. Aldous
Neither this US title nor the UK title "How to predict the unpredictable" is very informative. Better is the author’s declaration “All of this book’s applications are founded on one simple idea. When people make arbitrary, random or strategic choices, they fall into unconscious patterns that you can predict.” But here “predict” is much too strong — ``gain a slight edge” is more indicative.

There are 19 short chapters and one long one. One recurrent theme is that when opponents should randomize actions — tennis serves, soccer penalty kicks, poker bluffing, and of course rock-paper-scissors — they tend to avoid making the same action two or three times in succession; anticipating this gives you an edge. Another theme is exploiting observed non-uniformity; in lottery number choices or in answer options on multiple choice tests. Another theme is detection of manipulation or outright falsification of financial data, detectable by Benford’s (first digit) law or by occurrence of numbers just on the desirable side of some significant threshold. A final theme is inspired by the “hot hand” phenomenon, which all sports players and most sports spectators believe in, but which statisticians have debunked. So can you exploit others’ erroneous belief? One idea involves “betting on the underdog” systems which people have derived from past data, though the author seems unduly credulous about their future reliability.

The style — fast-paced short paragraphs in large type — makes very easy reading. And because there is no very comparable book, I am happy to recommend it to anyone interested in these topics out of general curiosity. Though to what extent this material will be actually useful to a typical reader, I find hard to guess.

The final long chapter on the stock market has more substance. The conventional academic view is that you should “buy and hold the market” via a low-expense index fund, rather than pay for professional management (incurring fees for no demonstrable benefit) or engage in some trading strategy of your own invention (typically seriously underperforming the market). The author advocates seeking to beat ``buy and hold” via long-cycle market timing, in particular the Shiller system of buying when market PE (based on last 10 years earnings) falls to some low threshold and selling when it rises to some high threshold. This system is supported by both logic and historical data, though being a ``whole lifetime” strategy I imagine that few people are psychologically prepared to adopt and persist with this one strategy for much of a lifetime.

A few minor quibbles. The advice on choosing passwords is sensible but omits the arguably better xkcd “correct_horse_battery_staple” (4 moderately common words strung together) idea and does not emphasize using a password strength checker. The advice on interpreting product ratings — look at the proportion of 5/5 ratings instead of the average rating — doesn’t seem based on any actual evidence. The discussion of Benford’s law admirably admits its misuse but doesn’t emphasize the main mathematical point, that it only applies to data with a rather wide range of values.

5 of 5 people found the following review helpful.
A Guide on Getting the Upper Hand
By bronx book nerd
This is an interesting and entertaining book that provides different tips and advice on how to get the upper hand in certain situations, everything from playing rock-paper-scissors to March Madness bracket pools to the stock market. Poundstone begins by telling the story of how one person creating an out-guessing machine that basically could figure out picking patterns by humans. The revelation there is that people tend to create predictable patterns when they try to create random series. This is the biggest take away. When we think of something random, we almost automatically assume that this rules out repetition, whereas the repetition of numbers can be a random outcome (it just doesn't "look" that way to most people). This tendency is exhibited in many different fields, and can be used to identify fraudulent numbers, for example, because people tend to favor and disfavor certain numbers when they are making up data. Poundstone provides tips on how to pick lottery numbers that are more likely to garner a bigger share (if you win) and how to win football bets that involve spreads. The material is fascinating and reinforces a lot of findings from behavioral economics, such as the representative heuristic, for example, but more important, reinforces the fact that people stubbornly believe what they want to believe against all evidence.

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Minggu, 16 Maret 2014

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From Critical Thinking to Argument - A Portable Guide, by Sylvan Barnet, Hugo Bedau

Used for Writ 122 at Lansing Community College

  • Sales Rank: #1323890 in Books
  • Published on: 2014
  • Number of items: 1
  • Binding: Paperback
  • 395 pages

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Kamis, 13 Maret 2014

[K293.Ebook] Download PDF Bird Origami (Origami Books), by Seth Friedman

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Bird Origami will have you folding paper like a duck takes to water. You won't have to wing it when you follow the detailed, illustrated instructions to flush out twenty popular species, including mallards, hummingbirds, sparrows, seagulls, and finches. Specially designed paper makes these beauties realistic! Field guide information introduces each species, from crows to cardinals, from pelicans to geese. The bluebird of happiness will be singing from your fingers in no time!

  • Sales Rank: #323307 in Books
  • Published on: 2015-06-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.70" h x 1.50" w x 8.30" l, .0 pounds
  • Binding: Hardcover
  • 80 pages

About the Author
Seth Friedman is an internationally known origami artist from Brooklyn, New York. He has shown his original origami sculptures, and presented on the topic of origami in the United States, Canada, France and Japan. Best known for his sculptures of birds, he also makes every living creature of interest the subject of his folding.

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1 of 1 people found the following review helpful.
Bird Origami
By regoody
Excellent origami book

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Kamis, 06 Maret 2014

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:

  • Describes the deepest and most fundamental principles of game design
  • Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games
  • Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games

The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

  • Sales Rank: #26425 in Books
  • Published on: 2014-11-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 8.00" w x 1.25" l, 2.20 pounds
  • Binding: Paperback
  • 600 pages

Review

"… a solid pick and a ‘must’ for any collection looking for an in-depth, fundamental textbook on how to design and work with games."
―Midwest Book Review, March 2015

Game Nite’s Editors’ Choice
"… this book is considered by many to be the ‘bible’ of game design. … Much of the material has been updated … the introduction to probability … is a must read for aspiring game designers … engaging and thought provoking … a substantial book for someone looking to get serious about game design. … the cards are brilliant and a joy to keep on your desk and pull one or more out and see how they relate to your current design. … Highly recommended."
―Game Nite, Issue 2, 2015

"I could not think of a better name for this work because game design isn’t a skillset, it’s a Tao: a way of looking at the world. This was perhaps the most important thing that Jesse ever taught me. It is the principle lesson of this book. … The things you will learn here are universally applicable. … Each section individually is a lens and tool in your designer’s tool belt but, taken as a whole, they form a system of thinking that will allow you to tackle problems well beyond their scope. … this book trains you to think as a designer …"
―James Portnow, Game Designer, CEO of Rainmaker Games, and Writer of Extra Credits

Praise for the First Edition:

Winner of a 2008 Game Developer Front Line Award

"This book was clearly designed, not just written, and is an entire course in how to be a game designer. … The book is also intensely practical, giving some of the best advice on how to harness your own subconscious I’ve ever read, as well as short and useful descriptions of probability theory for non-mathematicians, how to diagram interest curves, working with a team, and dozens of other topics. It is simply the best text I’ve seen that really addresses what a designer should know, and then actually gives practical advice about how to gain that knowledge through life experience. It’s a marvelous tour de force and an essential part of anyone’s game design library."
―Noah Falstein, Gamasutra.com from Game Developer Magazine

"… a good book that teaches the craft of game design in an accessible manner. … The text goes just deep enough to give you practical insight into how the key concepts might be useful without becoming wordy. … If you are looking for a competent introduction to game design, this book is a good place to start."
―Daniel Cook, Gamasutra.com, February 2009

"As indicated by its title, Jesse Schell’s The Art of Game Design: A Book of Lenses uses many different perspectives (the titular lenses), which each prompt their own important questions, ranging from ‘What problems does my game ask the players to solve?’ to ‘What does beauty mean within the context of my game?’ These distinct points are interwoven throughout a step-by-step analysis of the design process that begins with the designer and his or her basic idea, and builds successfully from there. As with Rules of Play, the wealth of information presented by The Art of Game Design may seem daunting at first, but Schell’s agreeable voice eases the reader into a series of invaluable angles we can (and should) use to evaluate what we play."
―1up.com

"Easily the most comprehensive, practical book I’ve ever seen on game design."
―Will Wright, Designer of The Sims, SimCity, and Spore

"Jesse has lovingly crafted a great resource for both aspiring developers as well as seasoned gaming industry veterans. I highly recommend this book."
―Cliff "CliffyB" Bleszinski, CEO Boss Key and Former Design Director for Epic Games

"Inspiring and practical for both veterans and beginners."
―Bob Bates, Game Designer and Co-Founder of Legend Entertainment

"Jesse Schell’s new book, The Art of Game Design, is a marvelous introduction to game design by a true master of the form. Schell is the rarest of creatures: a gifted teacher who is also a talented and successful current game designer. This book reflects Jesse’s skill at presenting information clearly and coherently, and the knowledge he has acquired as a master game designer. I have already referenced this book while preparing lectures and classes in the U.S., Germany, and New Zealand, and recommend it as an invaluable aid for anyone interested in game design. The Art of Game Design is a pitch-perfect blend of valuable knowledge and insights with an informal and compelling presentation. The sections on harnessing the creative power of the subconscious mind are particularly insightful and delightfully written. It is immediately clear that Jesse Schell not only knows the theory behind what he writes about; he has also put it to use many times and honed his techniques to perfection. A must-read for anyone interested in interactive design, and even the creative process in general."
―Noah Falstein, Chief Game Designer, Google

"The Art of Game Design describes precisely how to build a game the world will love and elegantly crank it through the realities of clients and publishers. It draws wisdom from Disneyland to Michelangelo, gradually assembling a supply of concrete game design rules and subtle psychological tricks that actually work in surprising ways. It is fertilizer for the subconscious: keep a stack of Post-it notes nearby to record all the game ideas that will sprout out of your own head while reading."
―Kyle Gabler, Game Designer and Founder of 2D Boy, Makers of World of Goo

"He embodies a tradition of reconciling diverse disciplines, extending the possibilities of each and creating new theories and opportunities for both industry and academia. Jesse is like the Einstein of entertainment."
―Mk Haley, Walt Disney Research

"Packed with Jesse’s real-world experience and humorous insight, The Art of Game Design: A Book of Lenses is a tool chest crossed with a kaleidoscope. Both fantastical and practical, methodical and wonder-full, this book and deck will have you looking at and dreaming up games with a fresh vision. Like a chemistry set for making mental explosions, it’s an idea(l) book guiding the design process for both new and seasoned game designers. In short, using Jesse’s book is FUN."
―Heather Kelley, Artist and Game Designer

"The Art of Game Design is one of a handful of books I continuously reference during production. Whether you’re just starting out or looking for ways to approach your design from a fresh perspective, this book is a must for your library."
―Neil Druckmann, Creative Director on The Last of Us at Naughty Dog

"On games industry desks, books tend to come and go, but they all seem to go on top of Jesse Schell’s The Art of Game Design, because that’s the one book that seems to stick around."
―Jason VandenBerghe, Creative Director, Ubisoft

"Ken Rolston, internationally celebrated game designer, recommends Jesse Schell’s The Art of Game Design both for smart people and for people who are learning how to be smart."
―Ken Rolston, Director of Design, Turbine

About the Author

Jesse Schell is distinguished professor of the practice of entertainment technology for Carnegie Mellon University's Entertainment Technology Center (ETC), a joint master's program between Carnegie Mellon's College of Fine Arts and School of Computer Science, where he teaches game design and leads several research projects. He is also CEO of Schell Games, LLC, an independent game studio in Pittsburgh. Formerly he was creative director of the Walt Disney Imagineering Virtual Reality Studio and chairman of the International Game Developers Association (IGDA). Schell worked as a designer, programmer, and manager on several projects for Disney theme parks and DisneyQuest. He received his undergraduate degree from Rensselaer Polytechnic Institute and master's degree in information networking from Carnegie Mellon. In 2004, he was named as one of the World's 100 Top Young Innovators by MIT's Technology Review.

Most helpful customer reviews

51 of 56 people found the following review helpful.
Kindle version is a PDF -- buy it in paperback instead.
By leelor
This poor review is for the digital book only.

DO NOT BUY THE DIGITAL OR KINDLE VERSION. I was so disappointed to find out this book was a plain old PDF, which is a real pain in the butt to read on a screen device. You can't search, don't have fluid margins, can't increase the font size or change to night mode, etc.

Huge disappointment in that regard, but the content in the book itself is wonderful. I recommend purchasing it in old-fashioned paperback.

12 of 13 people found the following review helpful.
If you could only read one book about Game Design, this is the one you should read. A masterpiece.
By Joseph J. Cassavaugh
I've been creating games for over 20 years and this book had me questioning a lot of my assumptions that I've made about Game Design. It even changed my mind on a few tightly held beliefs. This book should be read by every potential Game Designer out there. It should be a required textbook/course for anyone studying game design at the college level. It's simply a masterpiece. Everything a Game Designer needs to think about and consider is covered in this book. Both thorough and thoroughly entertaining from cover to cover.

8 of 10 people found the following review helpful.
The foundational knowledge every game designer/developer should know
By Ryan Bemowski
Most definitely the best all inclusive text on game design I've ever seen. I've read the entire book from cover to cover and the amount of information is absolutely worth every penny. Depending on your goals, some areas of this book have to be taken with a grain of salt, but as a general source of knowledge and reference, it is outstanding. I would recommend this book to anyone looking to get into the field of game design/development or anyone who has dabbled but not taken any formal courses or read many definitive texts on the subject.

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Rabu, 05 Maret 2014

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  • Sales Rank: #1391287 in eBooks
  • Published on: 2015-10-13
  • Released on: 2015-10-13
  • Format: Kindle eBook

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