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Take a look inside... ...And get the inside scoop on a variety of logo processes, from concept to completion. Follow author Christopher Simmons as he interviews the designers and clients of 18 well-known logos. He investigates the stages of logo completion, shares sketches, conducts in-depth interviews, documents the approval process, and provides commentary and analysis. Why is one process suitable for one client or industry, and not for another? How do different designers address different problems? How can different projects be approached in similar ways? Find the answers inside, along with outstanding examples of logos that really work. Queer Eye for the Straight Guy The Houston Texans Taylor Guitars Noche restaurant NYC2012 Olympic bid Estrus records Converse The Georgia Music Hall of Fame By giving the reader a behind-the-scenes peek at how both corporate giants and low-budget operations acquire winning logos, this book is a practical and inspiring reference for any designer.
"What we all hope for our children's education is undiminished curiosity and creativeness, and solid practical preparation for adult work. Today, there's no doubt that easy access to computers is vital for students. Bob Johnstone has brilliantly and passionately told the story of the worldwide struggle to make today's equivalent of the pencil accessible to all students." -Victor K. McElheny, author of "Watson and DNA" If every kid had a laptop computer, what would difference would it make to their learning? And to their prospects? Today, these are questions that all parents, teachers, school administrators, and politicians must ask themselves. Bob Johnstone provides a definitive answer to the conundrum of computers in the classroom. His conclusion: we owe it to our kids to educate them in the medium of their time. In this book he tells the extraordinary story of the world's first laptop school. How daring educators at an independent girls' school in Melbourne, Australia, empowered their students by making laptops mandatory. And how they solved all the obstacles to laptop learning, including teacher training. Their example spread to thousands of other schools worldwide. Especially in America, where it inspired the largest educational technology initiative in US history-the State of Maine issuing laptops to every seventh-grader in its public school system. This lively, intriguing, anecdote-rich account is based on hundreds of interviews. In it, you'll meet the visionary leaders, inspirational principals, heroic teachers, and their endlessly-surprising students who showed what computers in the classroom are really for.
This book is unique in that its stress is not on the mastery of a programming language, but on the importance and value of interactive problem solving. The authors focus on several specific interest worlds: mathematics, computer science, artificial intelligence, linguistics, and games; however, their approach can serve as a model that may be applied easily to other fields as well. Those who are interested in symbolic computing will find that Interactive Problem Solving Using LOGO provides a gentle introduction from which one may move on to other, more advanced computational frameworks or more formal analysis. What is of primary importance, however, is the text's ability -- through its presentation of rich, open-ended problems -- to effectively cultivate crucial cognitive skills.
Is the enormous financial investment school districts are making in computing technology a good idea? With a focus on educational computing, Education/Technology/Power examines how technological practices align with or subvert existing forms of dominance.
Each logo element in 999 Logo Design Elements is a distinct and standalone piece that offers designers the capability to develop hundreds of thousands of logo variations on themes. The elements include banners, arrows, ovals, swooshes, geometric shapes, and hundreds of creative parts that can be pulled together to create original logo designs. Featured throughout the book are examples of logos and identities built with elements from the book.also includes links to all of the resources included in the book for easy access to books, tutorials, and websites focused on logo design. Graphic editing software, such as Adobe Photoshop(R) and Illustrator(R), are required.
Following her distinguished earlier career as a concert pianist and later as a music theorist, Jeanne Bamberger conducted countless case studies analysing musical development and creativity the results of which were published in important scientific journals. Discovering musical mind draws together in one source these classic studies, offering the chance to revisit and reconsider some of her conclusions. Reviewing the data in light of current theories of cognitive development, she discusses how some of the conclusions she drew stand up to scrutiny, whilst in other cases, anomalies turn out to have greater significance than expected. The book is a collection of Bamberger's papers from 1975 to 2011. It includes her first study of Beethoven's original fingerings, her beginning work with children's invented notations, close observations and analysis of children in the Laboratory for Making Things, studies of musically gifted children, and the emergent musical development of students in elementary-secondary school and university undergraduate and graduate studies. The observations and research lead to the development of an interactive, computer-based music environment that uses her pragmatic theory of musical development as the basis for a project-oriented program for teaching and learning. Unlike other collections, the book is both interdisciplinary and strongly practical. It brings together and integrates Bamberger's background in music theory, research in music perception and music education, performance, cognitive development, artificial intelligence, and procedural music composition. Her multi-faceted approach to music theory and music pedagogy is guided throughout by her commitment to an understanding and respect for an individual's natural, creative musical intelligence. This natural competence becomes the formative ground on which to help people of all ages build an ever growing understanding and engagement with the evolving structures of the world's music. Bringing together a body of research currently scattered across a range of journals, or simply no longer available, the book will make fascinating reading for those in the fields of musical developmental and educational psychology.
How does a bird flock keep its movements so graceful and synchronized? Most people assume that the bird in front leads and the others follow. In fact, bird flocks don't have leaders: they are organized without an organizer, coordinated without a coordinator. And a surprising number of other systems, from termite colonies to traffic jams to economic systems, work the same decentralized way. Turtles, Termites, and Traffic Jams describes innovative new computational tools that can qhelp people (even young children) explore the workings of such systems—and help them move beyond the centralized mindset.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.
A celebration of the women who furthered computer technology, from the nineteenth century to the present day.