Download Free Move Connect Play Book in PDF and EPUB Free Download. You can read online Move Connect Play and write the review.

Move, Connect, Play is a book detailing the core principles of Acroyoga, a practice that melds the spectacle of circus arts with the healing power of massage and the breathwork of yoga. Get ready to learn how to fly. AcroYoga is a movement practice that combines the balance and connection of yoga with the fitness and intensity of acrobatics, as well as the holistic healing power of physical therapy. People come to it for all kinds of reasons—they may have chronic pain and are looking for a long-term solution to manage it, they may want to lose weight, gain muscle or increase their mobility, or maybe they just want to experience it with their friends or partners to deepen their relationships. Some even just want to have some fun together. In Move, Connect, Play, pounder of AcroYoga International Jason Nemer shares the core principles of AcroYoga for athletic performance and for life, as well as 10 key areas of training (strength, flexibility, technique, balance, breath, gravity, relationships, mental, emotional, and sustainability). He also offers specific exercises and routines for how to train safely and effectively in each area. This is a book that millions of AcroYogis around the world have long been waiting for, and one that is an essential read for high-performance athletes, weekend health warriors, and spiritual seekers alike.
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
From the USA TODAY bestselling author of Sweet Thing and Nowhere But Here comes a love story about a Craigslist “missed connection” post that gives two people a second chance at love fifteen years after they were separated in New York City. To the Green-eyed Lovebird: We met fifteen years ago, almost to the day, when I moved my stuff into the NYU dorm room next to yours at Senior House. You called us fast friends. I like to think it was more. We lived on nothing but the excitement of finding ourselves through music (you were obsessed with Jeff Buckley), photography (I couldn’t stop taking pictures of you), hanging out in Washington Square Park, and all the weird things we did to make money. I learned more about myself that year than any other. Yet, somehow, it all fell apart. We lost touch the summer after graduation when I went to South America to work for National Geographic. When I came back, you were gone. A part of me still wonders if I pushed you too hard after the wedding… I didn’t see you again until a month ago. It was a Wednesday. You were rocking back on your heels, balancing on that thick yellow line that runs along the subway platform, waiting for the F train. I didn’t know it was you until it was too late, and then you were gone. Again. You said my name; I saw it on your lips. I tried to will the train to stop, just so I could say hello. After seeing you, all of the youthful feelings and memories came flooding back to me, and now I’ve spent the better part of a month wondering what your life is like. I might be totally out of my mind, but would you like to get a drink with me and catch up on the last decade and a half? M
WINNER OF THE NEWBERY MEDAL • WINNER OF THE ASIAN/PACIFIC AMERICAN AWARD FOR CHILDREN'S LITERATURE • #1 NEW YORK TIMES BESTSELLER Would you make a deal with a magical tiger? This uplifting story brings Korean folklore to life as a girl goes on a quest to unlock the power of stories and save her grandmother. Some stories refuse to stay bottled up... When Lily and her family move in with her sick grandmother, a magical tiger straight out of her halmoni's Korean folktales arrives, prompting Lily to unravel a secret family history. Long, long ago, Halmoni stole something from the tigers. Now they want it back. And when one of the tigers approaches Lily with a deal--return what her grandmother stole in exchange for Halmoni's health--Lily is tempted to agree. But deals with tigers are never what they seem! With the help of her sister and her new friend Ricky, Lily must find her voice...and the courage to face a tiger. Tae Keller, the award-winning author of The Science of Breakable Things, shares a sparkling tale about the power of stories and the magic of family. "If stories were written in the stars ... this wondrous tale would be one of the brightest." —Booklist, Starred Review
The bestselling author of The Willpower Instinct introduces a surprising science-based book that doesn't tell us why we should exercise but instead shows us how to fall in love with movement. Exercise is health-enhancing and life-extending, yet many of us feel it's a chore. But, as Kelly McGonigal reveals, it doesn't have to be. Movement can and should be a source of joy. Through her trademark blend of science and storytelling, McGonigal draws on insights from neuroscience, psychology, anthropology, and evolutionary biology, as well as memoirs, ethnographies, and philosophers. She shows how movement is intertwined with some of the most basic human joys, including self-expression, social connection, and mastery--and why it is a powerful antidote to the modern epidemics of depression, anxiety, and loneliness. McGonigal tells the stories of people who have found fulfillment and belonging through running, walking, dancing, swimming, weightlifting, and more, with examples that span the globe, from Tanzania, where one of the last hunter-gatherer tribes on the planet live, to a dance class at Juilliard for people with Parkinson's disease, to the streets of London, where volunteers combine fitness and community service, to races in the remote wilderness, where athletes push the limits of what a human can endure. Along the way, McGonigal paints a portrait of human nature that highlights our capacity for hope, cooperation, and self-transcendence. The result is a revolutionary narrative that goes beyond familiar arguments in favor of exercise, to illustrate why movement is integral to both our happiness and our humanity. Readers will learn what they can do in their own lives and communities to harness the power of movement to create happiness, meaning, and connection.
A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rul
This book is aimed at someone who knows little to nothing about the game of Go. Perhaps you've seen glimpses of it in popular media or maybe you have a friend who is a Go enthusiast, and would just like to learn more about how he or she spends their Thursday evenings. This publication will not only take you through the basics of the rules and strategy, but also you can learn a lot about the culture surrounding this game and its 4000 year old history.
This book constitutes the thoroughly refereed proceedings of the 30th Annual German Conference on Artificial Intelligence, KI 2007, held in Osnabrück, Germany, September 2007. The papers are organized in topical sections on cognition and emotion, semantic Web, analogy, natural language, reasoning, ontologies, spatio-temporal reasoning, machine learning, spatial reasoning, robot learning, classical AI problems, and agents.
Table of Contents 6 PS3 Wireless Controllers: Your Drivers for Wireless Fun 7 Building Android on the ODROID-C1: A Walkthrough for Compiling KitKat 9 Linux Gaming: Super Puzzle Fighter II Turbo 10 ODROID-XU4: A Fresh Look at Our Newest Board 12 Grails: The Groovy Version of Ruby on Rails 16 Using BuildRoot: Create a Simple Media Player 18 ODROID-C1 User Manual: A Guide for All Expertise Levels 19 Stepmania: Dancing Entertainment 22 Linux Gaming: Rare Gaming Gems - Part 2 26 Fruit MIDI: Building a Grape Piano 29 ODROID Magazine: Now Available on Google Play Store 30 Meet an ODROIDian: Nicole C. Scott, Multi-Faceted Artist and Social Media Guru