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Medical Geology is a rapidly growing field concerned with the relationship between natural geological factors and human and animal health, as well as with improving our understanding of the influence of environmental factors on the geographical distribution of health problems. This book brings together the work of geoscientists and medical/public health researchers, which addresses health problems caused, or exacerbated by geological materials (rocks, minerals, atmospheric dust and water) and processes (including volcanic eruptions and earthquakes. Among the environmental health problems discussed in this book are: exposure to toxic levels of trace essential and non-essential elements such as arsenic and mercury; trace element deficiencies; exposure to natural dusts and to radioactivity; naturally occurring organic compounds in drinking water; volcanic emissions, etc. The text also deals with the many health benefits of geologic materials and processes. This wide-ranging volume covers issues in medical geology all over the world with each author covering their respective region. It provides examples from different continents as well as a state-of-the-art review of the latest developments in the discipline. The authors are all recognized geoscientific and medical experts working in the field. The book is written for a wide variety of specialists from geologists, geochemists, pathologists and medical doctors to veterinarians and biologists.
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
This Action Plan describes the conservation status of 23 species of the order Crocodylia found worldwide. The plan is arranged in three principal sections: an Introductory overview, Country accounts, and Species accounts. Each Country account describes the status of wild populations, and current management programmes. The Species accounts summarise the conservation status, principle threats, and existing management programmes and then describe the ecology and natural history of the species and set out recommended priority conservation projects.
Steve "Sneeze" Wyatt attempts to thwart his parents' plan to have him skip eighth grade, but he has bigger problems when his friends disapprove of his new list and Mrs. "Fierce" Pierce threatens to keep him from the Invention Convention.
The human eye is only capable of detecting a miniscule percentage of the electromagnetic spectrum; we call this visible light. It is this limited perception that has defined our very reality as a species. Second Sight is the story of a brilliant young scientist who develops the nano-technology to cure blindness. He could never have prepared for the betrayal and intrigue that befell him, nor could he have foreseen the hidden agendas that lay waiting in the shadows. Michael Rose's synchronistic journey into the realms of possibility would not only leave him questioning his own sanity, but the very nature of existence itself. Neither he nor his nefarious benefactors stopped to ask: if this nano-technology could enhance the function of the human eye, what else would it see?
Illustrated throughout and featuring the most up-to-date biological information available, this volume is a complete overview of the Chinese alligator, a conservation and cultural icon.
This volume also investigates larger movements and phenomena, such as Norman Rockwell's lasting impression on Americana, issues of plagiarism and censorship, and the "Big Idea" in advertising, and includes profiles of designers whose bodies of work helped determine the look and content of design today."--BOOK JACKET.