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After agriculture, trade, industrialization, colonization and capitalism, technology is arguably the next big shaper of geopolitics in the world. It is increasingly a major determinant of the destiny of nations today and is creating a new set of winners and losers on the global stage. In The Great Tech Game, the author provides a coherent framework outlining the key drivers that will determine the ability of a nation to succeed in this technology-dominant era. He lays out a roadmap for how any country must develop its own strategic plan for success. Leaders must inculcate a new set of capabilities to understand and take advantage of these trends, and create enabling environments for their nations to not be left behind. A particularly challenging aspect will be the ability of countries to define and manage the roles of state and non-state actors in a global race for technological leadership and success. The book goes on to evaluate whether digital colonialism is an inevitable reality, or whether new frameworks will emerge to govern relationships between technology-rich and technology-poor nations.
How do today’s most successful tech companies—Amazon, Google, Facebook, Netflix, Tesla—design, develop, and deploy the products that have earned the love of literally billions of people around the world? Perhaps surprisingly, they do it very differently than the vast majority of tech companies. In INSPIRED, technology product management thought leader Marty Cagan provides readers with a master class in how to structure and staff a vibrant and successful product organization, and how to discover and deliver technology products that your customers will love—and that will work for your business. With sections on assembling the right people and skillsets, discovering the right product, embracing an effective yet lightweight process, and creating a strong product culture, readers can take the information they learn and immediately leverage it within their own organizations—dramatically improving their own product efforts. Whether you’re an early stage startup working to get to product/market fit, or a growth-stage company working to scale your product organization, or a large, long-established company trying to regain your ability to consistently deliver new value for your customers, INSPIRED will take you and your product organization to a new level of customer engagement, consistent innovation, and business success. Filled with the author’s own personal stories—and profiles of some of today’s most-successful product managers and technology-powered product companies, including Adobe, Apple, BBC, Google, Microsoft, and Netflix—INSPIRED will show you how to turn up the dial of your own product efforts, creating technology products your customers love. The first edition of INSPIRED, published ten years ago, established itself as the primary reference for technology product managers, and can be found on the shelves of nearly every successful technology product company worldwide. This thoroughly updated second edition shares the same objective of being the most valuable resource for technology product managers, yet it is completely new—sharing the latest practices and techniques of today’s most-successful tech product companies, and the men and women behind every great product.
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
The Liberal Studies journal is a transdisciplinary biannual journal of the School of Liberal Studies, Pandit Deendayal Energy University, INDIA. Each issue amalgamates research articles, expert opinions, and book reviews on various strands with an endeavor to inquire about contemporary world concerns. Vol. 7 Issue 2, July-December 2022 ISSN 2688-9374 (Online) ISSN 2455-9857 (Print) OCLC No: 1119390574
This robust CD contains source code from the book as well as examples of OpenGL games in the online game development community. Also included are a variety of tools such as the OpenGL libraries, GLUT, Paint Shop Pro shareware, and sound editing software. This book is a complete guide to game development using the OpenGL graphics API. It also covers how to integrate the non-graphical elements of Microsoft's DirectX into OpenGL games so that users can incorporate sound, music, and network functions. Teaching users how to use OpenGL to create dynamic 3D environments and effects for use in game development.
3-D graphics development is an engaging, rewarding process that gives developers the opportunity to flex their creative muscles. However, it can also be intimidating to those on the outside. A follow-up to Direct2D, Direct3D tears down the barriers to entry. Requiring only a background in C++, author Chris Rose will guide you through the process of developing your own 3-D applications. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.
Virginia Tech’s Shayne Graham trots onto the field at West Virginia on November 6, 1999, with two thoughts in his mind. One is a missed field goal that would have beaten Miami a year earlier. The other is the 44-yard field goal he is about to try against the Mountaineers, a kick he must make if the Hokies are to stay unbeaten and on track for a national championship. Head down, he focuses on his mark as the ball is snapped. He steps forward, the dream of an entire team resting with his leg. Now, hear Graham’s memory of that kick in his own words, for the first time. Game of My Life: Virginia Tech Hokies, first published in 2006, celebrates the extraordinary football and basketball moments that have shaped the college’s rich athletic heritage. Through interviews with some of the school’s most prestigious athletes, Hokies fans can relive the big games that defined the school’s winning tradition. Carroll Dale, later a fixture with the Green Bay Packers, dove—arms outstretched—to haul in a crucial two-point conversion in a 1957 game against the University of Richmond. Les Henson shot from the baseline—the other baseline—as the clock neared zero against Florida State in 1980. Chris Smith went well beyond the "double-double" standard for points and rebounds. How about 30 and 31 against Marshall in 1959? Corey Moore made life miserable for Clemson quarterback Brandon Streeter one night in 1999. Bruce Smith did the same for Duke quarterback Ben Bennett in 1983. The Hokies’ Jim Pyne, meanwhile, made sure Syracuse’s Kevin Mitchell didn’t do the same to Tech quarterback Maurice DeShazo in 1993. Carlos Dixon, Mike Imoh, Andre Davis, Dell Curry, Bryan Still, Don Strock, Bryan Randall—all the Tech greats from the gridiron and hardwood—are in these pages, including coach Frank Beamer. Join thousands of Virginia Tech fans in remembering these cherished stories. For the athletes within, these truly were the games of their lives. Skyhorse Publishing, as well as our Sports Publishing imprint, are proud to publish a broad range of books for readers interested in sports—books about baseball, pro football, college football, pro and college basketball, hockey, or soccer, we have a book about your sport or your team. Whether you are a New York Yankees fan or hail from Red Sox nation; whether you are a die-hard Green Bay Packers or Dallas Cowboys fan; whether you root for the Kentucky Wildcats, Louisville Cardinals, UCLA Bruins, or Kansas Jayhawks; whether you route for the Boston Bruins, Toronto Maple Leafs, Montreal Canadiens, or Los Angeles Kings; we have a book for you. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to publishing books on subjects that are sometimes overlooked by other publishers and to authors whose work might not otherwise find a home.
This is a profound look at learning, language, and literacy. It is also about brains and bodies. And it is about talk, texts, media, and society. These topics, though usually studied in different narrow academic silos, are all part of one highly interactive process—human development. Gee argues that children will need to be resilient, imaginative, hopeful, and deliberate learners to survive the deeply complex and unpredictable world in which they live. In a world beset by conflicting ideologies that give rise to hatred, violence, and war, Gee urges us to look to a broader set of ideas from seemingly unrelated disciplines for a viable vision of education. This book proposes a framework of principles that can be used to reconceptualize education, specifically literacy education, to better prepare students to be collaborators toward peace and sustainability. Book Features: Offers a new set of ideas about literacy, learning, and human development in a risk-laden, digitally driven modern world. Uses recent breakthroughs in research on brains, bodies, society, identity, and teaching and learning in and out of school. Stresses the importance of human growth and development to a more peaceful and equitable world.