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Years ago your favorite sport probably looked very different than it does today. Over time advancements in design and engineering have enhanced the game for both athletes and fans. From impressive stadiums to state of the art uniforms and equipment, technology continues to change sports. Once you've seen how sports have evolved, get the inside scoop on what's coming in the future. Produced in partnership with Sports Illustrated KIDS.
The incredible popularity of social media has been a game-changer in the sports world. You can follow your favorite athletes on Twitter, visit a player's Facebook page, or watch the Super Bowl on your mobile device. Discover how sports coverage got its start in media through newspapers and radio and how it has exploded in today's Internet era. Produced in partnership with Sports Illustrated KIDS.
Athletes train hard and play to win. Coaches work to give their teams the edge on game day. But not everyone is on a level playing field. Poor sportsmanship and questionable behavior can cast a shadow over sports. Stories of true sportsmanship and fair play bring out the spirit of competition that makes sports great. Produced in partnership with Sports Illustrated KIDS.
Athletes are some of the highest paid professionals in the world. The top players command salaries worth tens of millions of dollars, but the buck doesn't stop there. Money is everywhere in sports, from ticket prices and merchandise to endorsements and advertisements. Produced in partnership with Sports Illustrated KIDS.
Explores how sports have evolved due to advancements in design and engineering, including playing fields, balls, sports shoes, and sports clothing.
Why does a football spiral? How do some athletes jump so high? The answer is science! The Secret Science of Sports helps kids better understand concepts of science, technology, engineering, and math through the sports they love to play and watch. Every sport -- from baseball to basketball, to football and soccer, to wrestling, tennis, and lacrosse -- involves a bit of science, technology, engineering, and math. You can't throw a ball without Newton's Law of Motion, and you can't calculate a player's stats without math. And every type of sports equipment -- a helmet, cleats, shoulder or knee pads -- were designed with the latest engineering and technology. The Secret Science of Sports breaks down normally difficult STEM concepts like forces of motion, gravity, algebra, and even neuroscience, in a language kids can -- and will want to -- understand. Divided into sections like chemistry, biology, physics, technology, and more, this handy guide uses examples from sports like soccer, baseball, softball, football, hockey, lacrosse, tennis, and others to explain important STEM concepts for kids ages 8 to 12. They'll learn how to use math to calculate a batter's average, why a tennis racket is shaped the way it is, how biology affects athletic performance, the aerodynamics behind competitive swimsuits, and much more. With dozens of original, captivating illustrations to engage young readers, kids will have fun while learning about key STEM ideas that will prepare them for years of schooling to come.
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
One of the most important components of the infrastructure is the vast network of pipelines and process piping-literally millions and millions of miles. The term "pipelines" generally refers to the network of pipelines that transport water, sewage, steam, and gaseous and liquid hydrocarbons from sources (e.g., reservoirs, steam plants, oil and gas wells, refineries) to local distribution centers ("transmission pipelines"), and to the network of pipelines that distribute such products to local markets and end users ("distribution" pipelines). The term "process piping" generally refers to the system of pipes that transport process fluids (e.g. industrial gases, fuels, chemicals etc.) around an industrial facility involved in the manufacture of products or in the generation of power. It also is used to describe utility piping systems (e.g., air, steam, water, compressed air, fuels etc.) that are used in, or in support of the industrial process. Also, certain drainage piping--where corrosive or toxic fluids are being transported and severe conditions may be present, or where it is simply outside the scope of plumbing codes--is also sometimes classified as process piping. Some places where process piping is used are obvious, such as chemical and petrochemical plants, petroleum refineries, pharmaceutical manufacturing facilities and pulp & paper plants. However, there are many other not so obvious places where process piping is commonplace, such as semiconductor facilities, automotive and aircraft plants, water treatment operations, waste treatment facilities and many others.This book comprises of 9 course modules, which cover all aspects of piping design in easy to learn format. All topics are introduced to readers with no or limited background on the subject. A multiple choice quiz (total 255 questions) is provided at the end of each module to test the readers' knowledge and enhance learning. The book is very comprehensive and refresher to engineers and designers working in the field of piping in Oil and Gas, Chemical and Industrial plants. It is also very useful to fresh engineers joining industries for improving their knowledge in the field of fluid transportation and pipework.
This second edition of Human Factors Methods: A Practical Guide for Engineering and Design now presents 107 design and evaluation methods including numerous refinements to those that featured in the original. The book acts as an ergonomics methods manual, aiding both students and practitioners. Offering a 'how-to' text on a substantial range of ergonomics methods, the eleven sections represent the different categories of ergonomics methods and techniques that can be used in the evaluation and design process.
Recent years have seen major changes in the approach to Computer Aided Design (CAD) in the architectural, engineering and construction (AEC) sector. CAD is increasingly becoming a standard design tool, facilitating lower development costs and a reduced design cycle. Not only does it allow a designer to model designs in two and three dimensions but also to model other dimensions, such as time and cost into designs. Computer Aided Design Guide for Architecture, Engineering and Construction provides an in-depth explanation of all the common CAD terms and tools used in the AEC sector. It describes each approach to CAD with detailed analysis and practical examples. Analysis is provided of the strength and weaknesses of each application for all members of the project team, followed by review questions and further tasks. Coverage includes: 2D CAD 3D CAD 4D CAD nD modelling Building Information Modelling parametric design, virtual reality and other areas of future expansion. With practical examples and step-by step guides, this book is essential reading for students of design and construction, from undergraduate level onwards.