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The Vitruvian Time follows the obscure story that led to the creation of the universe. It delves into the Realm of the Divine, where the incarnation of abstract concepts ambiguously comes alive. Based on a true imagination, Time will take you in this speculative historical sci-fi noir on a journey of discovering meaning, answering each question by creating another quest. Escorting you back to the origin of your design, the brilliantly ciphered reflections of each chapter will leave you doubting your own existence in Time and Space, only to take you by the heart into finding it again. The ambivalent poetic dystopian-utopian hybrid of this epic, symbolic, dreamy, nightmarish creation will leave you with one final answer: "Life is trivial when it ends without knowing why it began." Are you ready for the Bigger Bang scenario? Time promises you a new beginning only if you reach the end.
One look around you, and you will find yourself amidst a chaos of construction a myriad of infrastructures captured as art in the form of architecture. But have you ever wondered where all these buildings came from? Were they derived from Vitruvius ancient design principles or inspired by Frank Gehrys Guggenheim Museum? Architecture is not so easily unveiled, as it boasts a complex interplay of history, politics, geography, creativity, and more. Yet, in this collection, I will be setting it simple. It begins with a journey through history, exploring the prominent architectural styles, and eventually delves into the latest masterpieces that capture our attention. By the end of this book, you will have a notion of what architecture could truly mean when fuelled with enough curiosity to explore the world around us.
With the fate of Vitruvia resting in her hands, young Lore has decisions to make - and enemies to shake. See what happens in the second installment of this riveting trilogy as a young woman steps into the role she's both doomed and destined to play.
The acclaimed bestseller about visual problem solving-now bigger and better "There is no more powerful way to prove that we know something well than to draw a simple picture of it. And there is no more powerful way to see hidden solutions than to pick up a pen and draw out the pieces of our problem." So writes Dan Roam in The Back of the Napkin, the international bestseller that proves that a simple drawing on a humble napkin can be more powerful than the slickest PowerPoint presentation. Drawing on twenty years of experience and the latest discoveries in vision science, Roam teaches readers how to clarify any problem or sell any idea using a simple set of tools. He reveals that everyone is born with a talent for visual thinking, even those who swear they can't draw. And he shows how thinking with pictures can help you discover and develop new ideas, solve problems in unexpected ways, and dramatically improve your ability to share your insights. Take Herb Kelleher and Rollin King, who figured out how to beat the traditional hub-and-spoke airlines with a bar napkin and a pen. Three dots to represent Dallas, Houston, and San Antonio. Three arrows to show direct flights. Problem solved, and the picture made it easy to sell Southwest Airlines to investors and customers. Now with more color, bigger pictures, and additional content, this new edition does an even better job of helping you literally see the world in a new way. Join the teachers, project managers, doctors, engineers, assembly-line workers, pilots, football coaches, marine drill instructors, financial analysts, students, parents, and lawyers who have discovered the power of solving problems with pictures.
Fifteen years ago, the innocence of the small town of Pleasure, Wisconsin was stolen by a young boy. Now, he is back, leaving a trail of bloody carnage in his wake. The media has dubbed him Strawberries, and the country is mesmerized. Detective Harry Bland is a broken man, and can't find a single clue to catch him. It doesn't help that his mind won't focus; his heart just isn't in it anymore. Halfway across the country, Sylvia is in a different state of mind. When she isn't selling sex to the rich, she is doing her best to disappear. Sylvia lives a life of assumed names, one night stands and a constant stream of narcotics. A reporter, two cross-country truckers, an eccentric friend and a rubber-clad CSI all have their part to play, as their paths come together in a small town you've never heard of. Strawberries has killed again.
Babies can be a joy—and hard work. Now, they can also be a 50-in-1 science project kit! This fascinating and hands-on guide shows you how to re-create landmark scientific studies on cognitive, motor, language, and behavioral development—using your own bundle of joy as the research subject. Simple, engaging, and fun for both baby and parent, each project sheds light on how your baby is acquiring new skills—everything from recognizing faces, voices, and shapes to understanding new words, learning to walk, and even distinguishing between right and wrong. Whether your little research subject is a newborn, a few months old, or a toddler, these simple, surprising projects will help you see the world through your baby’s eyes—and discover ways to strengthen newly acquired skills during your everyday interactions.
A local busybody is silenced for good in this tale by “a peerless practitioner of the slightly surreal, English-village comedy-mystery” (Kirkus Reviews). In their Dorset village, neither Miss Campanula nor her friend Miss Prentice are known as lovable little old ladies. They’re waspish, gossiping snobby little old ladies, passionate only about their amateur theatrical productions, their narrowly defined opinions about how everyone else should behave . . ..and, perhaps, about the local vicar. But could one of them have been sufficiently unpleasant to provoke a murderer? For Miss Campanula has perished on her piano bench—and it’s unclear whether Miss Prentice may have been the actual intended victim . . . “A goodie.” —Kirkus Reviews “It’s time to start comparing Christie to Marsh instead of the other way around.” —New York Magazine “In her ironic and witty hands the mystery novel can be civilized literature.” —The New York Times
THE MORE YOU KNOW ABOUT THE FUTURE, THE MORE THERE MAY BE TO FEAR. Tara Sheridan is the best criminal profiler around—and the most unconventional. Trained as a forensic psychologist, Tara also specializes in Tarot card reading. But she doesn’t need her divination skills to realize that the new assignment from her friend and sometime lover, Agent Harry Li, is a dangerous proposition in every way. Former Cold War operatives, all linked to a top-secret operation tracking the disposal of nuclear weapons in Russia, are disappearing. There are no bodies, and no clues to their whereabouts. Harry suspects a conspiracy to sell arms to the highest bidder. The cards—and Tara’s increasingly ominous dreams—suggest something darker. Even as Tara sorts through her feelings for Harry and her fractured relationship with the mysterious order known as Delphi’s Daughters, a killer is growing more ruthless by the day. And a nightmare that began decades ago in Chernobyl will reach a terrifying endgame that not even Tara could have foreseen. . . .
Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.
The first book in the No. 1 Times bestselling series ‘This is terrific stuff’ Daily Telegraph ‘A breathtakingly ambitious picture of an era’ Financial Times ‘A masterclass in how to weave a well-researched history into a complex plot’ The Times