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3D of Happiness shows that the failure in finding happiness in modern times is largely due to the mistake of limiting the search for happiness to the hedonic (pleasure) dimension. It delves into the meaning and spiritual dimensions of happiness in order to help individuals increase their levels of happiness. 3D of Happiness covers a personal and scientific journey of searching for happiness through pleasure, meaning, and spirituality. It is the story of a former shepherd, Necati Aydin, who was at the bottom 1% of the world’s population, living in complete poverty and deprivation. He managed to acquire two PhDs and climbed to the top 1% in terms of possessions and position. Nonetheless, he failed to achieve happiness along the way. In 3D of Happiness, Necati shares his journey of having, doing, and being which turned out to be a cycle of deprivation, emulation, accomplishment, and disappointment. He reveals his success in finally finding happiness through a converging path of science, philosophy, and spirituality.
An outstanding novel about a young Russian woman's life in exile after the Russian Revolution. The Book of Happiness is one of the outstanding novels the great Russian writer Nina Berberova wrote during the years she lived in Paris, and the most autobiographical. "All Berberova's characters live raw, unfurnished lives, in poverty, on the edge of cities, with little sense of belongingexcept in moments of epiphanyto their time and in life itself" (The Observer). Such a character is Vera, the protagonist of The Book of Happiness. At the novel's opening, Vera is summoned to the scene of a suicide, that of her childhood companion, Sam Adler, whose family left Russia in the early days of the revolution and whom Vera has not seen in many years. His death reduces Vera to a flood of tears and memories of the times before Sam's departure, and thoughts about how her life has gone sinceher move to Paris where she lives tied to a brilliant but demanding invalid husband. Berberova spins the story with a wonderful unsentimental poignancy, making it a beautiful testament to the indestructibility of happiness.
DO YOU ONLY DREAM OF HAPPINESS? Dream no longer; forever joy can be yours. All you have to do is sit by the fireplace of your mind, with a warm drink, and absorb the lessons of the most unlikely of sages: Tanaka, a feisty martial arts hermit in the mountains who possesses The Three Secrets of Happiness. In mold of The Alchemist and The Teachings of Don Juan, The Three Secrets of Happiness: Forever, Joy Can be Yours by bestselling author and psychologist, Dr. Alexander Avila, inspires you to leave behind what has trapped you and achieve your highest self. The Three Secrets of Happiness is a modern fable about a pompous psychiatrist, Harry, who goes to interview (for his next bestselling book) a mountain hermit, Tanaka-a mysterious personage who is alleged to know the secrets of happiness. Stubborn and filled with his own hidden pain, the psychiatrist receives more than he bargained for as he comes under the tutelage of the spunky, yet wise, Tanaka. In the end, the psychiatrist abandons his false self and finds peace and love by transforming his destiny through the Three Secrets of Happiness: Gratitude, Joyful Optimism, and Forgiveness. Now it's your turn: Are you ready to learn the three secrets of happiness and live your heart's desires? If you are, then go to the front of the book and begin your first lesson. You will never be the same again.
Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.
The two volume set LNCS 8887 and 8888 constitutes the refereed proceedings of the 10th International Symposium on Visual Computing, ISVC 2014, held in Las Vegas, NV, USA. The 74 revised full papers and 55 poster papers presented together with 39 special track papers were carefully reviewed and selected from more than 280 submissions. The papers are organized in topical sections: Part I (LNCS 8887) comprises computational bioimaging, computer graphics; motion, tracking, feature extraction and matching, segmentation, visualization, mapping, modeling and surface reconstruction, unmanned autonomous systems, medical imaging, tracking for human activity monitoring, intelligent transportation systems, visual perception and robotic systems. Part II (LNCS 8888) comprises topics such as computational bioimaging , recognition, computer vision, applications, face processing and recognition, virtual reality, and the poster sessions.
This book constitutes the refereed proceedings of the 4th International Workshop on Human Behavior Understanding, HBU 2013, held in Barcelona, Spain, in October 2013. The 21 papers presented were carefully reviewed and selected from 50 submissions. The papers are grouped in topical sections on: behaviour and affect in arts, creativity, entertainment, and edutainment applications; actions and activities; facial behavior; social signals; and affective signals.