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- Over 250 full-color images of the defining works Joseph Farcus carried out for Carnival Cruise Lines and Costa Cruises, as well as theaters, interiors, and other projects, which have inspired his liner designs - His works have been described as "floating theatres that travel the high seas" - Provides an insight into the philosophy driving Farcus' work, setting the scene in his childhood in Miami, with a fascinating look at his promising first sketches and models he made as a boy - Offers an in-depth account of the cruise ship industry, and how Farcus and Carnival Cruise Lines have worked hand in hand to develop the industry Design on the High Seas is an autobiographical account of the architectural design work of Joseph Farcus, which charts his career as an architect who eventually found his way into the cruise-ship industry, in the early days of what is now a truly global business in more ways than one. His works reflects a hard-earned disciplined practice that has helped to foster sophisticated designs for the billion-dollar cruise-ship industry. Many of the projects featured in the pages of this book reflect the beautiful ships of Carnival Cruise Lines, the world's leading cruise-ship company, as well as those of the celebrated Costa Cruises. The volume combines spectacular full-color photography, original sketches, and a compelling, first-person narrative to showcase Farcus's spectacular journey. The author shares anecdotes from his childhood, his university days and his early career, giving an insight into what inspired the architect he was to become - and explaining how the astronomical success of the Carnival Cruise Lines is due in no small way to his product-defining designs. Indeed, millions of passengers have enjoyed memorable and meaningful experiences aboard his works. This is a fascinating and unique account of an architectural designer's journey, and it will appeal to a broad readership: those who love to sail, those with a passion for boat design, as well as businesspeople of all backgrounds who wish to learn the story behind a leisure industry powerhouse.
This book follows the evolution of ocean liner design, its grandeur and occasionally its lower-class simplicity. There are the lavish suites, staterooms, even the austerity of third class and steerage. But mostly it is the luxury columned lounges, marble fireplaces, the chandeliers and the palms that are featured on these highly illustrated pages.
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With this richly illustrated history of industrial design reform in nineteenth-century Britain, Lara Kriegel demonstrates that preoccupations with trade, labor, and manufacture lay at the heart of debates about cultural institutions during the Victorian era. Through aesthetic reform, Victorians sought to redress the inferiority of British crafts in comparison to those made on the continent and in the colonies. Declaring a crisis of design and workmanship among the British laboring classes, reformers pioneered schools of design, copyright protections, and spectacular displays of industrial and imperial wares, most notably the Great Exhibition of 1851. Their efforts culminated with the establishment of the South Kensington Museum, predecessor to the Victoria and Albert Museum, which stands today as home to the world’s foremost collection of the decorative and applied arts. Kriegel’s identification of the significant links between markets and museums, and between economics and aesthetics, amounts to a rethinking of Victorian cultural formation. Drawing on a wide range of sources, including museum guidebooks, design manuals, illustrated newspapers, pattern books, and government reports, Kriegel brings to life the many Victorians who claimed a stake in aesthetic reform during the middle years of the nineteenth century. The aspiring artists who attended the Government School of Design, the embattled provincial printers who sought a strengthened industrial copyright, the exhibition-going millions who visited the Crystal Palace, the lower-middle-class consumers who learned new principles of taste in metropolitan museums, and the working men of London who critiqued the city’s art and design collections—all are cast by Kriegel as leading cultural actors of their day. Grand Designs shows how these Victorians vied to upend aesthetic hierarchies in an imperial age and, in the process, to refashion London’s public culture.
In this “essential guide to the half of our blue planet we call the high seas” (Will McCallum, author of How to Give Up Plastic), one of the world’s leading voices on the issue tracks the race to exploit and protect our last frontier. Two thirds of the world’s oceans lie beyond national borders. Owned by all nations and no nation simultaneously, the high seas are home to some of the richest and most biodiverse environments on the planet. But they are also home to exploitation on a scale that few of us have imagined. Here, out of sight and out of mind, industry and economic progress rule and lax enforcement and apathy are the status quo, underscored by a battle to control, profit from, protect, or obliterate the world’s largest, wildest commons. In this book, Heffernan uncovers the truth behind deeply exploitative fishing practices, investigates the potentially devastating impact of deep-sea mining, and holds to task the Silicon Valley interventionists whose solutions to climate change are often wildly optimistic, radically irresponsible, or both. This is a powerful and deeply researched manifesto calling for the protection and preservation of this final frontier.
Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres.