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Public facilities are valuable assets that can provide decades of high quality of service if they are effectively utilized. Despite effective planning, design, and management, sometimes users or owners change and have requirements different from those that the facility was initially intended to fulfill. In addition, the technologies sometimes change, making facilities obsolete before they have worn out or otherwise failed. This book explores the meaning of obsolescence as the term applies to buildings. It discusses the functional, economic, technological, social, legal, political, and cultural factors that can influence when obsolescence will occur and considers what design professional and building owners and users can do to delay and minimize the costs of obsolescence. The analyses apply to all buildings, but public facilities are given added attention because of their special management problems.
In a world with no power, chaos soon descends. A powerful look at the disintegration of society in the wake of a massive and mysterious outage that has knocked out all modern amenities. Fifteen-year-old Emma has moved house with her ex-Marine mother and younger brother. It's a brand-new condo building, which explains the semi-regular power outages, as workers complete the units around them. So Emma isn't particularly concerned when the latest blackout hits just as they are preparing to leave town on a long weekend camping trip. But then the car won't start, and their cellphones appear dead -- and all the cars outside their building seem to be stalled in a long traffic jam ... In the midst of what appears to be a massive power outage, with their camping gear packed and ready, Emma and her family canoe over to the islands, just offshore, to wait it out. But while they land on an isolated island, with a relatively hidden site, they are far from safe, as people become increasingly desperate to find food and shelter. And as the days pass, and the power remains out, the threat of violence becomes all too real.
This study of how the architecture of a building influences the people who work in it is of interest to architects, behavioralists, and management personnel as well as fans of architecture in general. Mildred Reed Hall and Edward T. Hall founded Edward T. Hall Associates and together consulted and wrote books and articles in the fields of environmental and urban affairs, international business and intercultural and interpersonal relations.
In this insightful book, which is a revisionist math history as well as a revisionist art history, Tony Robbin, well known for his innovative computer visualizations of hyperspace, investigates different models of the fourth dimension and how these are applied in art and physics. Robbin explores the distinction between the slicing, or Flatland, model and the projection, or shadow, model. He compares the history of these two models and their uses and misuses in popular discussions. Robbin breaks new ground with his original argument that Picasso used the projection model to invent cubism, and that Minkowski had four-dimensional projective geometry in mind when he structured special relativity. The discussion is brought to the present with an exposition of the projection model in the most creative ideas about space in contemporary mathematics such as twisters, quasicrystals, and quantum topology. Robbin clarifies these esoteric concepts with understandable drawings and diagrams. Robbin proposes that the powerful role of projective geometry in the development of current mathematical ideas has been long overlooked and that our attachment to the slicing model is essentially a conceptual block that hinders progress in understanding contemporary models of spacetime. He offers a fascinating review of how projective ideas are the source of some of today’s most exciting developments in art, math, physics, and computer visualization.
In this sequel to The Fourth Dimension, Volume 1, Dr. David Yonggi Cho shows how you can develop the dynamic faith and true communion with God which overcome spiritual obstacles and surpass barriers.
A book from the stand-up mathematician that makes math fun again! Math is boring, says the mathematician and comedian Matt Parker. Part of the problem may be the way the subject is taught, but it's also true that we all, to a greater or lesser extent, find math difficult and counterintuitive. This counterintuitiveness is actually part of the point, argues Parker: the extraordinary thing about math is that it allows us to access logic and ideas beyond what our brains can instinctively do—through its logical tools we are able to reach beyond our innate abilities and grasp more and more abstract concepts. In the absorbing and exhilarating Things to Make and Do in the Fourth Dimension, Parker sets out to convince his readers to revisit the very math that put them off the subject as fourteen-year-olds. Starting with the foundations of math familiar from school (numbers, geometry, and algebra), he reveals how it is possible to climb all the way up to the topology and to four-dimensional shapes, and from there to infinity—and slightly beyond. Both playful and sophisticated, Things to Make and Do in the Fourth Dimension is filled with captivating games and puzzles, a buffet of optional hands-on activities that entices us to take pleasure in math that is normally only available to those studying at a university level. Things to Make and Do in the Fourth Dimension invites us to re-learn much of what we missed in school and, this time, to be utterly enthralled by it.
A detailed description of what the fourth dimension would be like.
This colorful, visual introduction to the fourth dimension provides a clear explanation of the concepts and numerous illustrations. It is written with a touch of personality that makes this an engaging read instead of a dry math text. The content is very accessible, yet at the same time detailed enough to satisfy the interests of advanced readers. This book is devoted to geometry; there are no spiritual or religious components to this book. May you enjoy your journey into the fascinating world of the fourth dimension! Contents: Introduction Chapter 0: What Is a Dimension? Chapter 1: Dimensions Zero and One Chapter 2: The Second Dimension Chapter 3: Three-Dimensional Space Chapter 4: A Fourth Dimension of Space Chapter 5: Tesseracts and Hypercubes Chapter 6: Hypercube Patterns Chapter 7: Planes and Hyperplanes Chapter 8: Tesseracts in Perspective Chapter 9: Rotations in 4D Space Chapter 10: Unfolding a Tesseract Chapter 11: Cross Sections of a Tesseract Chapter 12: Living in a 4D House Further Reading Glossary About the Author Put on your spacesuit, strap on your safety harness, swallow your anti-nausea medicine, and enjoy this journey into a fourth dimension of space! 10D, 9D, 8D, 7D, 6D, 5D, 4D, 3D, 2D, 1D, 0D. Blast off!