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Inside the World of Board Graphics takes an in-depth, comprehensive look at the global nature and cultural influence of Surf/Skate/Snow board art and design. International design luminaries Art Chantry, Katrin Olina and James Victore are placed along side industry super stars Terry Fitzgerald, Martin Worthington, Yoshihiko Kushimoto and Rich Harbour (who has been shaping and designing surfboards since 1959). The book includes dozens of interviews and profiles from the people currently creating board art and design: Aaron Draplin, Emil Kozak, Morning Breath, Anthony Yankovic, Haroshi and Hannah Stouffer to name a few. There are many books about the art of board design, but there has never been a book like this that takes a rare look behind the scenes of the creative process. Countries represented: Iceland, Spain, Japan, Brazil, Australia, Canada, Russia, Poland, UK, Mexico, Venezuela, Romania, South Africa, Finland, Sweden, Germany, Croatia and the USA, among others.
Showcases the unique art and raw humour of Michael Strassburger and Robynne Raye. 200 brilliant colour images showcase the last two decades of specially selected edgy pop-culture poster art.
The role of representation in the production of technoscientific knowledge has become a subject of great interest in recent years. In this book, sociologist and art critic Kathryn Henderson offers a new perspective on this topic by exploring the impact of computer graphic systems on the visual culture of engineering design. Henderson shows how designers use drawings both to organize work and knowledge and to recruit and organize resources, political support, and power. Henderson's analysis of the collective nature of knowledge in technical design work is based on her participant observation of practices in two industrial settings. In one she follows the evolution of a turbine engine package from design to production, and in the other she examines the development of an innovative surgical tool. In both cases she describes the messy realities of design practice, including the mixed use of the worlds of paper and computer graphics. One of the goals of the book is to lay a practice-informed groundwork for the creation of more usable computer tools. Henderson also explores the relationship between the historical development of engineering as a profession and the standardization of engineering knowledge, and then addresses the question: Just what is high technology, and how does its affect the extent to which people will allow their working habits to be disrupted and restructured? Finally, to help explain why visual representations are so powerful, Henderson develops the concept of "metaindexicality"—the ability of a visual representation, used interactively, to combine many diverse levels of knowledge and thus to serve as a meeting ground (and sometimes battleground) for many types of workers.
This in-world book by Vault-Tec highlights seven key attributes of vault dwellers in Bethesda Game Studio's hit Fallout® video game franchise. Following total nuclear annihilation, the caring Vault-Tec staff have prepared an educational manual to help vault dwellers like you understand what makes you S.P.E.C.I.A.L. This replica of the board book every Lone Wanderer or Sole Survivor receives in Fallout® 3 and Fallout® 4 will help readers determine their best traits! After all, everyone is special, even you. Learn about the seven defining attributes of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. If you’re lucky, one of these attributes may be what stands between you and a horribly painful fate. So study carefully and discover what makes you S.P.E.C.I.A.L.!
Use eye-popping visual tools to energize your people! Just as social networking has reclaimed the Internet for human interactivity and co-creation, the visual meetings movement is reclaiming creativity, productivity, and playful exchange for serious work in groups. Visual Meetings explains how anyone can implement powerful visual tools, and how these tools are being used in Silicon Valley and elsewhere to facilitate both face-to-face and virtual group work. This dynamic and richly illustrated resource gives meeting leaders, presenters, and consultants a slew of exciting tricks and tools, including Graphic recording, visual planning, story boarding, graphic templates, idea mapping, etc. Creative ways to energize team building, sales presentations, staff meetings, strategy sessions, brainstorming, and more Getting beyond paper and whiteboards to engage new media platforms Understanding emerging visual language for leading groups Unlocking formerly untapped creative resources for business success, Visual Meetings will help you and your team communicate ideas more effectively and engagingly.
From brains and blood to senses and skin - children will love exploring the ins-and-outs of the human body with this fantastic interactive book. Young readers' minds will boggle as they learn about how their brains work, what happens when they eat, how their lungs use oxygen and much more. Full of surprises to keep inquiring minds entertained, including flaps beneath flaps and a peek inside a lavatory cubicle.
A revolutionary memoir about domestic abuse by the award-winning author of Her Body and Other Parties In the Dream House is Carmen Maria Machado’s engrossing and wildly innovative account of a relationship gone bad, and a bold dissection of the mechanisms and cultural representations of psychological abuse. Tracing the full arc of a harrowing relationship with a charismatic but volatile woman, Machado struggles to make sense of how what happened to her shaped the person she was becoming. And it’s that struggle that gives the book its original structure: each chapter is driven by its own narrative trope—the haunted house, erotica, the bildungsroman—through which Machado holds the events up to the light and examines them from different angles. She looks back at her religious adolescence, unpacks the stereotype of lesbian relationships as safe and utopian, and widens the view with essayistic explorations of the history and reality of abuse in queer relationships. Machado’s dire narrative is leavened with her characteristic wit, playfulness, and openness to inquiry. She casts a critical eye over legal proceedings, fairy tales, Star Trek, and Disney villains, as well as iconic works of film and fiction. The result is a wrenching, riveting book that explodes our ideas about what a memoir can do and be.
An exploration of infographics and data visualization as a cultural phenomenon, from eighteenth-century print culture to today's data journalism. Infographics and data visualization are ubiquitous in our everyday media diet, particularly in news—in print newspapers, on television news, and online. It has been argued that infographics are changing what it means to be literate in the twenty-first century—and even that they harmonize uniquely with human cognition. In this first serious exploration of the subject, Murray Dick traces the cultural evolution of the infographic, examining its use in news—and resistance to its use—from eighteenth-century print culture to today's data journalism. He identifies six historical phases of infographics in popular culture: the proto-infographic, the classical, the improving, the commercial, the ideological, and the professional. Dick describes the emergence of infographic forms within a wider history of journalism, culture, and communications, focusing his analysis on the UK. He considers their use in the partisan British journalism of late eighteenth and early nineteenth-century print media; their later deployment as a vehicle for reform and improvement; their mass-market debut in the twentieth century as a means of explanation (and sometimes propaganda); and their use for both ideological and professional purposes in the post–World War II marketized newspaper culture. Finally, he proposes best practices for news infographics and defends infographics and data visualization against a range of criticism. Dick offers not only a history of how the public has experienced and understood the infographic, but also an account of what data visualization can tell us about the past.
In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D; he is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start. - The first book on the new way to present interactive 3D content over the Web, written by two of the designers of the standard - Plentiful illustrations and screen shots in the full color text - Companion website with extensive content, including the X3D specification, sample code and applications, content creation tools, and demos of compatible Web browsers
Great Lives in Graphics: Frida Kahlo is a graphic retelling of Frida's story which gives children a colorful snapshot of her life and the world she grew up in, while educating them on everything from the Mexican revolution to the importance of self-belief. You may already know that Frida Kahlo was an artist, but did you know she lived in a bright blue house? Or that she owned two pet spider monkeys? Great Lives in Graphics reimagines the lives of extraordinary people in vivid technicolor, presenting 250+ fascinating facts in a new and exciting way. It takes the essential dates and achievements of each person's life, mixes them with lesser-known facts and trivia, and uses infographics to show them in a fresh visual way that is genuinely engaging for children and young adults. The result is a colorful, fascinating and often surprising representation of that person's life, work and legacy. Using timelines, maps, repeated motifs and many more beautiful and informative illustrations, readers learn not just about the main subject of the book but also about the cultural background of the time they lived in.