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Most career books are focused either on how to find a job when youre fired, or how to build a particular skill, such as resume-writing or interview-taking. Leaving the Mother Ship is the only book targeted to those already gainfully employed, that answers the following three questions:When should you leave, where should you go, and finding success once you have left. The book guides readers through a series of diagnostic exercises, and provides numerous anecdotes to illustrate each point. It is filled with practical, hands-on advice on how to leave not just theories.
Soon to be a DreamWorks movie, coming to theaters 9/27/24! Includes 8 pages of full color stills from the movie! Wall-E meets Hatchet in this #1 New York Times bestselling illustrated middle grade novel from Caldecott Honor winner Peter Brown Can a robot survive in the wilderness? When robot Roz opens her eyes for the first time, she discovers that she is all alone on a remote, wild island. She has no idea how she got there or what her purpose is--but she knows she needs to survive. After battling a violent storm and escaping a vicious bear attack, she realizes that her only hope for survival is to adapt to her surroundings and learn from the island's unwelcoming animal inhabitants. As Roz slowly befriends the animals, the island starts to feel like home--until, one day, the robot's mysterious past comes back to haunt her. From bestselling and award-winning author and illustrator Peter Brown comes a heartwarming and action-packed novel about what happens when nature and technology collide.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
In the past two decades there has been considerable interest in the ways in which subjects are positioned in discursive practice. This interest has entailed a focus on the role of language and discourse in the processes in and through which subjects are constituted in discourse. However, questions of agency and how it relates to consciousness have received less attention. This book explores the ways in which agency and consciousness are created through transactions between self and other. The book argues that it is necessary to regard body-brain interactions in the context of the social and discursive practices which act upon human bodies. These issues of agency and individuation are explored in relation to infant semiosis, as well as in relation to children's symbolic play. Thibault looks at the importance of the self-referential moral conscience in relation to the interpersonal dimension of all acts of meaning-making. This conscience is also connected to the development of a self-referential viewpoint which the book argues is connected to the ecosocial semiotic systems of thinking about consciousness as a complex system operating on many different levels. The author discusses and evaluates the work of linguists, psychologists, biologists, semioticians, and sociologists such as Basil Bernstein, Mikhail Bakhtin, J. J. Gibson, M. A. K. Halliday, Walter Kauffman, Lakoff & Johnson, Jay Lemke, Jean Piaget and Stanley Salthe, to develop a new theory of agency and consciousness.
Hugo and Shirley Jackson award-winning Peter Watts stands on the cutting edge of hard SF with his acclaimed novel, Blindsight Two months since the stars fell... Two months of silence, while a world held its breath. Now some half-derelict space probe, sparking fitfully past Neptune's orbit, hears a whisper from the edge of the solar system: a faint signal sweeping the cosmos like a lighthouse beam. Whatever's out there isn't talking to us. It's talking to some distant star, perhaps. Or perhaps to something closer, something en route. So who do you send to force introductions with unknown and unknowable alien intellect that doesn't wish to be met? You send a linguist with multiple personalities, her brain surgically partitioned into separate, sentient processing cores. You send a biologist so radically interfaced with machinery that he sees x-rays and tastes ultrasound. You send a pacifist warrior in the faint hope she won't be needed. You send a monster to command them all, an extinct hominid predator once called vampire, recalled from the grave with the voodoo of recombinant genetics and the blood of sociopaths. And you send a synthesist—an informational topologist with half his mind gone—as an interface between here and there. Pray they can be trusted with the fate of a world. They may be more alien than the thing they've been sent to find. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Provides an in-depth overview of the Federal Reserve System, including information about monetary policy and the economy, the Federal Reserve in the international sphere, supervision and regulation, consumer and community affairs and services offered by Reserve Banks. Contains several appendixes, including a brief explanation of Federal Reserve regulations, a glossary of terms, and a list of additional publications.
Hyper-reality. The area between the thriving mass of humanity known as the Sprawl and the digital refuge of Cyberspace. This is your playground. As a Showrunner, you can see and manipulate the flow of digital data through the real world – for you, reality is limitless. Welcome to Reality's Edge, a skirmish wargame set in a dystopian cyberpunk future, where players take on the roles of Showrunners – mercenary hackers who lead small teams of trusted operatives and disposable freelancers. Funded by shadow backers, the Showrunners accept jobs from faceless clients for profit, glory, and better chrome... always better chrome. Battles take place in the concrete jungle known as the Sprawl, but Showrunners must remain wary of the threat posed by Cyberspace. Hacking is pivotal to the game, with data nodes, robots, machines, and even enemy chrome presenting potential targets for a cunning Console Cowboy. In an ongoing campaign, each skirmish offers you the opportunity to earn experience and equipment, from advanced weaponry and synthetics to cyber-implants, biological enhancements, clones, and much more. This is a world obsessed with whether something can be done, not whether it should.
A jaw-dropping exploration of everything that goes wrong when we build AI systems and the movement to fix them. Today’s “machine-learning” systems, trained by data, are so effective that we’ve invited them to see and hear for us—and to make decisions on our behalf. But alarm bells are ringing. Recent years have seen an eruption of concern as the field of machine learning advances. When the systems we attempt to teach will not, in the end, do what we want or what we expect, ethical and potentially existential risks emerge. Researchers call this the alignment problem. Systems cull résumés until, years later, we discover that they have inherent gender biases. Algorithms decide bail and parole—and appear to assess Black and White defendants differently. We can no longer assume that our mortgage application, or even our medical tests, will be seen by human eyes. And as autonomous vehicles share our streets, we are increasingly putting our lives in their hands. The mathematical and computational models driving these changes range in complexity from something that can fit on a spreadsheet to a complex system that might credibly be called “artificial intelligence.” They are steadily replacing both human judgment and explicitly programmed software. In best-selling author Brian Christian’s riveting account, we meet the alignment problem’s “first-responders,” and learn their ambitious plan to solve it before our hands are completely off the wheel. In a masterful blend of history and on-the ground reporting, Christian traces the explosive growth in the field of machine learning and surveys its current, sprawling frontier. Readers encounter a discipline finding its legs amid exhilarating and sometimes terrifying progress. Whether they—and we—succeed or fail in solving the alignment problem will be a defining human story. The Alignment Problem offers an unflinching reckoning with humanity’s biases and blind spots, our own unstated assumptions and often contradictory goals. A dazzlingly interdisciplinary work, it takes a hard look not only at our technology but at our culture—and finds a story by turns harrowing and hopeful.
With informative biographies, essays, and "music maps, " this book is the ultimate guide to the best recordings in rhythm and blues. 20 charts.
This work describes riverine combat during the Vietnam War, emphasizing the operations of the U.S. Navy’s River Patrol Force, which conducted Operation Game Warden; the U.S. Army-Navy Mobile Riverine Force, the formation that General William Westmoreland said “saved the Mekong Delta” during the Tet Offensive of 1968; and the Vietnam Navy. An important section details the SEALORDS combined campaign, a determined effort by U.S. Navy, South Vietnamese Navy, and allied ground forces to cut enemy supply lines from Cambodia and disrupt operations at base areas deep in the delta. The author also covers details on the combat vessels, helicopters, weapons, and equipment employed in the Mekong Delta as well as the Vietnamese combatants (on both sides) and American troops who fought to secure Vietnam’s waterways. Special features focus on the ubiquitous river patrol boats (PBRs) and the Swift boats (PCFs), river warfare training, Vice Admiral Elmo R. Zumwalt Jr., the Black Ponies aircraft squadron, and Navy SEALs. This publication may be of interest to history scholars, veterans, students in advanced placement history classes, and military enthusiasts given the continuing impact of riverine warfare on U.S. naval and military operations in the 21st century. Special Publicity Tie-In: Commemoration of the 50th anniversary of the Vietnam War (Commemoration dates: 28 May 2012 - 11 November 2025). This is the fifth book in the series, "The U.S. Navy and the Vietnam War." TABLE OF CONTENTS Introduction The First Indochina War The Vietnam Navy River Force and American Advisors The U.S. Navy and the Rivers of Vietnam SEALORDS The End of the Line for U.S. and Vietnamese River Forces Sidebars: The PBR Riverine Warfare Training Battle Fleet of the Mekong Delta High Drama in the Delta Vice Admiral Elmo R. Zumwalt Jr. Black Ponies The Swift Boat Warriors with Green Faces Suggested Reading