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Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.
Carla Sonheim is an artist and creativity workshop instructor known for her fun and innovative projects and techniques designed to help adult students recover a more spontaneous, playful approach to creating. Her innovative ideas are now collected and elaborated on in this unique volume. Carla offers a year's worth of assignments, projects, ideas, and techniques that will introduce more creativity and nonsense into your art and life. Drawing Lab for Mixed-Media Artists offers readers a fun way to learn and gain expertise in drawing through experimentation and play. There is no right or wrong result, yet, the readers gain new skills and confidence, allowing them to take their work to a new level.
An exhilarating, genre-bending exploration of curiosity’s powerful capacity to connect ideas and people. Curious about something? Google it. Look at it. Ask a question. But is curiosity simply information seeking? According to this exhilarating, genre-bending book, what’s left out of the conventional understanding of curiosity are the wandering tracks, the weaving concepts, the knitting of ideas, and the thatching of knowledge systems—the networks, the relations between ideas and between people. Curiosity, say Perry Zurn and Dani Bassett, is a practice of connection: it connects ideas into networks of knowledge, and it connects knowers themselves, both to the knowledge they seek and to each other. Zurn and Bassett—identical twins who write that their book “represents the thought of one mind and two bodies”—harness their respective expertise in the humanities and the sciences to get irrepressibly curious about curiosity. Traipsing across literatures of antiquity and medieval science, Victorian poetry and nature essays, as well as work by writers from a variety of marginalized communities, they trace a multitudinous curiosity. They identify three styles of curiosity—the busybody, who collects stories, creating loose knowledge networks; the hunter, who hunts down secrets or discoveries, creating tight networks; and the dancer, who takes leaps of creative imagination, creating loopy ones. Investigating what happens in a curious brain, they offer an accessible account of the network neuroscience of curiosity. And they sketch out a new kind of curiosity-centric and inclusive education that embraces everyone’s curiosity. The book performs the very curiosity that it describes, inviting readers to participate—to be curious with the book and not simply about it.
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Leading authority on media literacy education shows secondary teachers how to incorporate media literacy into the curriculum, teach 21st-century skills, and select meaningful texts.
For readers of The Second Machine Age or The Soul of an Octopus, a bold, exciting exploration of how building diverse kinds of relationships with robots—inspired by how we interact with animals—could be the key to making our future with robot technology work There has been a lot of ink devoted to discussions of how robots will replace us and take our jobs. But MIT Media Lab researcher and technology policy expert Kate Darling argues just the opposite, suggesting that treating robots with a bit of humanity, more like the way we treat animals, will actually serve us better. From a social, legal, and ethical perspective, she shows that our current ways of thinking don’t leave room for the robot technology that is soon to become part of our everyday routines. Robots are likely to supplement—rather than replace—our own skills and relationships. So if we consider our history of incorporating animals into our work, transportation, military, and even families, we actually have a solid basis for how to contend with this future. A deeply original analysis of our technological future and the ethical dilemmas that await us, The New Breed explains how the treatment of machines can reveal a new understanding of our own history, our own systems, and how we relate—not just to nonhumans, but also to one another.
Gives curious young readers dozens of colorful, exciting projects designed to teach them about the basics of science, physics, chemistry and engineering. They'll learn about critical thinking, how to conduct an experiment, and how to measure results, in a screen-free setting.
From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike. This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar.