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Rabu, 16 Januari 2019

Get Free Ebook The Manual: How to Have a Number One the Easy WayBy Jimmy Cauty, Bill Drummond

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The Manual: How to Have a Number One the Easy WayBy Jimmy Cauty, Bill Drummond


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The Manual: How to Have a Number One the Easy WayBy Jimmy Cauty, Bill Drummond

This is an unexpurgated reissue of the rare and long out-of print 'how to' book by Jimmy Cauty and Bill Drummond, aka The KLF, their 'Zenarchistic' step-by-step guide to having a number one single in the official UK charts. First published in 1988, this edition includes a new introduction by Jon Savage and an afterword by Bill Drummond, and explains all the steps needed to guarantee success, as pioneered by The Timelords (another alias) with 'Jamming the Tardis'. The Manual is an unparalleled expose of the reality behind the pop-music business and while names may have changed since its first issue, the mechanics of financing, producing and promoting a hit set out here remain absolutely relevant. .

  • Sales Rank: #629590 in Books
  • Published on: 1999-05
  • Original language: English
  • Number of items: 1
  • Dimensions: .69" h x 4.23" w x 5.82" l, .34 pounds
  • Binding: Paperback
  • 157 pages

Review
The most honest representation of the mire of crap that is the music business and how to cut through it -- in style. -- Sean Phillips

About the Author
Jimmy Cauty (aka Rockman Rock) and Bill Drummond (aka Kingboy D) have been, at various times, The Timelords, The Justified Ancients of MuMu, The Jams, The KLF, and, the K Foundation whose legendary money burning is commemorated in the ellipsis book, K Foundation Burn a Million Quid.

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Selasa, 15 Januari 2019

Free PDF Information Visualization: Perception for Design (Interactive Technologies)

Free PDF Information Visualization: Perception for Design (Interactive Technologies)

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Information Visualization: Perception for Design (Interactive Technologies)

Review

"Oh my God, the Bible just got better. There is no book that I rely on more in my work than Information Visualization: Perception for Design, and with this third edition Colin Ware has made it more indispensible and easier to apply than ever." --Stephen Few, Principal, Perceptual Edge "Drawing on his background in both computer science and the psychology of perception, Ware (coastal and ocean mapping, U. of New Hampshire) has become a leader in three-dimensional visualization systems, such as ocean currents and the movement of whales. For this third edition of his reference on what the science of perception reveals about visualization, he has clarified the design implications of research in perception, and increased the emphasis on the process of visual thinking. The topics include foundations for an applied science of data visualization, color, static and moving pictures, visual objects and data objects, and interacting with visualization." --Reference and Research Book News, August 2012

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From the Back Cover

Information Visualization: Perception for Design is a comprehensive guide to what the science of human perception tells us about how we should display information. The human brain is a super-computer for finding patterns in information. Our understanding of visual data and visual information is greatly enhanced or impeded by the way information is presented. It is essential that visual data be designed in such a way that key information and important patterns will stand out. It is only by understanding how perception works that the best visualizations can be created. Colin Ware outlines the key principles for a wide range of applications and designs, providing designers with the tools to create visualizations of improved clarity, utility and persuasiveness. The book continues to be the key resource for practical design guidelines, based on perception, which can be applied by practitioners, students and researchers alike.

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Product details

Series: Interactive Technologies

Hardcover: 536 pages

Publisher: Morgan Kaufmann; 3 edition (June 1, 2012)

Language: English

ISBN-10: 0123814642

ISBN-13: 978-0123814647

Product Dimensions:

7.6 x 1.3 x 9.3 inches

Shipping Weight: 3.2 pounds (View shipping rates and policies)

Average Customer Review:

3.5 out of 5 stars

10 customer reviews

Amazon Best Sellers Rank:

#672,989 in Books (See Top 100 in Books)

This book does not mess around. If you truly want to understand why human beings see things the way they do in the world of design (including areas like universal signage, graphic arts, and infographics), and are willing to put in the time to read the science presented in this book, you will be rewarded with a level of understanding that probably fewer than 5% of all marketers and graphic designers possess. This is not a fluff book; it's as much academic as it is instructional in terms of design concepts (things to do, things to avoid, etc). It will require concentration and a quiet place to absorb what's being taught. If you want a book on how to make frilly Illustrator Symbols, this is not that book -- there are dozens of others for that purpose.This book teaches you the most important thing about design and symbology; it explains *why* certain types of designs resonate with most people, and why others don't... basically giving you a window into the human brain and the eye-brain perception system. If you really want to learn something and not just how and when to press a few buttons, this is a book that does not have any peers as far as I can tell. Note: I'm not a scientist or someone who works in academia so that is not a requirement to understand the book, but as I said it does require concentration.

I read the 2nd ed. of this book, years and years ago. I remember that it was a life-changing experience. Having worked in information graphics and visualization in newspapers and magazines, Ware's thoughts made a lot of things suddenly make sense. If you work in this area and wish to have a more scientifically-grounded approach to it, this is a good place to start.

Its a good book but its very pricey I like Colin Ware's stuff but you can get the same information from a variety of cheaper books. I recommend HBR's Guide to Charts Good Charts: The HBR Guide to Making Smarter, More Persuasive Data Visualizations.However, if you are some studying the psychology of visual perception, this might be a good choice for you.

I've used the previous versions of this textbook to teach my course on Visualization in the Sciences for years. The new edition adds a set of succinct Guidelines that will be very useful to the students in recalling the material and in expressing why they chose particular designs.

This book was better than I expected!

Great book, takes the notion of visual perception to a next level.I'm a master degree in Computer Science student, working with information visualization and this book is very helpful.The book arrives here in Brazil very fast, about five days, much less than if I buy the book here, and more cheaper.

I didn't care for this book. Found it a slow difficult read. Boring

Waaaaay more technical than I was expecting.Anyone want to buy it off me?! :)

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PDF Download History of Income TaxBy B.E.V. Sabine

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History of Income TaxBy B.E.V. Sabine

This classic book tells the story of the development of Income Tax from its beginning in 1799 to the present day and relates it to the social, economic and political history of the period.

There have been studies of Income Tax at various stages in its growth; studies of finance and taxation in general in which Income Tax has been closely concerned; studies too of some of the Chancellors of the Exchequer who have made significant contributions to the Income Tax system; but this is the first time an attempt has been made to encompass the whole 160 years or so of its life in one volume.

And a fascinating story it is too when set in perspective. The author shows how Income Tax was introduced to finance the Napoleonic Wars, how it was revived by Peel to pay for Free Trade, and how it underwrote Victorian prosperity and confidence. He then describes its immense expansion through two World Wars to its present position as a dominant feature of British finance. This book was first published in 1966.

  • Sales Rank: #8088861 in Books
  • Published on: 1966-03
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 264 pages

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Kamis, 10 Januari 2019

Free Download Pixel Art for Game Developers

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Pixel Art for Game Developers

Review

"Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It’s frankly shocking that there hasn’t been a resource like this before ... a very timely book."―Chris Totten, George Mason University, Washington, DC, USA

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About the Author

Dan Silber is a game developer who has been credited for Pixel Art on dozens of games with licenses, including Marvel, Nickelodeon, Pixar, and Disney. His work has appeared on games that span multiple platforms including PC, Nintendo DS, and GBA. In addition to working with Pixel Art, he is a programmer, musician, and accomplished 3D Artist―with work that has appeared in an exhibit in the Smithsonian's Air and Space Museum. Dan owns the game development studio Interstellar Tortoise and has written several indie games. If you want to know more about him, check out www.dansilber.com and www.interstellartortoise.com

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Product details

Paperback: 256 pages

Publisher: A K Peters/CRC Press; 1 edition (August 20, 2015)

Language: English

ISBN-10: 1482252309

ISBN-13: 978-1482252309

Product Dimensions:

6 x 0.5 x 9 inches

Shipping Weight: 12.6 ounces (View shipping rates and policies)

Average Customer Review:

3.6 out of 5 stars

12 customer reviews

Amazon Best Sellers Rank:

#1,051,354 in Books (See Top 100 in Books)

There's not many books out there on pixel art. Though I was hesitant about the high price tag ($50 when I bought), I took a chance and I think the book is really good. If you're not much of an artist it does a great job of teaching you the fundamentals on how to approach pixel art and avoid some common mistakes. I subtracted a star however because I do wish it went a little further for the price paid - maybe into creating an advanced character like something you'd see in Castlevania or Metal Slug. The interviews at the end with game designers were rather short and pointless as well. But it's a good starting point and the fundamentals will get you making nice stuff in no time.

I think this is a good book for beginners and I say this as someone that has tried pixel art multiple times throughout my life, but gave up every time because nothing I made ever looked good. I still don't make amazing pixel art, but I gained a lot of great insights into what I was doing wrong from this book. I'll say this though, this book doesn't so much teach you HOW to do pixel art as much as it just tells you what not to do (which is just as valuable to know). It also has a lot of good tips/tricks on reusing the work you've already done to create new pixel art from or to animate sprites.Also know that the examples in the book don't really give you step by step instructions on what to do, but the pixel art examples are built upon throughout each chapter and it's kind of on you to either count the number of pixels the author uses to create their shapes/lines or to experiment until you get a similar looking picture for each step throughout any given exercise. I counted pixels in the examples photos until I got an idea of what patterns I needed to use to get the shapes I was after and that seemed to work. I don't really learn from watching videos, but this book really helped me out.

Great book, with lots of good information, and the author has a good background in Pixel Art. However, the price seems a bit too steep for the size and information this book contains. It is, however, really the only book of it's kind.I wish the interviews were a bit more in-depth, and not so short, especially since they were artists for some very well known, beautiful games. The book could have also been a lot more hands-on.

When revisiting this book, I found myself ignoring much of the techniques outlined in this book. The methods of content generation aren't practical anymore.At a lower price point, this might be a good handbook for a beginner, however as it is now, it is too expensive for the content it offers.

I don't know how much in depth that drawing pixel art tutorials go, but this is a *very* beginners book. It contains a few typos and weird grammatically incorrect sentences, too, so if you're a grammar nazi like I am, it may be hard to not get frustrated at some of the content. $47 dollars, though? If anything, I'll give it 2 and a half stars.

Great book designed for amateurs. I'm learning a lot!

This is such a great book, I need it a long time ago. Have ready only up too page 99 and feel like I have learned so much, and now all those ideas I have are posissable.

This is a book i wish i had 10 years ago. I know that for myself and many other gamedevs i know, art skills are very difficult to master. Silber teaches pixel art with an exact, technical manner that my computer-esque mind can understand and put into practice. Wonderfully illustrated, it covers many different aspects of pixel art - really just about anything you would need. Characters, backgrounds, animations, color palettes, and software are all discussed in a straightforward way. Having never dealt very much with pixel art in the games I work on, I'm now taking a second look at the form, especially after the great arguments Silber gives in favor of it.

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