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Umbrella
Elena Arevalo Melville; Illustrated by Elena Arevalo Melville
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R491
R402
Discovery Miles 4 020
Save R89 (18%)
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Ships in 10 - 15 working days
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This Handbook strives to enhance knowledge and application within
sustainability in management education (SiME) across different
academic programs, geographic regions and personal/professional
contexts. Cross-disciplinary and boundary spanning, this book
focuses on specific themes and is therefore split into four
distinct sections: one on theory and practice, one on
transformational interventions in business programs, one on the
role of external agents and the last on innovative approaches in
SiME. The co-editors expertly provide a roadmap for sustainability
in management education while discussing key implications,
applications and utilities that explore motivations and project
possible outcomes for advances and integration of SiME. In addition
to identifying new discursive strategies in SiME research, the
co-editors provide a critical narrative and discussion on newly
identified commonalities and connections within the Handbook's
chapters. This content assessment highlights prevalent
intersections for advancing, challenging, and questioning how to
implement SiME in various programs. Management scholars,
researchers, educators and practitioners as well as current,
emerging and future leaders in various academic and private sectors
will find this Handbook invaluable. It will serve as a key
reference for more advanced studies in this rapidly developing
field. Contributors include: F. Ahen, M. Albert, J.A. Arevalo, K.R.
Bandyopadhyay, L. Barin Cruz, R.G. Bell, S. Benn, M. Bidart
Carneiro de Novaes, N. Boyd, J. Bressler, M. Brueckner, J.
Brunstein, T. Bunn Hiller, N. Christopher, M. Edwards, Q.
Evansluong, D. Fodness, C.J. Fox, A. Girardi, T.A. Hart, J.R.
Hendry, S. Husig, P.R. Jacobi, Y. Jakobcic, S. Klomp, J. Korstad,
L. Krzykowski, R. Mahajan, S.L. Manring, E. Martin, E. Meliou, P.
Miesing, R. Miller, S.F. Mitchell, E.E. Nill, F.S. Nobre, E.E.
Nordman, M. Paull, M. Pozzebon, M. Ramirez Pasillas, E. Raufflet,
E. Rich, A.J. Richardson, I. Rimanoczy, M.F. Sambiase, P. Schmitt
Figueiro, S. Schutel, C.A. Simmers, S. Soderstrom, R. Spencer, R.
Sroufe, M. Starik, A. Sulkowski, D. Vazquez-Brust, A. Vidal da
Silva Martins, J.L. Whittington, J. Williams, L.T. Wong, N.
Yakovleva
Contemporary developments in the book publishing industry are
changing the system as we know it. Changes in established
understandings of authorship and readership are leading to new
business models in line with the postulates of Web 2.0. Socially
networked authorship, book production and reading are among the
social and discursive practices starting to define this emerging
system. Websites offering socially networked, collaborative and
shared reading are increasingly important. Social Reading maps
socially networked reading within the larger framework of a
changing conception of books and reading. This book is structured
into chapters covering topics in: social reading and a new
conception of the book; an evaluation of social reading platforms;
an analysis of social reading applications; the personalization of
system contents; reading in the Cloud and the development of new
business models; and Open Access e-books.
Discusses social reading as an emerging tendency involving authors,
readers, librarians, publishers, and other industry
professionalsDescribes how the way we read is changingPresents ways
in which the major players in the digital content industry are
developing specific applications to foster socially networked
reading
Description: This tutorial-based book allows readers to create a
first-person game from start to finish using industry-standard (and
free to student) tools of Maya, Substance Painter, and Unreal
Engine. The first half of the book lays out the basics of using
Maya and Substance Painter to create game-ready assets. This
includes polygonal modeling, UV layout, and custom texture
painting. Then, the book covers rigging and animation solutions to
create assets to be placed in the game including animated
first-person assets and motion-captured NPC animations. Finally,
readers can put it all together and build interactivity that allows
the player to create a finished game using the assets built and
animated earlier in the book. * Written by industry professionals
with real-world experience in building assets and games. * Build a
complete game from start to finish. * Learn what the pros use:
construct all assets using the tools used at industries across the
world. * All software used are free to students. * When complete,
students will have a playable version of an FPS game. Jing Tian Li
is a graduate of China's Central Academy of Fine Arts and New
York's School of Visual Arts, where he earned an MFA in Computer
Art. He currently is an Assistant Professor of 3D Animation &
Game Design at the University of the Incarnate Word in San Antonio,
Texas. Kassandra Arevalo is an instructor of 3D Animation &
Game Design at the University of the Incarnate Word in San Antonio,
Texas. She previously worked as an animator at Immersed Games. Matt
Tovar is an industry veteran animator. He has worked at Naughty
Dog, Infinity Ward, and Sony Interactive on such games as The Last
of Us, Call of Duty: Modern Warfare, and most recently Marvel's
Avengers with Crystal Dynamics. He is an Assistant Professor of 3D
Animation at the University of the Incarnate Word in San Antonio,
Texas.
Description: This tutorial-based book allows readers to create a
first-person game from start to finish using industry-standard (and
free to student) tools of Maya, Substance Painter, and Unreal
Engine. The first half of the book lays out the basics of using
Maya and Substance Painter to create game-ready assets. This
includes polygonal modeling, UV layout, and custom texture
painting. Then, the book covers rigging and animation solutions to
create assets to be placed in the game including animated
first-person assets and motion-captured NPC animations. Finally,
readers can put it all together and build interactivity that allows
the player to create a finished game using the assets built and
animated earlier in the book. * Written by industry professionals
with real-world experience in building assets and games. * Build a
complete game from start to finish. * Learn what the pros use:
construct all assets using the tools used at industries across the
world. * All software used are free to students. * When complete,
students will have a playable version of an FPS game. Jing Tian Li
is a graduate of China's Central Academy of Fine Arts and New
York's School of Visual Arts, where he earned an MFA in Computer
Art. He currently is an Assistant Professor of 3D Animation &
Game Design at the University of the Incarnate Word in San Antonio,
Texas. Kassandra Arevalo is an instructor of 3D Animation &
Game Design at the University of the Incarnate Word in San Antonio,
Texas. She previously worked as an animator at Immersed Games. Matt
Tovar is an industry veteran animator. He has worked at Naughty
Dog, Infinity Ward, and Sony Interactive on such games as The Last
of Us, Call of Duty: Modern Warfare, and most recently Marvel's
Avengers with Crystal Dynamics. He is an Assistant Professor of 3D
Animation at the University of the Incarnate Word in San Antonio,
Texas.
This tutorial-based book allows readers to create a first-person
game from start to finish using industry-standard (and free to
student) tools of Unity, Substance Painter, and Maya. The first
half of the book lays out the basics of using Maya and Substance
Painter to create game-ready assets. This includes polygonal
modeling, UV layout, and custom texture painting. The book then
covers rigging and animation solutions to create assets to be
placed in the game, including animated first-person assets and
motion-captured NPC animations. Finally, readers can put it all
together and build interactivity that allows the player to create a
finished game using the assets built and animated earlier in the
book. * Written by industry professionals with real-world
experience in building assets and games * Build a complete game
from start to finish * Learn what the pros use: construct all
assets using the tools used at game studios across the world * All
software used are free to students * When complete, students will
have a playable version of an FPS game Jingtian Li is a graduate of
China's Central Academy of Fine Arts and New York's School of
Visual Arts, where he earned an MFA in Computer Art. He currently
is an Assistant Professor of 3D Animation & Game Design at the
University of the Incarnate Word in San Antonio, Texas. Adam
Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D
Animation and a BFA in Theatre Arts from Utah State University. He
currently is the Coordinator and Professor of the 3D Animation
& Game Department at the University of the Incarnate Word in
San Antonio, Texas. Kassandra Arevalo is an instructor of 3D
Animation & Game Design at the University of the Incarnate Word
in San Antonio, Texas. She previously worked as an animator at
Immersed Games. Matt Tovar is an industry veteran animator. He has
worked at Naughty Dog, Infinity Ward, and Sony Interactive on such
games as The Last of Us, Call of Duty: Modern Warfare, and most
recently Marvel's Avengers with Crystal Dynamics. He is an
Assistant Professor of 3D Animation at the University of the
Incarnate Word in San Antonio, Texas.
This tutorial-based book allows readers to create a first-person
game from start to finish using industry-standard (and free to
student) tools of Unity, Substance Painter, and Maya. The first
half of the book lays out the basics of using Maya and Substance
Painter to create game-ready assets. This includes polygonal
modeling, UV layout, and custom texture painting. The book then
covers rigging and animation solutions to create assets to be
placed in the game, including animated first-person assets and
motion-captured NPC animations. Finally, readers can put it all
together and build interactivity that allows the player to create a
finished game using the assets built and animated earlier in the
book. * Written by industry professionals with real-world
experience in building assets and games * Build a complete game
from start to finish * Learn what the pros use: construct all
assets using the tools used at game studios across the world * All
software used are free to students * When complete, students will
have a playable version of an FPS game Jingtian Li is a graduate of
China's Central Academy of Fine Arts and New York's School of
Visual Arts, where he earned an MFA in Computer Art. He currently
is an Assistant Professor of 3D Animation & Game Design at the
University of the Incarnate Word in San Antonio, Texas. Adam
Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D
Animation and a BFA in Theatre Arts from Utah State University. He
currently is the Coordinator and Professor of the 3D Animation
& Game Department at the University of the Incarnate Word in
San Antonio, Texas. Kassandra Arevalo is an instructor of 3D
Animation & Game Design at the University of the Incarnate Word
in San Antonio, Texas. She previously worked as an animator at
Immersed Games. Matt Tovar is an industry veteran animator. He has
worked at Naughty Dog, Infinity Ward, and Sony Interactive on such
games as The Last of Us, Call of Duty: Modern Warfare, and most
recently Marvel's Avengers with Crystal Dynamics. He is an
Assistant Professor of 3D Animation at the University of the
Incarnate Word in San Antonio, Texas.
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Umbrella (Paperback)
Elena Arevalo Melville; Illustrated by Elena Arevalo Melville
1
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R250
R194
Discovery Miles 1 940
Save R56 (22%)
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Ships in 12 - 17 working days
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Clara has gone to the park, but there's nobody to play with. She finds an umbrella on the ground and does a good deed by putting it on a bench. The umbrella says `thank you' and invites Clara to make a wish. So unfolds a magical chain of events where kindness and forgiveness go hand-in-hand. An amusing way to explore themes of empathy, choice-making and citizenship.
This book is dedicated to recent advancements in theoretical and
computational studies on the interactions of hydrogen and
hydrogenated molecules with metal surfaces. These studies are
driven by the development of high-performance computers, new
experimental findings, and the extensive work of technological
applications towards the realization of a sustainable hydrogen
economy. Understanding of the elementary processes of physical and
chemical reactions on the atomic scale is important in the
discovery of new materials with high chemical reactivity and
catalytic activity, as well as high stability and durability. From
this point of view, the book focuses on the behavior of hydrogen
and hydrogenated molecules on flat, stepped, and reconstructed
metal surfaces. It also tackles the quantum mechanical properties
of hydrogen and related adsorbates; namely, molecular orbital
angular momentum (spin) and diffusion along the minimum potential
energy landscape on metal surfaces. All of these profoundly
influence the outcomes of (1) catalytic reactions that involve
hydrogen; (2) hydrogen storage in metals; and (3) hydrogen
purification membranes. Lastly, it surveys the current status of
the technology, outlook, and challenges for the long-desired
sustainable hydrogen economy in relation to the topics covered in
the book.
This book gathers contributions by researchers from several
countries on all major areas of robotic research, development and
innovation, as well as new applications and current trends. The
topics covered include: novel designs and applications of robotic
systems, intelligent cooperating and service robots, advanced robot
control, human-robot interfaces, robot vision systems, mobile
robots, humanoid and walking robots, bio-inspired and swarm robotic
systems, aerial, underwater and spatial robots, robots for ambient
assisted living, medical robots and bionic prostheses, cognitive
robots, cloud robotics, ethical and social issues in robotics, etc.
Given its scope, the book offers a source of information and
inspiration for researchers seeking to improve their work and
gather new ideas for future developments. The contents reflect the
outcomes of the activities of RAAD (International Conference on
Robotics in Alpe-Adria-Danube Region) in 2020.
This book is dedicated to recent advancements in theoretical and
computational studies on the interactions of hydrogen and
hydrogenated molecules with metal surfaces. These studies are
driven by the development of high-performance computers, new
experimental findings, and the extensive work of technological
applications towards the realization of a sustainable hydrogen
economy. Understanding of the elementary processes of physical and
chemical reactions on the atomic scale is important in the
discovery of new materials with high chemical reactivity and
catalytic activity, as well as high stability and durability. From
this point of view, the book focuses on the behavior of hydrogen
and hydrogenated molecules on flat, stepped, and reconstructed
metal surfaces. It also tackles the quantum mechanical properties
of hydrogen and related adsorbates; namely, molecular orbital
angular momentum (spin) and diffusion along the minimum potential
energy landscape on metal surfaces. All of these profoundly
influence the outcomes of (1) catalytic reactions that involve
hydrogen; (2) hydrogen storage in metals; and (3) hydrogen
purification membranes. Lastly, it surveys the current status of
the technology, outlook, and challenges for the long-desired
sustainable hydrogen economy in relation to the topics covered in
the book.
This book gathers contributions by researchers from several
countries on all major areas of robotic research, development and
innovation, as well as new applications and current trends. The
topics covered include: novel designs and applications of robotic
systems, intelligent cooperating and service robots, advanced robot
control, human-robot interfaces, robot vision systems, mobile
robots, humanoid and walking robots, bio-inspired and swarm robotic
systems, aerial, underwater and spatial robots, robots for ambient
assisted living, medical robots and bionic prostheses, cognitive
robots, cloud robotics, ethical and social issues in robotics, etc.
Given its scope, the book offers a source of information and
inspiration for researchers seeking to improve their work and
gather new ideas for future developments. The contents reflect the
outcomes of the activities of RAAD (International Conference on
Robotics in Alpe-Adria-Danube Region) in 2020.
More than half of all stars in the universe formed and evolved as
binary systems and their study is essential for understanding
stellar and galactic evolution. The six lectures in this book give
both a readable introduction and an up-to-date review of nearly all
aspects of research into binary stars, including the range from
common binaries to more exotic systems composed of white dwarfs,
neutron stars and black holes.
More than half of all stars in the universe formed and evolved as
binary systems and their study is essential for understanding
stellar and galactic evolution. The six lectures in this book give
both a readable introduction and an up-to-date review of nearly all
aspects of research into binary stars, including the range from
common binaries to more exotic systems composed of white dwarfs,
neutron stars and black holes.
"Offering clear and comprehensive instructions for low-tech growing
for a range of budgets, interests, and scales, this book offers
practical inspiration and a sense that "hey, I can do this!" --
DANIELLE STEVENSON, owner, DIY Fungi DIY Mushroom Cultivation is
full of proven, reliable, low-cost techniques for home-scale
cultivation that eliminate the need for a clean-air lab space to
grow various mushrooms and their mycelium. Beautiful full-color
photos and step-by-step instructions accompany a foundation of
mushroom biology and ecology to support a holistic understanding of
the practice. Growing techniques are applicable year-round, for any
space from house to apartment, and for any climate, budget, or
goal. Techniques include: Setting up a home growing space
Inexpensive, simple DIY equipment Culture creation from mushroom
tissue or spores Growing and using liquid cultures and grain spawn
Growing mushrooms on waste streams Indoor fruiting Outdoor mushroom
gardens and logs Harvesting, processing, tinctures, and cooking.
Whether you hunt mushrooms or dream about growing and working with
them but feel constrained by a small living space, DIY Mushroom
Cultivation is the ideal guide for getting started in the
fascinating and delicious world of fungiculture.
This text presents current information on retinal and choroidal
manifestations of systemic diseases from leading experts in the
field. Topics include retinal and choroidal manifestations of AIDS,
pediatric diseases, toxicity of systemic drugs, diseases of the
gastrointestinal tract, diffuse unilateral subacute neuroretinitis
(DUSN), viral and fungal diseases, sarcoidosis, Behcet's disease,
carotid artery and renal diseases, changes related to pregnancy,
intraocular lymphoma, and more. Their knowledge and experience will
assist ophthalmologists, retina specialists, uveitis and ocular
oncology specialists, and general physicians approach a level of
knowledge about retinal and choroidal manifestations of systemic
diseases to benefit patients in everyday clinical practice.
OCT is a relatively new imaging technique that is becoming
increasingly popular among ophthalmologists in both private and
academic settings. Imaging has been a slow moving area in
ophthalmology for some time, but now OCT is providing another, more
detailed source of demonstrable change in the eye, in diagnostic,
therapeutic or post-surgical setting. OCT and ultrasound both
measure advancing disease states and post surgical healing. The
difference is that OCT shows more subtle changes, particularly
post-surgically.
This textpresents current information on retinal and choroidal
manifestations of systemic diseases from leading experts in the
field. Topics include retinal and choroidal manifestations of AIDS,
pediatric diseases, toxicity of systemic drugs, diseases of the
gastrointestinal tract, diffuse unilateral subacute neuroretinitis
(DUSN), viral and fungal diseases, sarcoidosis, Behcet's disease,
carotid artery and renal diseases, changes related to pregnancy,
intraocular lymphoma, and more. Their knowledge and experience will
assist ophthalmologists, retina specialists, uveitis and ocular
oncology specialists, and general physicians approach a level of
knowledge about retinal and choroidal manifestations of systemic
diseases to benefit patients in everyday clinical practice."
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