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Jumat, 30 September 2011

Ebook Free Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda (Influential Video Game Designers)

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Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda (Influential Video Game Designers)

Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda (Influential Video Game Designers)


Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda (Influential Video Game Designers)


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Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda (Influential Video Game Designers)

Review

“I came to this book knowing very little about Miyamoto, but, like anyone else who's been playing video games since he was a kid, and having played at least a dozen of his titles, several are permanently burned into my brain. DeWinter lays out his many influences, from his time exploring caves in the rural region where he grew up to his time as a teenage banjo player. There were multiple moments when I came across some new (to me) piece of information about Miyamoto, thought back to a game of his - in some cases, one I haven't played in years - and felt the cognitive click of recognition.” ―Jessie Singal, The Boston Globe“Shigeru Miyamoto: Super Mario Bros., Donkey Kong, The Legend of Zelda really gets at the heart of Miyamoto's influence on the gaming industry ... Providing a great understanding of Shigeru Miyamoto's role in the gaming industry, it's a book that also gives readers an understanding of the history of gaming as a whole, as well as the many influences one influential designer can have ... it provides a fascinating look at how the gaming industry has evolved through the years.” ―Games Fiends“Summing up such a massive career is an unbelievable act of compression, and what is there is incredibly well-researched and well-synthesized to the point that it feels like its own tidy Miyamoto-like object... An incredibly well-rounded resource, brimming with anecdotes, interviews, and any document on-hand to provide a clearer understanding of a public-yet-enigmatic figure.” ―Cameron Kunzelman, Paste Magazine“As Influential Video Game Designers: Shigeru Miyamoto stands, the book is a must-read for young game designers and those who may be considering entering the field. The book provides the greatest insight I've ever read on the history, philosophy and creative process of perhaps the most beloved game creator in industry history.” –Patrick Scott Patterson, SyFy Games“DeWinter expertly sifted through a varied assemblage of critical essays, interviews, biographies, and articles on Miyamoto to deliver one of the most definitive examinations to date of his astonishing career.” - Robert Marrujo, Nintendojo“The Influential Video Game Designers series aims at a gap in interdisciplinary games studies: the game-'auteur.' To date, video games are considered goods-produced in economics without authorship. However, a close look shows that the "object" of the video game comprises not only modes of production or economics, but also the perspective of a maker. In this sense, the first volume of the series, about the Japanese game designer Shigeru Miyamoto, is conceptually and theoretically the right decision: Miyamoto is a game designer who is rather unknown to public, but certainly popular and ever-present (at least to a general audience) with his games. To discuss the work, aesthetic preferences, and strategies of production of a man who could be addressed as one of the 'father figures' of game design is the right decision. The book itself is not only a must-have for everybody interested in gaming culture, game design or the Japanese gaming industry, but also a great way to remember when you wasted your free time (and your coins) by playing Super Mario Bros. or Donkey Kong.” ―Rolf Nohr, Professor of Media Aesthetics / Media Culture, The Braunschweig University of Art, Germany“Historians of digital games have until now lacked a critical assessment of the game industry's most famous and influential designer, Shigeru Miyamoto. This certainly held us back, but Jennifer deWinter has at last removed the problem with this balanced account of his achievements. The rest of us will have to get busy and build on her outstanding work.” ―Henry Lowood, History of Science & Technology Collections and Film & Media Collections, Stanford University Libraries, USA“With this book Jennifer deWinter and Carly Kocurek have made an enormous contribution to the study of videogame history, design and aesthetics. This is not only due to the work's novel focus upon a single designer, but also due to the forensic manner in which they unpack the complex relationship between Miyamoto's oeuvre and the material conditions which influenced every design decision. Written in an engaging, concise style, this is more than just a book for academics: it is essential reading for any designer or fan of the medium.” ―Steven Conway, Lecturer in Games & Interactivity, Swinburne University of Technology, Australia

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About the Author

Jennifer deWinter is Assistant Professor of Rhetoric and Interactive Media and Game Development at Worcester Polytechnic Institute, US, where she researches computer production and global circulation. deWinter is particularly interested in the cross media vampirism of entertainment media, with a focus on computer games and Japan. She is currently co-editing a book on the intersection of technical communication and games and is working with Steven Conway on a book about video game policy.

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Product details

Series: Influential Video Game Designers

Paperback: 200 pages

Publisher: Bloomsbury Academic (May 21, 2015)

Language: English

ISBN-10: 9781628923889

ISBN-13: 978-1628923889

ASIN: 1628923881

Product Dimensions:

5.6 x 0.6 x 8.5 inches

Shipping Weight: 9.9 ounces (View shipping rates and policies)

Average Customer Review:

3.6 out of 5 stars

8 customer reviews

Amazon Best Sellers Rank:

#528,930 in Books (See Top 100 in Books)

A very interesting walk through Miyamoto's life and design philosophy. The book does a good job of introducing Miyamoto and then explaining his motivations for each of the games he created. The organization of the book is also very nice.

A mature and acacdemic text of one of the most influential creators of our time. A fun read.

Probably need a genuine editor in Game Industry. Many pictures were mislabeled (Mario Kart 64 is not Super Mario Kart). The way it was written suggested that Smash Bros was Shigeru Miyamoto's baby (Though he has a hand in it, it was mostly Sakurai and Iwata's project). Constant reference to VGChartz instead of using the more reputable NDP. A lot of minor errors really bothered me.

Unlike the other reviewer I have A) read the book in its entirety and B) don't judge an entire book over a single typographical error (seriously dude maybe sit the next play or two out).This is the first book to take the videogame designer seriously as a profession that contributes to our culture, and in this sense I think it's much overdue!deWinter's scholarship is on point, summarising Miyamoto's career in detail, avoiding the pitfalls of a dry recounting or superficial gloss. Instead deWinter strikes a balance between content and style, factual accuracy and insight.This is not an abstract philosophical pondering of auteurship, but an on the ground, practical discussion of Miyamoto's enormous contribution to the games industry. I'd recommend it not only to people studying games or aspiring designers, but also to journalists who need an accessible history lesson, or videogame fans looking to brush up on their favourite medium.

Shigeru Miyamoto is the first in a series of books about influential video game designers. The mastermind behind many of Nintendo's most beloved and successful franchises, Miyamoto's importance to the world of gaming cannot be understated. It is with this mindset that author Jennifer deWinter explores his contributions, with a keen eye on the socio-cultural impact of his work.Instead of providing a play-by-play of his time spent developing and producing games, she targets specific innovation in the areas of narrative, experience, expression and control. The book also includes a transcript of an influential speech he gave along with a gameography of sorts. By forgoing the traditional framework of a biography, deWinter is able to tell us something more about the man, lending credibility to the idea he is 'the father of modern video games'.Personally, I found the information presented to be both interesting and insightful. Written in an academic style and tone, it may come off to some as a little dry. There are no overarching narratives or themes other than Miyamoto's commitment to play as a design axiom. It's still a fast read, however, one that I would recommend to fans of his work. I look forward to future entries in the series.

This book is an analysis of Shigeru Miyamoto's design philosophy, starting from his college experiences in industrial design and ending with his involvement in the Wii controller and the Wii Sports software package.This book will be very interesting if you enjoy analysis of game design, engineering, or the technology of video games. It may also provide deep insights into the way humans and machines work together if you enjoy discussions of technological progress, or any kind of futurism. Miyamoto's design brilliance is very inspiring, and his desire to improve people's lives through play reveals a deep level of compassion that informs his design ideas.This is not a biography, but there is a narrative to be found here of Miyamoto's ideas and the way he was influenced by rapid technological advancements. The story is told through examples, highlighting the way Miyamoto adapted to changing conditions in his professional position and his personal sources of inspiration.The book lacks detail in some areas. There is a lot of excellent research, but I feel that the GameCube era was overlooked, and this may be due to the fact the DeWinter was rushing to get to the Wii era, when many of Miyamoto's aspirations came to light. There are other moments when I feel the topics presented were not thoroughly explored, revealed by the great depth of analysis provided by DeWinter concerning Miyamoto's business relationships and his design philosophy during the coin-open era.This is an exciting and inspiring book. I look forward to future books in this series, perhaps they will connect to previous analyses, that would be amazing.

deWinter provides an invaluable addition to game studies scholarship. Compellingly written, deWinter tackles a range of topics surrounding the great Miyamoto, from his personal inspirations and perspectives, to technical issues surrounding gameplay, to spatial narratives (which are so fascinating), to industry, so on and so forth. I highly recommend this book to scholars/academics and laypersons interested in Miyamoto or games broadly. Superb.

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Free PDF Information Architecture for the World Wide Web: Designing Large-scale Web Sites

Free PDF Information Architecture for the World Wide Web: Designing Large-scale Web Sites

Information Architecture For The World Wide Web: Designing Large-scale Web Sites. Learning to have reading behavior is like discovering how to attempt for eating something that you truly do not really want. It will certainly need more times to aid. In addition, it will also little force to offer the food to your mouth as well as swallow it. Well, as reading a publication Information Architecture For The World Wide Web: Designing Large-scale Web Sites, occasionally, if you ought to review something for your brand-new tasks, you will certainly feel so woozy of it. Even it is a publication like Information Architecture For The World Wide Web: Designing Large-scale Web Sites; it will make you feel so bad.

Information Architecture for the World Wide Web: Designing Large-scale Web Sites

Information Architecture for the World Wide Web: Designing Large-scale Web Sites


Information Architecture for the World Wide Web: Designing Large-scale Web Sites


Free PDF Information Architecture for the World Wide Web: Designing Large-scale Web Sites

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Information Architecture for the World Wide Web: Designing Large-scale Web Sites

Amazon.com Review

In Chapter 6 of Information Architecture for the World Wide Web, the authors discuss the details of good search-engine design. In a bitingly humorous segment, they analyze a Web site's search-page results: "Let's say you're interested in knowing what the New Jersey sales tax is.... So you go to the State of New Jersey web site and search on sales tax. The 20 results are scored at either 84% or 82% relevant. Why does each document receive only one of two scores?... And what the heck makes a document 2% more relevant than another?" With a swift and convincing stroke, the authors of Information Architecture for the World Wide Web tear down many entrenched ideas about Web design. Flashy animations are cool, they agree, as long as they don't aggravate the viewer. Nifty clickable icons are nice, but are their meanings universal? Is the search engine providing results that are useful and relevant? This book acts as a mirror and with careful questioning causes the reader to think through all the elements and decisions required for well-crafted Web design. --Jennifer Buckendorff

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From Library Journal

Saul Wurman first used the term Information Architecture in his book of the same name. His book was mostly lots of really pretty pictures of media and webs compiled from a graphic design perspective; they were beautiful but never really dealt with the information end of things. Rosenfeld and Morville get it right. They show how to design manageable sites right the first time, sites built for growth. They discuss ideas of organization, navigation, labeling, searching, research, and conceptual design. This is almost common sense, which is often overlooked in the rush for cascading style sheets and XML. Essential reading for librarians and information managers who deal with the World Wide Web in any parts of their jobs.Copyright 1998 Reed Business Information, Inc.

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Product details

Paperback: 224 pages

Publisher: O'Reilly Media; 1 edition (February 11, 1998)

Language: English

ISBN-10: 1565922824

ISBN-13: 978-1565922822

Product Dimensions:

7 x 0.6 x 9.2 inches

Shipping Weight: 1 pounds (View shipping rates and policies)

Average Customer Review:

3.6 out of 5 stars

49 customer reviews

Amazon Best Sellers Rank:

#388,042 in Books (See Top 100 in Books)

There's a reason all the famous web-design folks recommend this book. It's still about the only book that addresses the design of _information_, and it still does the job very well.O'Reilly has become justifiably famous with its user-friendly technical volumes, but this one is a bit of a departure. There isn't anything in here about how to code anything; there are no handy lists of functions or commands for easy reference. What there is is a thorough, focused but wide-ranging discussion of the issues facing someone who wants to make electronic information usable and accessible via a website.(That includes database design, by the way. There isn't all that much detail and it's in the context of making websites searchable, but there's good discussion of e.g. controlled-vocabulary terms and how users actually look for information.)The overall approach is refreshingly big-picture: the authors emphasize, for example, navigation _systems_ and labelling _systems_ (rather than just "labels"), and they devote an entire chapter to "conceptual design." No wonder, three and a half years after its initial publication, it's still the standard reference work in a field that usually puts books out of date overnight.And no wonder Jakob Nielsen thinks well enough of it to write the foreword. If you know who Nielsen is, you probably already have this book; but since none of the information on this page credits his contribution, it can't hurt to let readers know.Ostensibly devoted to websites but generally applicable to any context in which electronic information has to be organized, this book should be somewhere on the shelf of every IT professional. If you like Steve Krug's _Don't Make Me Think!_ (as I do), you'll like this one too -- maybe better. (Krug's book is a good one to show your boss; this is a good one to read whether your boss sees it or not.)

As a library student, I found that most of this book just applies library concepts like controlled vocabularies and things to the web. It is almost purely theoretical: There is little description of how to do things. The sections on research are very thorough though. The suggested readings and URLs in the book are often broken links. If you buy this, I would suggest skipping the Kindle version especially if you will be using it for assigned class readings. The Kindle version does not have page numbers. It has a table of contents that allows you to jump to different sections, but not specifically to chapters. Also, at least on my computer (I use the Kindle app), the pictures and diagrams take up the entire page, often forcing the caption to the next page.

I picked up this book because of two reasons: it's an O'Reilly book (which I think are some of the best written books on computing), and because it was thin enough to look inviting!After reading the first two chapters I was convinced that the authors were on the right track. with web development in its infancy there are no standards for development of web sites that one can go by. This book, while in no way attempting to set or define any standards, attempts to list the principles and approach that an information architect should be taking when starting out on a web design project.I found the fourth, fifth, and sixth chapters to be the very best. These chapters touch upon Navigation, Labelling, and Searching systems. The chapter on navigation systems was a relevation. Many a time navigations systems make absolutely no sense on even some of the more reputed web sites.The chapter on Navigation systems is followed by the one on Labeling Systems. The relevation that emerges from this chapter is 'Know your target audience, and be consistent!'.If I like this book, why don't I give this book 5 stars? Because I feel that because the authors do such a great job of explaing what 'Information Architecture' I was very disappointed by the lack of detailed examples in the book. There is one chapter at the end that deals with a real world example, but that is not enough. Something like the entire layout of a real world web site (or a hypothetical example even) that set out that web site's labelling system, the navigation system, the Searching system, etc.. would have made this book worth its weight in cybergold!Hence the 4 stars. But still a must read, must have.

I have to admit I was nervous about purchasing a Web book that's more than two years old, but the reviews made me decide to try it out anyhow. They were right!Reading through this book has helped me to better understand why some of my sites have been called "confusing" or "hard to navigate" by visitors. Some of the concepts were simple ones that I had gained a half-understanding of myself while others were entirely new to me.Although the book describes itself as Architecture for the Web, I've also found it helpful in my day job as a programmer/analyst and a number of my screen designs and process flows have changed based on things I first discovered in this book.If you've ever wondered why people find the data on your site confusing, I'd strongly recommend reading through this book and comparing your site to their suggestions.

This is a good book if you want to get into the field of information architecture. It covers some of the most important issues a information architect faces on a daily basis. Some of the techniques the book talked about will be very helpful for you in a diverse web team. However, this book mostly concentrates on static-content web site. More and more of the websites today are task-driven, and this book doesn't cover much, if any, on this topic. It might have something to do with the time that this book was released, since a couple of years ago, static sites were still the mainstream.Overall, it is a good book for a beginner. But don't forget to also pick up some books focusing on task-based webstie information architecture.

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Kamis, 01 September 2011

Free Ebook The Book of Changes : A Collection of Interviews, by Kristine McKenna

Free Ebook The Book of Changes : A Collection of Interviews, by Kristine McKenna

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The Book of Changes : A Collection of Interviews, by Kristine McKenna


Free Ebook The Book of Changes : A Collection of Interviews, by Kristine McKenna

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From Booklist

The subjects of these 40-odd interviews by L.A. journalist McKenna constitute a distinguished motley of pop-cultural luminaries and a few beacons of high culture: towering icons such as Ray Charles and James Brown and cult figures such as German rock chanteuse Nico and photographer William Eggleston. Each interview is accompanied by a portrait of the subject drawn by a professional comics artist; for instance, Bo Diddley by R. Crumb. McKenna's questions call for personal reflections ("Are there things in your life you regret?" "What's the biggest obstacle you've overcome?") more than specifics about performance or creation, but she comes to the conversations well prepared. She also becomes rather personally invested in them; after interviewing a hostile Werner Herzog, she says she "wept the tears of a crushed fan." Only insatiable pop omnivores will relish all these dialogues, but nearly everyone will find at least one or two to their liking. Any volume that encompasses both Iggy Pop and religious folk artist Howard Finster is nothing if not diverse. Gordon FlaggCopyright © American Library Association. All rights reserved

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Product details

Paperback: 300 pages

Publisher: Fantagraphics Books (January 1, 2001)

Language: English

ISBN-10: 1560974176

ISBN-13: 978-1560974178

Product Dimensions:

6 x 0.8 x 8.8 inches

Shipping Weight: 13 ounces

Average Customer Review:

5.0 out of 5 stars

3 customer reviews

Amazon Best Sellers Rank:

#480,203 in Books (See Top 100 in Books)

If I were to create a list of the world's greatest figures in film and music, nearly every surviving person on my list would be included in this collection. The great minds she brings to the fore share a common refusal to compromise their personal vision and artistic integrity, which leads them to the deepest reaches of the heart and mind. Who better to ask about God, love, evil, and suffering than Leonard Cohen, Nick Cave, David Lynch, Werner Herzog, or Tom Waits? These women and men have been to the other side, and McKenna questions them carefully about the journey on our behalf.I can't wait to read her forthcoming second volume, which will surely be as great as this one.

This is an excellent collections of in-depth interviews, with members of the music and film industries.

So far, my favorite book of interviews. Kristine McKenna is a brilliant interviewer. She asks the best questions and is able to get her subjects to really open up without being pushy.I was especially taken with the Leonard Cohen interview, and I wasn't even much of a Cohen fan when I read it.

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