Minggu, 27 Mei 2012

Download An Atlas and Survey of Latin American History

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An Atlas and Survey of Latin American History

An Atlas and Survey of Latin American History


An Atlas and Survey of Latin American History


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An Atlas and Survey of Latin American History

Review

"Organizing my Latin American History survey courses around major topics, I have long looked for ways to give students a clear sense of chronological and geographical contexts. LaRosa and Mejia come to the rescue with this innovative and extremely attractive volume. An Atlas and Survey of Latin American History successfully combines brightly written, up-to-date syntheses of major processes and events with focused historical maps. This wedding of the analytical with the visual vividly clarifies history, at the same time motivating readers to study further."  ― Steve Stein, University of Miami "LaRosa and Meija have provided a very clever and practical atlas/survey for Latin America. For instructors dedicated to integrating geography and history in the classroom, this book is a must. For the aficionado of Latin America, this book is a 'go-to-guide' for quick reference and insightful tables ranging from the traditional administrative districts of Bourbon reforms to the impact of the Great Depression to deforestation rates in the twentieth century."  ― Douglass Sullivan-Gonzalez, University of Mississippi

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Product details

Paperback: 184 pages

Publisher: Routledge (January 17, 2007)

Language: English

ISBN-10: 0765615983

ISBN-13: 978-0765615985

Product Dimensions:

8.2 x 0.5 x 10.8 inches

Shipping Weight: 1.2 pounds (View shipping rates and policies)

Average Customer Review:

3.0 out of 5 stars

1 customer review

Amazon Best Sellers Rank:

#667,491 in Books (See Top 100 in Books)

The map quality is not great and I noticed that there were some errors in the maps as they don’t give much attention to detail. I do appreciate that it is a comprehensive atlas of Latin America but needs it improvements.

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Rabu, 23 Mei 2012

Download Ebook CompTIA A+ 220-901 and 220-902 Exam Cram

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About the Author

David L. Prowse is the author of more than a dozen computer training books and video products. He has worked in the computer field for 20 years and loves to share his experience through teaching and writing. He runs the website www.davidlprowse.com, where he gladly answers questions from readers and students.

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Product details

Series: Exam Cram

Paperback: 800 pages

Publisher: Pearson IT Certification; 1 edition (January 30, 2016)

Language: English

ISBN-10: 9780789756312

ISBN-13: 978-0789756312

ASIN: 0789756315

Product Dimensions:

6 x 1.8 x 9 inches

Shipping Weight: 2.4 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

209 customer reviews

Amazon Best Sellers Rank:

#7,495 in Books (See Top 100 in Books)

Great book. The author breaks down the material very simple. If your a complete novice it will help you. I have 10+ years on repairing computers, first time going after a cert. I have my college degree. But needed to get this cert along with others to prove to other potential employers I know my stuff.I purchased this book on 5/18/16 and used the software to test myself to see where I needed to focus on. Then after the practice exam I scheduled the 220-901 exam in 2 weeks. 6-11-16 Week 1 study 2 chapters every evening and did the quizzes. At the end of week 1, i did the practice exam and saw an improvement in score. Repeat for 2nd week and score a little higher. Went in and passed 220-901 exam, minimum score is 675/900 I scored 800.Repeated the same process with 220-902 exam. 6-24-16 Minimum score to pass was 700/900 and my score was 757. Knocked this out in 1 month time. Keep in mind I don't have kids, wife, gf or other distractions to hold me back. Just saying what worked for me.

I passed the second exam with this book yesterday and am happily certified.I would recommend using this book if you are looking for a more "straight to the point" study guide and already have a fair knowledge of the topics. However, I recommend researching these individual exams on the CompTIA website for more information. The CompTIA website is awesome and will tell you what topics are covered in each exam, it helps you get an idea of where you stand after you have read through the book. Also, use the bonus questions that are located online. The CD that came with my book had software to login to the practice questions, but the software failed to login when I would attempt to do so. Then, I had to go online for the new version of the login software to view the practice questions (Heads up). Finally, I just followed the directions instructor Prowse suggest in these reviews and in his book.

Mr. Prowse is witty, at times funny and really knows what he's talking about from his years of experience. His books were recommended to me by my A+ Certification instructor. Use this book and the Professor Messer videos on Youtube and you'll be more than ready for your A+ Certification exam.

Excellent book. Dry, but it has the answers to all the questions you could have for the A+ exam. Just get it. Personally, I glossed over all the stuff I was very familiar with and studied the more specific things where I was lacking. It has everything you need to pass! I don't have any other books to compare this to, but I didn't need them as this was plenty thorough for the A+ exam.

If you are studying for this exam, please understand that the exam objectives are not separated by the book itself, and so as you study for each exam you need to pick and chose the relevant sections of the book..it's kind of a pain unless you want to take both exams on the same day or study ofr both at the same time, which I do not advise...you should concentrate on ONE at a time to maximize your chances of passing.

This book was fantastic for exactly what it says. Cramming. The rip out sheets were the best portion for some basic memorization. I have to credit it at least a bit for helping me pass the 901 and 902 on the same day 2 weeks after I started studying. GOing to buy the exam cram for Network+ and Security+ when I go for those.

Great book. Now, If I can just pass the exams! I did have the 701 and 702 books but never took the exam. This "Cram" book is great. Don't let the title fool you. It might be a "cram" book but it is "full" of material that I feel will help you pass your A+ exams. Good luck. This book is worth the price and Amazon made it even more affordable.

I'm using this in conjunction with tutorial videos, to increase the odds of passing the exam. I like the way the book is broken down into sections, and how easy it is to understand. I would highly recommend this book to anyone looking to increase their knowledge.

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Jumat, 11 Mei 2012

Get Free Ebook Hacking: The Ultimate Beginners Guide

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Product details

#detail-bullets .content {

margin: 0.5em 0px 0em 25px !important;

}

Audible Audiobook

Listening Length: 59 minutes

Program Type: Audiobook

Version: Unabridged

Publisher: Gustavo Lopez

Audible.com Release Date: December 21, 2015

Whispersync for Voice: Ready

Language: English

ASIN: B019NBTL0G

Amazon Best Sellers Rank:

i see that the paperback book is normally $30.00, i purchased the kindle version for $2.99 i wonder if i got the same as the paperback? The author is informed about the subject of hacking but the book has very little substance. Personally i wonder if i was shortchanged on Kindle because this book has so many good reviews.

For the absolute beginner hacker this is a good place to learn the basics. Outdated,, but it still tells you what needs to be done to hack a system, even if there are now better tools out there. Missing is page after page of screen shots of tool commands, which is good. The names of programs are given but it is up to the reader to look elsewhere for user instructions. A good place to learn about the basics of hacking.

I am a total newbie when it comes to hacking. This book keeps it high level enough where a person with little to no experience can understand and apply the lessons and examples. The author has amazing skills in explaining the technical subjects in easy ways without spending much time in theories. The book also does a good job at referring the reader to look deeper into relevant topics that can definitely improve the reader's skills and knowledge base. All in all this book is very interesting especially nowadays that the new Technology is Rising almost instantly...

Excellent Service and Support Shown By Book Vendor!

Good beginner explanation. Easy to follow.

Don't waste your moneyThis is a book with a title clearly promises more than it will ever deliver.Zero practical examples.

Was very insightful

ok

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Minggu, 06 Mei 2012

Free PDF Titanic Hit An Iceberg! Icebergs vs. Glaciers - Knowing the Difference - Geology Books for Kids | Children's Earth Sciences Books, by Baby Professor

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Baby Professor showcases a collection of subjects that are educational for kids to help them learn how to do something themselves, exactly how something is done or how it came about. Children love to learn through attractive visuals and Baby Prof. is ideal to get your child the head start he or she needs for the future. Our Motto - "Learning is Fun, so let's Make it Fun to Learn".

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Product details

Paperback: 64 pages

Publisher: Baby Professor (April 15, 2017)

Language: English

ISBN-10: 1541938178

ISBN-13: 978-1541938175

Product Dimensions:

8.5 x 0.2 x 8.5 inches

Shipping Weight: 6.4 ounces (View shipping rates and policies)

Average Customer Review:

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Amazon Best Sellers Rank:

#1,855,029 in Books (See Top 100 in Books)

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Kamis, 03 Mei 2012

Ebook Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques, by Evan Skolnick

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Review

Every once in a while I end up reading a book that should be read by almost everyone that I know – whether they actually need to or not. Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques (published by Watson-Guptill) is one of those books. [It] is a great resource not only for budding writers, but it should also serve as a very important reference for everyone who holds a position in the ever-expanding videogame industry. -- Toronto Thumbs[This] book piqued our interest to an exceptional degree. 'Video Game Storytelling: What Every Developer Needs To Know About Narrative Techniques' is perfect for anyone who is a Developer, wants to get into game development, anyone who is a fiction writer, or anyone who wants to have a greater understanding and appreciation of the fictional game worlds we so much enjoy. -- Digital Mayhem RadioI found it to be both interesting and entertaining, using real-life examples taken from very popular movies and games that most people will be readily familiar with. I feel that Evan Skolnick has a lot to share and I really wish I had the opportunity to attend one of his talks. I would recommend Video Game Storytelling to anyone involved in the game development process - or anyone hoping to get into game development. -- Game Vortex    If you’re the kind of gamer who likes to peek behind the curtain of video game development – and you don’t mind picking up a book once in a while – I recommend the new Video Game Storytelling by industry veteran Evan Skolnick. The book is aimed primarily at game developers, but it’s fascinating stuff for anyone interested in games as a storytelling medium. -- News & Observer   Skolnick broke down the basic structure of video game storytelling into various parts that highlighted the importance of each and how they could be applied to video games. There’s a lot of information that’s covered, but presented straight-forwardly with plenty of examples of how it was all used previously. Overall, I enjoyed this book and I recommend it to anyone who wants to read it. -- Our Thoughts Precisely   The reader is also introduced to the term ludology, or the study of games. Taken from the Latin verb ludere ‘to play’ it is used and expanded on to introduce even the more erudite terminology of, “ludonarrative harmony/dissonance.” Simply put, it describes how story can make or break the player’s gaming experience. It is worth buying the book just to read how Skolnick defines this with concrete examples from past and existing games.  -- Gameindustry.com

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About the Author

With over twenty-five years of story and game development experience at world-class entertainment companies such as Marvel, Activision, and Lucasfilm, EVAN SKOLNICK brings a unique perspective to narrative experiences in games. An international speaker and educator, he has conducted workshops on storytelling techniques for well over a thousand game development professionals. Skolnick’s work includes projects such as Star Wars 1313, Marvel: Ultimate Alliance 2, The Godfather: Five Families, Over the Hedge, Spider-Man 3, Spy Muppets, and many others. He lives in the San Francisco Bay Area with his wife and two sons. Visit www.evanskolnick.com.

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Product details

Paperback: 208 pages

Publisher: Watson-Guptill (December 2, 2014)

Language: English

ISBN-10: 0385345828

ISBN-13: 978-0385345828

Product Dimensions:

6.1 x 0.6 x 9.1 inches

Shipping Weight: 10.4 ounces (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

29 customer reviews

Amazon Best Sellers Rank:

#66,243 in Books (See Top 100 in Books)

I have given Evan Skolnick’s “Video Game Storytelling” four stars, because while he definitely has something to say about video game development, he has some serious conceptual deficiencies concerning the structure of storytelling in novels, movies and plays. It’s actually a pretty darn good book, even cool in parts. It has its flaws, but when you compare it to others out there, it definitely holds its own.Before I go any further, I should to let you know where I’m coming from. I have been playing games for decades, both board games and computer games. I’m not one to spend all my time gaming, but I have spent months trying to get to the end of a computer game. “Riven,” the second of the “Myst” series, comes to mind. Also “BioShock.” I am not a game developer. I am an author. I write fiction, screenplays and non-fiction, but mostly novels and books on how to write novels. I have written on storytelling as a subject independent of genre.So I’m an author and a gamer, while Evan Skolnick is a gamer and has been a game developer for decades. He gives seminars at the annual Game Developers Conference in San Francisco. Game creators struggle with how to integrate narrative storytelling into the action of a game so that it provides a richer and more complete experience for the player. Skolnick wrote this book to help developers more fully understand the art of narrative storytelling in video games. I read his book not to critique it but to learn something about storytelling in games. And it taught me quite a lot. I was not disappointed. The book’s subtitle is “What every Developer Needs to Know About Narrative Techniques.” This is the heart of the matter: how to integrate games and storytelling.The book is divided into two parts, the first titled “Basic Training” is more about storytelling elements themselves: conflict, structure, character and arcs, etc. These are the elements of storytelling as applied to game creation. The second part is titled “In the Trenches.” Here Skolnick gets down to describing the mechanics of actual game development, including the composition and function of the team, all the while paying particular attention to how the story comes together as the game progresses, and how each element of the team makes that happen. This is great stuff.But here come my quibbles. The good news is that Skolnick fully understands that the engine that drives any story is conflict. Without conflict, you have no story. Hollywood screenwriters understand this better than do novelists, but game creators revel in open unabashed conflict, sometimes to its detriment. The problem comes in Chapter 2 when Skolnick discusses “The Three-Act Structure,” (page 15) which was first identified by Aristotle. Skolnick interprets the first plot point as the beginning of confrontation, i.e., the beginning of the conflict. Here’s how he describes the first act:“The audiences of other story-based media — novels, movies, comic books, and plays — come into the experience with a certain degree of patience. They’re willing to spend some time up front getting familiar with the world and characters before the main conflict is introduced and the story really gets going.” [page 21]This just quite simply is not true. Skolnick goes on:“While traditional story audiences regularly tolerate 25 percent or more of the total story time being devoted to initial setup…” [page 21]How he could be so wrong about this and it could escape the attention of his editors is beyond me. In traditional story structure, the conflict is locked as soon as possible, very close to the beginning. The first plot point is when the central conflict takes off in a new direction, perhaps a dramatic escalation or an expansion of the scope of the conflict. So the central conflict is actually locked at the beginning of Act I and is dramatically escalated at the beginning of Act II. No one would wait until 1/4 of the way through the story to start the confrontation. Here’s the opening on E.B. White’s “Charlotte’s Webb,” a children’s book:"Where's Papa going with that ax?" said Fern to her mother as they were setting the table for breakfast."Out to the hoghouse," replied Mrs. Arable. "Some pigs were born last night."Fern is out the door in a flash to stop her papa, and the story is off at a dead run. Furthermore, in the opening three pages of Dan Brown’s “The Da Vinci Code,” an albino murders the curator of the Louvre Museum in Paris locking the conflict that unfolds at a break-neck pace that is only resolved at the end. I realize that not all novels are structured this way, but neither are all video games. And as for movies, here’s what Irwin R. Blacker says in his book, “The Elements of Screenwriting”:“Conflict is the essence of narrative film. In the opening minutes of a film, two or more forces come into opposition. In film terms, the conflict is ‘locked’ as quickly as possible. So urgent is the need to lock the conflict that many films do so in the tease before the title and credits.” [page 7]Skolnick has not done his homework on narrative storytelling.Whatever Skolnick’s misconceptions about plot point 1, he fully understands plot point 2, which occurs 3/4 of the way through the story. Here’s what he says about it:“Plot Point 2 separates Acts II and III, and is sometimes a bit fuzzier. Generally it’s the moment in which the Hero, battered by the effort of already overcoming so many challenging obstacles, finally sees the path to victory. She hasn’t achieved it yet, and the outcome could still go either way, but the Hero has had some kind of epiphany and at last knows what she needs to do — if she can only pull it off!” [page 16]This is a profound statement about plot point 2, and this paragraph alone makes the book worth reading. To his credit, Skolnick also understands the biggest problem with the three-act structure: mid-story sag. Here is his comment on the subject and his solution:“Act II is usually about twice the length of either of the other acts — it’s big! So big, in fact, that it sometimes gets hard to handle when it comes to structure, planning, and pacing. A writer can start wandering in Act II and lose momentum quite easily. Because of this, many writing gurus split Act II into halves, separated by a Midpoint — the halfway point not only of the act, but also of the overall story — at which time things will often spin in a new direction.” [page 14]This is extraordinarily insightful, and you can see this midpoint as a “reversal of action” in many movies. For example, in “Jaws” the shark hunts the people for the first half of the movie, and the people hunt the shark in the second half. In Cameron’s “Titanic,” the ship floats in the first half, hits the iceberg in the midpoint and sinks during the second half. Many novelists and movie makers don’t have this insight, but Skolnick nails it.My other problem with Skolnick’s discussion in Chapter 2 is that he seems to believe that the protagonist (generally the player of the game) is always there to resolve a conflict that was locked long before the player arrived. Granted, many stories are of this nature. “Star Wars” is one. “Riven” is another. Even “BioShock” fits that format. But what Skolnick is suggesting is that it’s always the same setup. This may be true of current video game development, but it doesn’t have to be that way in the future. The conflict doesn’t have to have a backstory. The relationship between the protagonist and the antagonist can be simpatico at first but rapidly deteriorate into a prolonged conflict. All authors know this. I’m not sure why the gaming community would have such a narrow view of the central conflict.Skolnick focuses on what storytellers from other disciplines (novel writing, screenwriting, playwrighting) can tell game developers, but it’s also obvious that game developers have a lot to offer authors. What I’m thinking of has to do with environments and how they can help tell the story, particularly the backstory. It isn’t something that authors don’t already know, but the degree to which game developers concentrate on letting the environment tell part of the story really is an eyeopener. After all, game developers can’t get away with sketching a few images of a setting. They have to present it in all its glory as continuous visual images from many different angles. They expect the player to spend time roaming the landscape viewing the scenery and perhaps solving a puzzle or two. The environment must be interactive. An author can get away with only describing the salient features of a character’s appearance, but a game developer has to show the complete character, plus the way the characters move. This is pure choreography.I could write a book about this book. It’s that interesting. As I’ve already stated, it isn’t perfect, but it goes a long ways down the road to explaining narrative technique in video game storytelling. A lot of people could benefit from reading it, and they aren’t all game developers.

I was fascinated by Evan's writing workshop at GDC. So after taking it I decided to read the book.I'm glad I did.As an indie game developer I wear many hats, and one Evan has helped me to see more clearly is that I'm Chief Narrative Officer.This book achieves it's stated goal: to provide a quick firm foundation of storytelling principles so game developers can appreciate the actions they take which help or hinder story.I have read books on character design, screenplay writing, and how to write fiction. Yet remarkably this smaller, more precise book was more useful.

I enjoyed this perspective on writing. I'm not a video game writer, but it's got useful info for anyone looking to write believable characters and improve the "hook" of their stories. The other thing I especially enjoyed, aside from the video game references, was the down to earth tone. A lot of writing advice books have this condescending voice that just grinds on me, but this book stayed light and informative without preaching at me.

I bought Evan's book after watching a GDC writer's conference on YouTube a few weeks ago. He recommended aspiring writers, like myself, to read it and discover what truly goes into modern game narratives. Let me tell you this - its SO worth it. Fantastic read! The first book I've read on game writing. It explains some basic principle storytelling techniques, like character development, making the story believable, understanding the three act structure, of which I've read about before, and much more. Then he goes into the techincal aspects. How to tel a story, say, via a games' environment? How to design levels that work in conjunction with the narrative. How crafting AI systems into making characters, both good and bad, believable yet fun. How valuable communication is with team members. All sorts of stuff like that.Please, do yourself a favor and buy this. Even if you already have a firm grip on the three act structure, or how to write good dialogue, its worth taking the time to read.

I have been enjoying this book so far. I haven't read the whole thing yet, but it's been very on point so far, and fairly practical as well. If you come from a traditional writing background, it may break some rules, but for video game writing it is pretty on the nose. I got the digital copy so I'd have it with me on my kindle and phone, but I like it well enough to consider getting a hard copy for my home library.

This book gives a great perspective of video game development from the narrative perspective and encourages a level of teamwork that any project would hope for. But in this case, it is quite specific about the relationship between the roles and why going back to the narrative is so important.I was looking for books that discussed the narrative aspects of gaming for my research on #VoiceGameDev. This is exactly what I was looking for and I would recommend it to anyone creating a voice based game as well as the video gaming it speaks to. Although some roles would be different, I imagine the same level of collaboration and respect with the narrative creators will be even more important.

I really liked the second part of the book, I gives lots of insight from a professional who knows how production pipelines work, and the influence good writing has on the end result.From my perspective, the first part of the book is a oversimplification on scriptwriting that might be misleading.

I am reading this book to help me with marketing and storytelling for business.Combine this book with, "All Marketers are Liars" (Deceptive title) and anything from Abraham Hicks and you should be set for telling incredibly moral, ethical, and authentic stories for your audience.

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