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Mechanics for Entertainment

Mechanics for Entertainment
Author: Yakov Perelman
Publisher:
Total Pages: 236
Release: 2014-07-14
Genre: Science
ISBN: 9782917260395

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Unfortunately, the extent of our physics knowledge still does not allow us to see clearly the crucial importance of this science. A wide range of physics notions such as the theory of motion, strength, force, and mechanics in general are still vague for beginners. Those "who do not know movement, do not understand nature" Aristotle once said. Although several pages of the author's book "Physics for Entertainment" (2 volumes) are dedicated to mechanics' problems, it very useful that he devoted a separate, but similarly written, book to mechanics. "Mechanics for Entertainment" is not a textbook. Instead it is a freestyle book with some entertaining experiments and descriptions of some exciting natural phenomena. I have included a number of mechanics laws applications in engineering, sports, circus performances and many other unexpected areas.


Mechanics for Fun

Mechanics for Fun
Author: Yakov Perelman
Publisher:
Total Pages: 184
Release: 2019-01-02
Genre: Young Adult Nonfiction
ISBN: 9782917260524

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"Mechanics for fun" is not a textbook. Instead it is a complementary book with some entertaining experiments and descriptions of some exciting natural phenomena. Its aim is to excite the reader interest in mechanics and have him engage in its study. The author has included a number of mechanics' applications in engineering, sports, circus performances and many other unexpected areas.


Physics for Entertainment

Physics for Entertainment
Author: Y. Perelman
Publisher:
Total Pages: 258
Release: 1962
Genre: Physics
ISBN:

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Physics for Entertainment

Physics for Entertainment
Author: Yakov Perelman
Publisher: Createspace Independent Publishing Platform
Total Pages: 0
Release: 2010-05-14
Genre: Physics
ISBN: 9781452864471

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Written in the early days of the Soviet Unionand using examples from Mark Twain, H.G. Wells, Charles Darwin, and their Russian counterpartsthis lively bestseller from the 1930s is filled with answers to basic questions about physics.


Yakov Perelman’s Physics For Entertainment

Yakov Perelman’s Physics For Entertainment
Author: Yakov Perelman
Publisher: Lulu.com
Total Pages: 215
Release: 2011-10-08
Genre: Fiction
ISBN: 1105125017

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Published in 1913, a best-seller in the 1930s and long out of print, Physics for Entertainment was translated from Russian into many languages and influenced science students around the world. In the foreword, the book's author describes the contents as "conundrums, brain-teasers, entertaining anecdotes, and unexpected comparisons," adding, "I have quoted extensively from Jules Verne, H. G. Wells, Mark Twain and other writers, because, besides providing entertainment, the fantastic experiments these writers describe may well serve as instructive illustrations at physics classes." The book's topics included how to jump from a moving car, and why, "according to the law of buoyancy, we would never drown in the Dead Sea."


The Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 522
Release: 2008-08-04
Genre: Art
ISBN: 0123694965

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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.


Speed Mechanics for Lead Guitar

Speed Mechanics for Lead Guitar
Author:
Publisher: Hal Leonard Corporation
Total Pages: 84
Release: 1992
Genre: Music
ISBN: 9780793509621

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Guitarskole.


Astronomy for Entertainment

Astronomy for Entertainment
Author: Y. Perelman
Publisher: The Minerva Group, Inc.
Total Pages: 200
Release: 2000-04
Genre: Science
ISBN: 0898750563

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Astronomy is a fortunate science; it needs no embellishments, said the French savant Arago. So fascinating are its achievements that no special effort is needed to attract attention. Nonetheless, the science of the heavens is not only a collection of astonishing revelations and daring theories. Ordinary facts, things that happen, day by day, are its substance. Most laymen have, generally speaking, a rather hazy notion of this prosaic aspect of astronomy. They find it of little interest, for it is indeed hard to concentrate on what is always before the eye.Everyday happenings in the sky are the contents of this book, free from professional terminology with easy reading. Its purpose is to initiate the reader into the basic facts of astronomy. Ordinary facts with which you may be acquainted are couched here in unexpected paradoxes, or slanted from an odd and unexpected angle solely to excite the imagination and quicken your interest. The daily aspect of the science of the skies, its beginnings, not later findings that mainly form the contents of Astronomy for Entertainment. The purpose of the book is to initiate the reader into the basic facts of astronomy. Ordinary facts with which you may be acquainted are couched here in unexpected paradoxes, or slanted from an odd and unexpected angle. The theme is, as far as possible, free from "terminology" and technical paraphernalia that so often make the reader shy of books on astronomy.Books on popular science are often rebuked for not being sufficiently serious. In a way the rebuke is just, and support for it can be found (if one has in mind the exact natural sciences) in the tendency to avoid calculations in any shape or form. And yet the reader can really master his subject only by learning how to reckon, even though in a rudimentary fashion. True, he has taken care to present them in an easy form, well within the reach of all who have studied mathematics at school. It is his conviction that these exercises help not only retain the knowledge acquired; they are also a useful introduction to more serious reading.This book contains chapters relating to the Earth, the Moon, planets, stars and gravitation. The author has concentrated in the main on materials not usually discussed in works of this nature. Subjects omitted in the present book, will, he hopes, be treated in a second volume. The book, it should be said, makes no attempt to analyze in detail the rich content of modern astronomy.Unfortunately Y. Perelman never wrote the continuation he had planned for this book, as untimely death in war bound Leningrad in 1942 interrupted his labours.


Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


The Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 604
Release: 2014-11-06
Genre: Computers
ISBN: 1466598646

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.