More Parts


Book Description

Give me a hand . . . hold your tongue . . . scream your lungs out . . . what's a kid to do if he wants to keep all his body parts in place? Well, one thing is for sure, he'll have to be creative. Like, if you want to keep your heart from breaking, just make sure it's well padded and protected by tying a pillow around your chest. Want to keep your hands attached? Simple-stick them on with gloves and lots of glue. Just be careful not to laugh your head off!




Froggy Plays Soccer


Book Description

It's the day of the big game, and Froggy is ready. His soccer team is playing the Wild Things for the City Cup. All Froggy has to do is remember the rule: "Head it! Boot it! Knee it! Shoot it! BUT DON'T USE YOUR HANDS!" But Froggy's busy doing cartwheels and picking daisies. Uh oh, Froggy! Here comes the ball! Budding soccer players and Froggy's many fans will welcome Froggy's latest hilarious adventure.




Beacons Beyond


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Trichier


Book Description




Elements of Scene Perception


Book Description

Visual cognitive processes have traditionally been examined with simplified stimuli, but generalization of these processes to the real-world is not always straightforward. Using images, computer-generated images, and virtual environments, researchers have examined processing of visual information in the real-world. Although referred to as scene perception, this research field encompasses many aspects of scene processing. Beyond the perception of visual features, scene processing is fundamentally influenced and constrained by semantic information as well as spatial layout and spatial associations with objects. In this review, we will present recent advances in how scene processing occurs within a few seconds of exposure, how scene information is retained in the long-term, and how different tasks affect attention in scene processing. By considering the characteristics of real-world scenes, as well as different time windows of processing, we can develop a fuller appreciation for the research that falls under the wider umbrella of scene processing.




Over the Spectrum


Book Description

Over the Spectrum was first published in 1982 and at the time was considered one of the best introductions to programming on Sir Clive Sinclair's incredible new home computer. Many who went on to have long careers in the computer industry started with the programs in this excellent book. As such it is not only a great re-print for purposes of nostalgia, but also a practical and helpful guide to anyone interested in the programming of retro games. As Personal Computer World stated at the time: *** "Final entrant in the Spectrum stakes is Melbourne House's OVER THE SPECTRUM, and for me it runs out the clear winner. Not a teach-yourself-programming guide, it is a collection of programs: each program has a detailed breakdown of exactly what happens when and how it's all achieved. The listings are not trivial, and the result is well worth the effort. The book is liberally illustrated showing screen displays for almost all the programs so you know what you are trying to achieve at the outset. As a demonstration of what can be achieved using the Spectrum's User Defined Characters this book cannot be faulted, and although it contains no programming hints as such, a diligent reader is going to learn a lot about the Spectrum by working his or her way through it. Take a bow gents, and give us more." *** Acorn Books is proud to present its Retro Reproductions series, a collection of classic computing works from the 1980s and 90s, lovingly reproduced in the 21st century. From standards of programming reference no self-respecting microcomputer programmer would be without, to obscure works not found in print anywhere else, these modern reprints are perfect for any connoisseur of retro computing.