Renaissance Fun


Book Description

Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.




What Do Machines Do All Day


Book Description

What do machines do all day? Find out in this fully illustrated book that features more than 100 machines and things that go.




Machine Vision for Three-dimensional Scenes


Book Description

A framework for 3D recognition / Ruud M. Bolle and Andrea Califano -- The free-form surface matching problem / Paul J. Besl -- Object recognition by constrained search / W. Eric L. Grimson -- The use of characteristic-view classes for 3D object recognition / Ruye Wang and Herbert Freeman -- Interpretation of 3D medical scenes / C. Smets [and others] -- 3D motion estimation / T.S. Huang and A.N. Netravali -- Project LESTRADE : the design of a trainable machine vision inspection system / Herbert Freeman -- Fast 3D integrated circuit inspection / Arend van de Stadt and Albert Sicignano -- Segmentation and analysis of multi-sensor images / J.K. Aggarwal -- Occlusion-free sensor placement planning / Roger Y. Tsai and Kostantino TarabanisThe state of the art in real-time range mapping : a panel discussion / Joseph Wilder -- Generalized and separable Sobel operators / Per-Erik Danielsson and Olle Seger -- A fast lightstripe rangefinding system with smart VLSI sensor / Andrew Gruss, Takeo Kana ...




The Renaissance Stage


Book Description

Additional Translator Is George R. Kernodle.




Aven Green Sleuthing Machine


Book Description

Third-grader Aven Green has been solving mysteries for a really long time—a whole month! She’s solved many important cases like The Mystery of the Cranky Mom, The Mystery of the Missing Ice Cream, and The Mystery of the Smelly Feet. Her record is nearly 100% (only The Mystery of the Cereal in My Underpants remains unsolved to this day). Aven asks all the right questions, wields her detective kit carefully, and follows up on every clue. Then her teacher’s lunch bag (with her lunch still in it) is taken and Aven’s great-grandma’s beloved dog goes missing! Can this perceptive detective crack two cases at the same time? Luckily, Aven has a super-powered brain full of lots of extra brain cells to take on both cases. See, she was born without arms, so all of the cells that were supposed to make her arms went into making her brain instead. At least that’s her working theory for The Mystery of Why I Have So Many Extra Brain Cells.




The Art of The Mitchells vs. The Machines


Book Description

COVER NOT FINAL The official behind-the-scenes art book for Sony Pictures Animation’s feature film The Mitchells vs. The Machines The Mitchells vs. The Machines is a comedy about an everyday family's struggle to relate while technology rises up around the world! When Katie Mitchell, a creative outsider, is accepted into the film school of her dreams, her plans to meet “her people” at college are upended when her nature-loving dad Rick determines the whole family should drive Katie to school together and bond as a family one last time. Katie and Rick are joined by the rest of the family, including Katie’s wildly positive mom Linda, her quirky little brother Aaron, and the family’s delightfully chubby pug Monchi for the ultimate family road trip. Suddenly, the Mitchells’ plans are interrupted by a tech uprising: All around the world, the electronic devices people love—from phones to appliances to an innovative new line of personal robots—decide it’s time to take over. With the help of two friendly malfunctioning robots, the Mitchells will have to get past their problems and work together to save each other and the world! The Art of The Mitchells vs. The Machines gives insight into how the filmmakers were able to bring this fresh, new vision to the screen through concept art, sketches, and early character designs, accompanied by exclusive commentary from director/co-writer Michael Rianda and co-director/co-writer Jeff Rowe, alumni of the team behind Emmy Award–winning Gravity Falls, and producers Phil Lord and Christopher Miller, the innovative and creative minds behind The Lego Movie and the Academy Award–winning Spider-Man: Into the Spider-Verse.







The Soul of A New Machine


Book Description

Tracy Kidder's "riveting" (Washington Post) story of one company's efforts to bring a new microcomputer to market won both the Pulitzer Prize and the National Book Award and has become essential reading for understanding the history of the American tech industry. Computers have changed since 1981, when The Soul of a New Machine first examined the culture of the computer revolution. What has not changed is the feverish pace of the high-tech industry, the go-for-broke approach to business that has caused so many computer companies to win big (or go belly up), and the cult of pursuing mind-bending technological innovations. The Soul of a New Machine is an essential chapter in the history of the machine that revolutionized the world in the twentieth century. "Fascinating...A surprisingly gripping account of people at work." --Wall Street Journal




Presentation Zen


Book Description

FOREWORD BY GUY KAWASAKI Presentation designer and internationally acclaimed communications expert Garr Reynolds, creator of the most popular Web site on presentation design and delivery on the Net — presentationzen.com — shares his experience in a provocative mix of illumination, inspiration, education, and guidance that will change the way you think about making presentations with PowerPoint or Keynote. Presentation Zen challenges the conventional wisdom of making "slide presentations" in today’s world and encourages you to think differently and more creatively about the preparation, design, and delivery of your presentations. Garr shares lessons and perspectives that draw upon practical advice from the fields of communication and business. Combining solid principles of design with the tenets of Zen simplicity, this book will help you along the path to simpler, more effective presentations.




Sekret Machines Book 1: Chasing Shadows


Book Description

For those who know... that something is going on... The witnesses are legion, scattered across the world and dotted through history, people who looked up and saw something impossible lighting up the night sky. What those objects were, where they came from, and who—or what—might be inside them is the subject of fierce debate and equally fierce mockery, so that most who glimpsed them came to wish they hadn’t. Most, but not everyone. Among those who know what they’ve seen, and—like the toll of a bell that can’t be unrung—are forever changed by it, are a pilot, an heiress, a journalist, and a prisoner of war. From the waning days of the 20th century’s final great war to the fraught fields of Afghanistan to the otherworldly secrets hidden amid Nevada’s dusty neverlands—the truth that is out there will propel each of them into a labyrinth of otherworldly technology and the competing aims of those who might seek to prevent—or harness—these beings of unfathomable power. Because, as it turns out, we are not the only ones who can invent and build...and destroy. Featuring actual events and other truths drawn from sources within the military and intelligence community, Tom DeLonge and A.J. Hartley offer a tale at once terrifying, fantastical, and perhaps all too real. Though it is, of course, a work of... fiction?