A Handheld History

A Handheld History
Author: Lost in Cult
Publsiher: HarperCollins UK
Total Pages: 274
Release: 2023-09-28
Genre: Games & Activities
ISBN: 9780008606558

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A Handheld History is a unique celebration of portable platforms and their iconic games.

Handheld Usability

Handheld Usability
Author: Scott Weiss
Publsiher: John Wiley & Sons
Total Pages: 292
Release: 2003-01-10
Genre: Technology & Engineering
ISBN: 9780470852927

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Offering an overview of usability, testing, and information architecture for EPOC, WAP, PDAs, handhelds, and handsets, this how-to guide dives into the details about medium-specific issues and design strategies. * Discusses designing for the current wireless platforms: cellular phones and PDAs * Covers both stand alone as well as Web-based application design * Contains a case study of a usability test

Pictures in Place

Pictures in Place
Author: Kenneth Lim
Publsiher: Universal-Publishers
Total Pages: 338
Release: 2006-11
Genre: Education
ISBN: 9781581123395

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This study describes data that was gathered in 2004 from fieldwork conducted by students from four schools in Singapore, around tasks of wayfinding and debate. The fieldwork tasks were designed specifically to permit participants to exercise their powers of observation, as opposed to more traditional tasks of collection of empirical data. To this end, the study was constructed such that students were given opportunities to collaboratively explore and navigate unfamiliar environments using text- and picture-messaging, as well as to engage in debate, and use multimedia evidence recorded in the field to defend their positions both to peers in the field and in the classroom, regarding various issues of concern to these environments, with specific links being made to their studies in geography. The data was used to shed light on those elements in urban and suburban environments which adolescents in Singapore find geographically meaningful, as well as to determine the extent to which such interventions might augment students' spatial intelligence, with a view to informing a more effective geography education programme in schools. The nature of the collaborative discourse which emerged as participants engaged in the intervention was also investigated, using a proprietary taxonomy of discourse types. This thesis is grounded in neo-Vygotskyian socio-cultural activity theory. Primary findings include the suggestion that key elements in adolescents' local environments used to orientate and to convey spatial information are axial lines and buildings. The data also reveals differences between the genders in their preference for text over pictures in conveying such information. Adolescents who are more successful in participating in and applying spatial discourse also tend to exhibit certain habits of mind, such as perseverance, as well as to scaffold their exchanges more. Finally, the study suggests that certain fieldwork interventions can indeed augment spatial intelligence and mapping skills.

The Game Boy and Game Boy Color

The Game Boy and Game Boy Color
Author: Christopher M. Shaw
Publsiher: CreateSpace
Total Pages: 96
Release: 2015-10-12
Genre: Electronic Book
ISBN: 1517778352

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Millions of children and adults alike have spent countless hours playing the Game Boy - take a closer look into the development, technology, and history of Nintendo's Game Boy and Game Boy Color.

The Game Console 2 0

The Game Console 2 0
Author: Evan Amos
Publsiher: No Starch Press
Total Pages: 314
Release: 2021-09-08
Genre: Games & Activities
ISBN: 9781718500617

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This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

How to Do Everything with Your Palm Handheld Fifth Edition

How to Do Everything with Your Palm Handheld  Fifth Edition
Author: Dave Johnson,Rick Broida
Publsiher: McGraw Hill Professional
Total Pages: 466
Release: 2005-05-16
Genre: Computers
ISBN: 9780072264319

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Get the most out of your PDA with this step-by-step guide. How to Do Everything with Your Palm Handheld, Fifth Edition covers the latest features, tools, and utilities and explains how to customize your PDA, HotSync with your PC, and use the date book, calendar, address book, to do list, and memo pad. You’ll learn how to access e-mail and the Web, turn your PDA into a mobile office, watch movies, listen to music, secure your PDA, and so much more. Regardless of which Palm OS handheld you own, you’ll find out how to maximize its capabilities from this easy-to-follow book.

The History of Cartography Volume 6

The History of Cartography  Volume 6
Author: Mark Monmonier
Publsiher: University of Chicago Press
Total Pages: 1728
Release: 2015-05-18
Genre: Science
ISBN: 9780226152127

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For more than thirty years, the History of Cartography Project has charted the course for scholarship on cartography, bringing together research from a variety of disciplines on the creation, dissemination, and use of maps. Volume 6, Cartography in the Twentieth Century, continues this tradition with a groundbreaking survey of the century just ended and a new full-color, encyclopedic format. The twentieth century is a pivotal period in map history. The transition from paper to digital formats led to previously unimaginable dynamic and interactive maps. Geographic information systems radically altered cartographic institutions and reduced the skill required to create maps. Satellite positioning and mobile communications revolutionized wayfinding. Mapping evolved as an important tool for coping with complexity, organizing knowledge, and influencing public opinion in all parts of the globe and at all levels of society. Volume 6 covers these changes comprehensively, while thoroughly demonstrating the far-reaching effects of maps on science, technology, and society—and vice versa. The lavishly produced volume includes more than five hundred articles accompanied by more than a thousand images. Hundreds of expert contributors provide both original research, often based on their own participation in the developments they describe, and interpretations of larger trends in cartography. Designed for use by both scholars and the general public, this definitive volume is a reference work of first resort for all who study and love maps.

A History of Video Games in 64 Objects

A History of Video Games in 64 Objects
Author: World Video Game Hall of Fame
Publsiher: HarperCollins
Total Pages: 352
Release: 2018-05-29
Genre: Games & Activities
ISBN: 9780062838704

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Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!