Create working models that LEGO would never endorse. Try your hand at a toy gun that shoots LEGO plates, a candy catapult, a high voltage LEGO vehicle, a continuous-fire ping-pong ball launcher, and other useless but incredibly fun inventions.--From publisher description.
Author: James Floyd Kelly
Publisher: No Starch Press
Release Date: 2008-08-15
Genre: Technology & Engineering
FIRST LEGO® League (FLL) is an international program for kids ages 9 to 14 that combines a hands-on, interactive robotics program and research presentation with a sports-like atmosphere. Authors James Floyd Kelly and Jonathan Daudelin—both participants in numerous FIRST LEGO League competitions—have teamed up to bring coaches, teachers, parents, and students an all-in-one guide to FLL. Written for both rookie and experienced teams, FIRST LEGO League: The Unofficial Guide includes in-depth coverage of topics like team formation and organization, robot building and programming, and the basics of getting involved with FLL. Before the authors delve into the specifics of robot and team building, they reveal the fascinating history of the FIRST organization and the sometimes puzzling structure of the FLL competition. Using a combination of real-life stories and candid commentary from actual FLL teams, as well as recollections of their own experiences, they offer an abundance of helpful guidance and dependable building and programming examples. FIRST LEGO League: The Unofficial Guide explores the complex workings and structure of the FLL competition, including its four key components: Robot Game, Technical Interview, Project, and Teamwork. You’ll learn how to: –Organize, recruit, and manage a team –Find equipment, mentors, and funding –Design, build, and program winning robots –Tackle each of the four FLL components—from Robot Game to Teamwork –Use strategies and techniques from FLL masters to increase your scores No matter what your role in the FLL competition, FIRST LEGO League: The Unofficial Guide will make you a better competitor, builder, designer, and team member. The only ingredient you need to add is your competitive spirit!
The phenomenal growth of the media and entertainment industries has contributed to a fragmented approach to intellectual property rights. Written by a range of experts in the field, this Handbook deals with contemporary aspects of intellectual property law (IP), and examines how they relate to different facets of media and entertainment.
Author: Scott F. Andrews
Publisher: No Starch Press
Release Date: 2010-04-01
Genre: Games & Activities
Who said dragon slaying was easy? Leading a guild in massively multiplayer online (MMO) games like World of Warcraft is more difficult than most players think. Your members look to you to solve problems, plan raids and battles, and lead them to riches and renown. In The Guild Leader's Handbook, you'll learn how to create, build, and maintain a successful guild. Author Scott F. Andrews, a longtime guild leader and guild advice columnist for WoW.com, will show you how to guide your guild to glory. Whether you're trying to confront a monstrous threat, conquer your rivals, or simply reign supreme as the wealthiest traders in the galaxy, The Guild Leader's Handbook offers invaluable guidance to help you achieve your goals. You'll learn how to: –Plan successful raids, player vs. player battles, roleplaying sessions, and contests –Deal with problem players and keep a lid on guild-fracturing drama –Solve loot issues and choose the best loot system for your guild –Boost your guild's morale, reputation, and server presence –Promote and motivate an effective officer corps Whether you're an established guild leader in need of sage advice or a dedicated player seeking to form your own community, The Guild Leader's Handbook is an essential guide to managing a guild successfully in any MMO game.
By returning to the etymological roots of iconicity and showcasing objects which are distinctive, memorable, internationally recognised and the subject of significant media attention, this text addresses what we mean by 'iconic' and how that aids our understanding of design and of iconicity. 50 compact chapters examine designs ranging from everyday goods to high-end 'designer' objects and explores how iconicity was established and how it contributes to our understanding of iconic design, by considering production, consumption and legacy alongside similar or contemporaneous objects. The book is divided into five parts, each addressing a thematic locus, arranged in a sequence from the public to the personal. This structure demonstrates that icons are not only a public phenomenon but infiltrate our intimate self-identity, in the form of objects which we carry with us and contribute to our sense of self. With significantly longer object entries than standard texts, this is essential reading for students and scholars of design history, design criticism, design studies and material culture studies, museum studies, art and architectural history, architecture and design practice.
In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, senior historian of technology Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors—who often talk about "playing" at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.
Author: David J. Perdue
Publisher: No Starch Press
Release Date: 2010-12-01
Genre: Technology & Engineering
The LEGO® MINDSTORMS® NXT 2.0 set offers hundreds of building elements, programming software, and powerful electronics that you can use to create amazing robots. But where do you begin? This eagerly awaited second edition of the bestselling Unofficial LEGO MINDSTORMS NXT Inventor's Guide is your key to designing, building, and programming robots with the NXT 2.0 set. You'll learn practical building techniques, like how to build sturdy structures and use gears, and gain a solid understanding of the set's NXT-G programming language. A series of projects new to this edition offers step-by-step instructions for building and programming six robots, each of which can be built with just one NXT 2.0 set, including: –Inventor-Bot, a fast, simple, modular vehicle with treads –Sentry-Bot, a robot guard that shoots balls at intruders –Table-Bot, a vehicle that uses its antennae to avoid falling off a tabletop –The Jeep, a four-wheeled vehicle that avoids obstacles and follows lines –The Lizard, a large walking robot that uses the color sensor to detect and respond to different colored balls –The Printer, a stationary robot that uses a pen or marker to draw letters, words, and shapes on paper Additional resources include the Piece Library, which contains basic information on the more than 80 types of LEGO pieces in the NXT 2.0 set, and the Quick Reference, which lists the 34 types of standard programming blocks. So go ahead. Grab your NXT 2.0 set, fire up your imagination, and see what you can invent with The Unofficial LEGO MINDSTORMS NXT 2.0 Inventor's Guide.
Author: Max Brallier
Publisher: Scholastic UK
Release Date: 2017-03-06
Genre: Juvenile Fiction
An all-new, original series from the mind of 'Galactic Hot Dogs' and 'The Last Kids on Earth' author Max Brallier! Life is tough for Fletcher Bowman. He's an orphan from the countryside who's just arrived at the prestigious NEXO KNIGHTS' Academy, where he doesn't know anyone or anything about being a knight. Lucky for Fletcher he quickly makes one friend - the excitable Izzy Richmond. But when Fletcher and Izzy venture off-campus, they awaken a long-sleeping threat to Knighton that threatens to destroy the kingdom. They'll have to work together to defeat the threat - and avoid their headteacher's wrath - in the start of an action-packed, epic series that will delight both seasoned fans and readers new to the world of LEGO NEXO KNIGHTS.
The authors take readers on a story-packed adventure through the history of LEGO, from its humble beginnings in a small Danish village to its ascent to the summit of the toy world. They learn hundreds of obscure LEGO facts as they're surrounded by countless fantastically complex and challenging models built by some of the most famous adult LEGO builders.
Six years ago Phoebe Wells was offered fifty-thousand dollars to leave the Amarnes palace and turn her back on all that she thought she loved. She refused. Now the past is back to haunt her, and she will have to stand fast once again. The fierce Prince Leopold isn't interested in widowed Phoebe, but he is interested in her child, his cousin's boy, whose rightful place is as heir to the throne. Leo knows Phoebe cannot be bought, but she might be persuaded—as his convenient wife….