Nostalgia Nerd's Gadgets, Gizmos & Gimmicks

Nostalgia Nerd's Gadgets, Gizmos & Gimmicks
Title Nostalgia Nerd's Gadgets, Gizmos & Gimmicks PDF eBook
Author Peter Leigh
Publisher Ilex Press
Pages 339
Release 2022-10-13
Genre Technology & Engineering
ISBN 1781578893

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In this eagerly-awaited new book from the author of the best-selling Nostalgia Nerd's Retro Tech, Peter Leigh takes a fun, informative and irreverent romp through the history of more than forty pieces of personal tech, charting the successes, failures and oddities from over five decades of our obsession with gadgetry. From the Teasmade to the TomTom, mankind has been on a constant hunt for gimmicks that make life easier, faster and more entertaining, and as yesterday's 'must-haves' become today's museum pieces, there's no better time to take a nostalgic trip through tech's back catalogue.

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games

The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games
Title The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games PDF eBook
Author Peter Leigh
Publisher Ilex Press
Pages 224
Release 2018-11-01
Genre Computers
ISBN 1781576823

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Remember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since. This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

Decoding the World

Decoding the World
Title Decoding the World PDF eBook
Author Po Bronson
Publisher Twelve
Pages 365
Release 2020-10-06
Genre Science
ISBN 153873432X

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Find out where our world is headed with this dazzling first-hand account of inventing the future from the #1 New York Times bestselling author of What Should I Do With My Life? and the founder of science accelerator IndieBio. Decoding the World is a buddy adventure about the quest to live meaningfully in a world with such uncertainty. It starts with Po Bronson coming to IndieBio. Arvind Gupta created IndieBio as a laboratory for early biotech startups trying to solve major world problems. Glaciers melting. Dying bees. Infertility. Cancer. Ocean plastic. Pandemics. Arvind is the fearless one, a radical experimentalist. Po is the studious detective, patiently synthesizing clues others have missed. Their styles mix and create a quadratic speedup of creativity. Yin and Yang crystallized. As they travel around the world, finding scientists to join their cause, the authors bring their firsthand experience to the great mysteries that haunt our future. Natural resource depletion. Job-taking robots. China's global influence. Arvind feels he needs to leave IndieBio to help startups do more than just get started. But as his departure draws near, he struggles to leave the sanctum he created. While Po has to prove he can keep the "indie" in IndieBio after Arvind is gone. After looking through their lens, you'll never see the world the same.

Region Locked

Region Locked
Title Region Locked PDF eBook
Author Matt Barnes
Publisher Unbound Publishing
Pages 231
Release 2021-07-08
Genre Games & Activities
ISBN 178352927X

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Not all games are released equal. The barriers of language and culture can leave our world divided, and this includes the video games that we get the chance to play. Matt Barnes, Dazz Brown and Greg Seago-Curl of DidYouKnowGaming? created the YouTube series Region Locked to offer an insight into the weird and wonderful titles that never left their home countries, and now they bring their expertise to you, the gaming reader. Encounter masterpieces you never knew existed from your favourite series and developers, as well as some utterly bizarre creations that seem so outlandish you might wonder how on earth they were released in the first place, from the trippy, meandering dreamscapes of 1998’s LSD: Dream Emulator to The Mysterious Murasame Castle, released in 1986 by Nintendo, and the intergalactic adventures of Crime Crackers (1994). The authors explore what it’s like to play these games, and investigate the fascinating characters and maverick designers behind them to discover why such remarkable creations never enjoyed international exposure. For the casual gamer, keen developer, intrigued reader and hardcore fan alike, Region Locked is the key to a surreal and adventurous journey through the lost world of video games.

Knits of Tomorrow

Knits of Tomorrow
Title Knits of Tomorrow PDF eBook
Author Sue Culligan
Publisher Interweave
Pages 0
Release 2013-03-12
Genre Crafts & Hobbies
ISBN 9781596688360

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Celebrate your inner geek with 20 fun and easy projects! The future was once a beckoning landscape where technology would make all things possible. Space travel! Robot maids! Personal jetpacks! Mind-controlling ray guns! With Knits of Tomorrow you can celebrate this ideal world-that-never-was with original and creative projects that will appeal to any techno-geek-or those who knit for them. Knits of Tomorrow features a wide range of projects, all with a technological bent. They are mostly quick and simple-toys, accessories, and home decor items such as rocket-ship desk caddies, circuit-board scarves, and a robot pillow. There are practical projects as well-tablet covers, laptop bags, and iPod cozies. The playful and fun projects are primarily aimed at an audience with a nostalgic taste for sci-fi, video games, and electronic gizmos past and present.

Terrible Old Games You've Probably Never Heard Of

Terrible Old Games You've Probably Never Heard Of
Title Terrible Old Games You've Probably Never Heard Of PDF eBook
Author Stuart Ashen
Publisher Unbound Publishing
Pages 514
Release 2015-12-03
Genre Games & Activities
ISBN 1783522577

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In Terrible Old Games You've Probably Never Heard Of, Stuart Ashen has created a collection of hilarious and damning reviews of some of the most bizarre, frustrating, pointless and downright terrible video games ever made. And he would know. . . he's played them all. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls. These are the most appalling games that ever leaked from the industry's tear ducts and have long since been (rightly) relegated to the dusty shelves of history. Welcome to a world of games you never knew existed. You will probably wish you still didn't.

At a Distance

At a Distance
Title At a Distance PDF eBook
Author Annmarie Chandler
Publisher MIT Press
Pages 516
Release 2005
Genre Art
ISBN 9780262033282

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The theory and practice of networked art and activism, including mail art, sound art, telematic art, fax art, Fluxus, and assemblings. Networked collaborations of artists did not begin on the Internet. In this multidisciplinary look at the practice of art that takes place across a distance--geographical, temporal, or emotional--theorists and practitioners examine the ways that art, activism, and media fundamentally reconfigured each other in experimental networked projects of the 1970s and 1980s. By providing a context for this work--showing that it was shaped by varying mixes of social relations, cultural strategies, and political and aesthetic concerns-- At a Distance effectively refutes the widely accepted idea that networked art is technologically determined. Doing so, it provides the historical grounding needed for a more complete understanding of today's practices of Internet art and activism and suggests the possibilities inherent in networked practice. At a Distance traces the history and theory of such experimental art projects as Mail Art, sound and radio art, telematic art, assemblings, and Fluxus. Although the projects differed, a conceptual questioning of the "art object," combined with a political undermining of dominant art institutional practices, animated most distance art. After a section that sets this work in historical and critical perspective, the book presents artists and others involved in this art "re-viewing" their work--including experiments in "mini-FM," telerobotics, networked psychoanalysis, and interactive book construction. Finally, the book recasts the history of networks from the perspectives of politics, aesthetics, economics, and cross-cultural analysis.