About this product: 101 projects that appeal to the spy in you
Utilizing inexpensive, easily obtainable components, you can build the same information gathering, covert sleuthing devices used by your favorite film secret agent. Projects range from simple to sophisticated and come complete with a list of required parts and tools, numerous illustrations, and step-by-step assembly instructions.
Projects include: scanners and radios, night vision devices, telephone devices, computer monitoring, audio eavesdropping, hidden cameras, video transmitters, and more
About this product: Gear up to discover science by constructing weird, wacky contraptions. With this guide, children can start building, questioning, creating, and inventing--all the while learning fun physics principles and good science practices. 150+ illustrations.
About this product: This much anticipated follow-up to the wildly popular cultclassic Electronic Gadgets for the Evil Genius gives basement experimenters 40 all-new projects to tinker with. Following the tried-and-true Evil Genius Series format, each project includes a detailed list of materials, sources for parts, schematics, documentation, and lots of clear, well-illustrated instructions for easy assembly. The convenient two-column format makes following step-by-step instructions a breeze. Readers will also get a quick briefing on mathematical theory and a simple explanation of operation along with enjoyable descriptions of key electronics topics such as various methods of acceleration, power conditioning, energy storage, magnetism, and kinetics.
About this product: Featuring more than 100 quirky innovations and inventions, this visual showcase captures a great can-do spirit and creative energy. All the clever amateur creators profiled here brought their ideas to life right in their own homes; the fruits of their imagination range from the useful (a "Finger Shield" for when you're chopping food) to the offbeat (a nappy for your pet bird). There are items for people on the go, to help you look your best and to make life easier at home - and electronics too. Get the background story on every invention, along with a statistics-filled sidebar, photographs, illustrations and diagrams to add to the fun!
About this product: The do-it-yourself hobbyist market, particularly in the area of electronics, is hotter than ever. This books gives the evil genius loads of projects to delve into, from an ultrasonic microphone, to a body heat detector, and all the way to a Star Wars Light Saber. This book makes creating these devices fun, inexpensive, and easy.
A one-stop resource for each aspect of designing and developing Sidebar gadgets, perfect for anyone who wants to create killer gadgets
Explores one of the super cool features new to Windows Vista -- the Sidebar
It is a one-stop resource for each aspect of designing and developing Sidebar gadgets, perfect for anyone who wants to create killer gadgets
Includes complete design instructions for four never-before-seen gadgets
Windows Vista Sidebar is a panel located on the desktop of a PC where gadgets can be placed for easy access and reference. These gadgets are small, single-purpose applications, such as clocks, calendars, games, RSS notifiers, search tools, stock tickers, etc, that reside on the Windows desktop and on the Windows Sidebar. The book will be a tutorial to design and develop a gadget. It will provide ready-to-use samples using .NET, XML, CSS and AJAX. After reading the book, a web developer/designer will be confident enough to start developing gadgets for Windows Vista Sidebar. The beginner portion of the book shows an overview of the subject with the design pattern, the architecture and implementation details. The later sections will have solid examples for instant results. In short, the book will tell how to do everything with Sidebar Gadgets using solid, unique examples. Brief outline: " Brief background on Gadgets " Define architecture, design consideration and implementation to give a clear view to the developer " Step by step, create a useful Gadget sample "My Blogs" " Elaborate the architecture design constraint and implementation details for the sample " Detail the standard practices " Recheck the gadget created for standard practices " Improvise and Improve with compare and contrast " Add advanced samples with .NET, AJAX and XHTML.
About this product: Jaron Lanier, a Silicon Valley visionary since the 1980s, was among the first to predict the revolutionary changes the World Wide Web would bring to commerce and culture. Now, in his first book, written more than two decades after the web was created, Lanier offers this provocative and cautionary look at the way it is transforming our lives for better and for worse.
The current design and function of the web have become so familiar that it is easy to forget that they grew out of programming decisions made decades ago. The web’s first designers made crucial choices (such as making one’s presence anonymous) that have had enormous—and often unintended—consequences. What’s more, these designs quickly became “locked in,” a permanent part of the web’s very structure.
Lanier discusses the technical and cultural problems that can grow out of poorly considered digital design and warns that our financial markets and sites like Wikipedia, Facebook, and Twitter are elevating the “wisdom” of mobs and computer algorithms over the intelligence and judgment of individuals.
Lanier also shows: How 1960s antigovernment paranoia influenced the design of the online world and enabled trolling and trivialization in online discourse How file sharing is killing the artistic middle class; How a belief in a technological “rapture” motivates some of the most influential technologists Why a new humanistic technology is necessary. Controversial and fascinating, You Are Not a Gadget is a deeply felt defense of the individual from an author uniquely qualified to comment on the way technology interacts with our culture.
About this product: Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
About this product: It's 1945, and 13-year-old Stephen has just reached the gates of the top secret military base in Los Alamos, New Mexico. He has come to join his father, a famous physicist who is working on a covert project for the Allies. Though his father is forbidden to discuss the project in any detail, Stephen can tell by his haunted eyes and shaking hands how worried he and the other scientists are. After a few weeks, Stephen finds that he cannot control his insatiable curiosity. Enlisting the help of his new friend Tilanov, Stephen devises a plan to discover the true nature of "the gadget." But when he finally learns what it is, he also realizes another startling truth--that he has trusted the wrong person with the information and not only his life, but the lives of all Americans, could be in terrible danger.
The greatest strength of The Gadget is how Paul Zindel communicates, in clear and simple prose, how terribly uncertain many of those "in the know" were about dropping the atom bomb, and the idea that no one--not even top scientists--could really predict what the outcome would be. By combining this disconcerting notion with a rapid-fire plot and an Everyman teen protagonist, young adult veteran author Zindel has created a historical fiction that reads like a thrilling action-adventure pulp novel, except, (and this is the best part)--it's all true. Curious readers will also find a World War II chronology, bibliography, and short bios of prominent figures involved in the making of the atom bomb. (Ages 11 to 14) --Jennifer Hubert
About this product: Kelly is the gadget wiz at Danville School. Her desk is full of wonderful gadgets and by the latest count she has made 43 inventions and she is only a first year junior. She is popular until that fateful day on which the new boy Albert Einstein Jones arrives. By the author of "The Maths Wiz".