Minecraft: Creative Furniture Design

*Whether you are aiming at building a medieval castle or just want your space to search cozier, this e-book has step by step aspects on how you can generate furnishings to embellish your houses.
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*Whether you are aiming at building a medieval castle or just want your space to search cozier, this e-book has step by step aspects on how you can generate furnishings to embellish your houses.
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Author : SpC SpC Book
Genre : Minecraft (Game)
Summary : Whether you're aiming at creating a medieval castle or just want your room to look cozier, this e-book contains step by step details on how you can create furniture to decorate your homes.
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Author : Noah Wardrip-Fruin
Genre : Games & Activities
Summary : A moving, personal exploration of what we looked for, and found, in the gaming sensation Animal Crossing during and after the pandemi Animal Crossing: New Horizons was released on March 20, 2020—just as a pandemic kept many from family, work, restaurants, and the rest of their regularly scheduled lives. At its height, the game averaged one million copies sold per day, as players sought comfort, escape, and a virtual means of connection. In this book, game scholar Noah Wardrip-Fruin, isolated with his family by both lockdown and disability, explores the power of this game and the mixed emotions of a player and a parent trying to make it from one day to the next—while his kids' obsession with Animal Crossing creates conflicts between them and pushback against family rules. Wardrip-Fruin helps both Animal Crossing fans and newcomers understand the unexpected beneath the game's surface: like the story of the first Animal Crossing, codesigned by an absent father seeking connection; like the hallmarks of video game manipulation, from "streak" bonuses to game-determined playtimes; like the appeal of endless shopping, in a kind of "safe" capitalism; and, of course, like the character quirks of a raccoon dog, Tom Nook, who provides a world of both safety and strange paternalism. For many, this blockbuster game offered a comforting world compared to a reality of danger. In this first entry in the Replay series, Wardrip-Fruin offers an absorbing investigation of a game's role in contemporary social life and a book that belongs on the shelf of anyone who loves or is puzzled by this Nintendo sensation.
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Author : Kylie Peppler
Genre : Education
Summary : The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.
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Author : Inder, Shivani
Genre : Business & Economics
Summary : The metaverse has emerged as an influential force, beckoning entrepreneurs to navigate uncharted territories. Platform and gaming companies strategically position themselves to take advantage of the metaverse's potential, indicating that this shift transcends mere trendiness. The metaverse isn't confined to the realms of conceptuality or viral discussions anymore—it signifies a monumental revolution poised to reshape society and humanity at large. As entrepreneurs fervently adopt artificial intelligence, an unprecedented wave of creativity ensues, redefining the very fabric of business. Yet, with this surge comes a cascade of myths and challenges that shape the metaverse's entrepreneurial landscape, spanning technological intricacies, cultural dynamics, and ethical considerations. The book, titled New Business Frontiers in the Metaverse, aims to demystify the metaverse's complexities. Moving beyond the speculative buzz surrounding the metaverse, the book unfolds as a dynamic exploration of the relationship between entrepreneurship and this digital frontier. By addressing the myths and challenges head-on, it seeks to provide a comprehensive understanding of the dimensions that entrepreneurs will confront in the metaverse. Through an exploration of integrated technologies like NFTs, Web 4.0, augmented reality, virtual reality, and mixed reality, the book offers a unique perspective on how these innovations intertwine to shape the metaverse's entrepreneurial landscape.
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Author : Gordon Fletcher
Genre : Business & Economics
Summary : This book is based around two key premises: all software is an artefact of human construct and all software shapes the behaviours of those who use it directly or experience its influence indirectly. With the rise of popular consumer-facing generative AI tools, never has understanding these two premises been more important or more obscured. This book explores the relationship between people and software as a relationship between a tool and its users. Through a series of exemplar cases, it presents an examination of the historical development of software from a critical perspective, with special attention given to the consequences of using this software and assumptions made around its neutrality. The author explores the development of the World Wide Web, Word and Excel, and social media, concluding with an investigation of how the principles identified in these earlier examples are now being found within public interface generative AI tools. The book looks beyond the functionality and user interface of the software to look at it as a complex artefact of human manufacture by exploring the wider cultural and technical environment in which the software is created and considering the political, economic and social forces that come to bear on the software and become embodied within. This narrative approach provides readers with valuable insights into the influences of specific software on contemporary society and business, encouraging them to apply a critical lens to their own and their organisation’s software use. This book is a novel read for academics and students within software development, information systems, AI and critical management studies.
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Author : Marcia Wilson
Genre : Body, Mind & Spirit
Summary : Learn to design furniture!
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Author : Li Aihong
Genre :
Summary : An abundancy of creative furniture from top brands and designers, created with kids in mind, including beds, dressers, night-stands, desks, chairs, play furniture and more.
