Автор: Bond Jeff Название: The Art of Star Trek: The Kelvin Timeline ISBN: 1785655841 ISBN-13(EAN): 9781785655845 Издательство: Titan books ltd. Рейтинг: Цена: 31010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: A complete and in-depth look at the art of the newest Star Trek trilogy. Covering the creation of Star Trek (2009), Star Trek Into Darkness and Star Trek Beyond, this lavish art book contains never-before-seen concept art and designs, as well as interviews with the key creatives who helped bring these exciting movies to life on the big screen.
Автор: Wagner, John Grant, Alan Gosnell, Kelvin Название: Judge dredd complete case files ISBN: 1904265901 ISBN-13(EAN): 9781904265900 Издательство: Simon&Schuster UK Рейтинг: Цена: 17590.00 T Наличие на складе: Нет в наличии. Описание: Fourth in the series, this book presents lawman Judge Dredd`s adventures in chronological order.
Автор: Smibert Angie Название: Reusable Rockets ISBN: 1684044669 ISBN-13(EAN): 9781684044665 Издательство: Неизвестно Цена: 15670.00 T Наличие на складе: Невозможна поставка.
What was the last game you played? Video game, board game, world building game?
In Game Logic: Level Up and Create Your Own Games with Science Activities for Kids, middle schoolers take on the world of games by figuring out what makes them challenging, fun, and addictive Kids love games. Board games are still wildly popular, despite the profusion of video gaming devices that reach audiences as young as toddlerhood. World-building games such as Settlers of Catan and Dungeons & Dragons are played by hundreds of thousands of people worldwide, both online and in living rooms, and gaming conferences occur around the globe, including hundreds in the United States alone. This makes gaming a perfect backdrop for learning new skills
This book takes kids on a journey to discover the history of games, and then leads them from their initial idea for a new game through several iterations of a game all the way to playing the final version of a game they created. Educators use games as a way to introduce logic, collaboration, and persistence in classrooms, and Game Logic is the perfect companion. Kids explore the processes of both playing and creating games while developing critical and creative thinking skills that apply to tasks and concepts across academic fields.
Game Logic includes hands-on STEAM activities and critical thinking exercises related to games. Fun facts, links to online primary sources and other supplemental material, and essential questions encourage readers to dive deeper into the games they love to discover what makes them tick.
Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
What is artificial intelligence? How is artificial intelligence going to change our lives?
"Alexa, play my favorite song Alexa, shut the garage door " Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.
This scenario is no longer science fiction Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.
In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, readers ages 9 to 12 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care.
What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.
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