Cool Math Games 3d Curveball

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  cool math games 3d curveball: It's a Numbers Game! Baseball James Buckley, Jr., 2021 With every hit, ball, strike, and home run numbers are being calculated on the baseball field. Get ready to learn all the ways digits and math factor into the game, from the countless statistics used to measure an individual player's game to the exact timing used to steal a base. Read about all the greatest players from baseball history and get fun facts, like what the most retired jersey number is. Discover what countries dominate in the Little League World Series and check out cool graphics that show the frequency of hits to every part of the field. Jam-packed with sports trivia, awesome photos, and fun activities at the end of every chapter, this number-focused look at the game is the ultimate grand slam.
  cool math games 3d curveball: The WoW Diary: A Journal of Computer Game Development [Second Edition] John Staats, 2023-11-28 The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
  cool math games 3d curveball: Moneyball: The Art of Winning an Unfair Game Michael Lewis, 2004-03-17 Michael Lewis’s instant classic may be “the most influential book on sports ever written” (People), but “you need know absolutely nothing about baseball to appreciate the wit, snap, economy and incisiveness of [Lewis’s] thoughts about it” (Janet Maslin, New York Times). One of GQ's 50 Best Books of Literary Journalism of the 21st Century Just before the 2002 season opens, the Oakland Athletics must relinquish its three most prominent (and expensive) players and is written off by just about everyone—but then comes roaring back to challenge the American League record for consecutive wins. How did one of the poorest teams in baseball win so many games? In a quest to discover the answer, Michael Lewis delivers not only “the single most influential baseball book ever” (Rob Neyer, Slate) but also what “may be the best book ever written on business” (Weekly Standard). Lewis first looks to all the logical places—the front offices of major league teams, the coaches, the minds of brilliant players—but discovers the real jackpot is a cache of numbers?numbers!?collected over the years by a strange brotherhood of amateur baseball enthusiasts: software engineers, statisticians, Wall Street analysts, lawyers, and physics professors. What these numbers prove is that the traditional yardsticks of success for players and teams are fatally flawed. Even the box score misleads us by ignoring the crucial importance of the humble base-on-balls. This information had been around for years, and nobody inside Major League Baseball paid it any mind. And then came Billy Beane, general manager of the Oakland Athletics. He paid attention to those numbers?with the second-lowest payroll in baseball at his disposal he had to?to conduct an astonishing experiment in finding and fielding a team that nobody else wanted. In a narrative full of fabulous characters and brilliant excursions into the unexpected, Michael Lewis shows us how and why the new baseball knowledge works. He also sets up a sly and hilarious morality tale: Big Money, like Goliath, is always supposed to win . . . how can we not cheer for David?
  cool math games 3d curveball: GOAL! the Hockey Coloring Book Arkady Roytman, 2013-04-17 Hockey fans who like to color will love these 30 illustrations depicting the sport's highlights and history. Portraits of superstars include Gretzky, Orr, and Howe. Dramatic illustrations recapture game action with images of a slap shot, penalty box, and victories leading to the Stanley Cup and the Hockey Hall of Fame.
  cool math games 3d curveball: The Shift Russell Carleton, Jeff Passan, 2018-03-08 With its three-hour-long contests, 162-game seasons, and countless measurable variables, baseball is a sport which lends itself to self-reflection and obsessive analysis. It's a thinking game. It's also a shifting game. Nowhere is this more evident than in the statistical revolution which has swept through the pastime in recent years, bringing metrics like WAR, OPS, and BABIP into front offices and living rooms alike. So what's on the horizon for a game that is constantly evolving? Positioned at the crossroads of sabermetrics and cognitive science, The Shift alters the trajectory of both traditional and analytics-based baseball thought. With a background in clinical psychology as well as experience in major league front offices, Baseball Prospectus' Russell Carleton illuminates advanced statistics and challenges cultural assumptions, demonstrating along the way that data and logic need not be at odds with the human elements of baseball—in fact, they're inextricably intertwined. Covering topics ranging from infield shifts to paradigm shifts, Carleton writes with verve, honesty, and an engaging style, inviting all those who love the game to examine it deeply and maybe a little differently. Data becomes digestible; intangibles are rendered not only accessible, but quantifiable. Casual fans and statheads alike will not want to miss this compelling meditation on what makes baseball tick.
  cool math games 3d curveball: Six Innings James Preller, 2010-03-02 A Bank Street - Best Children's Book of the Year A game in the life of a Little League team playing their championship game – and two best friends whose bond is put to the test. Two teams, six innings, one game. A lively cast of characters—baseball-loving boys between the ages of eleven to thirteen—are playing the biggest game of their lives. With acrobatic catches, clutch hits, dramatic whiffs, and costly errors, this game is full of action. But as the book unfolds, pitch by pitch, a deeper story emerges, with far more at stake: Sam and Mike, best friends, are trying to come to terms with Sam's newly diagnosed cancer. And this baseball diamond becomes the ultimate testing ground of Sam and Mike's remarkable friendship as they strive to find a way to both come out winners. This is for the championship. This is for life.
  cool math games 3d curveball: Wrangled and Tangled Lorelei James, 2015-04-07 When Janie Fitzhugh returns to Muddy Gap, Wyoming, eight years after her divorce to work at a new resort, sparks fly between her and her ex-husband, while her new boss partners with a spoiled little daddy's girl to get his dream ranch.
  cool math games 3d curveball: Fluid Mechanics Pijush K. Kundu, Ira M. Cohen, David R Dowling, 2012 Suitable for both a first or second course in fluid mechanics at the graduate or advanced undergraduate level, this book presents the study of how fluids behave and interact under various forces and in various applied situations - whether in the liquid or gaseous state or both.
  cool math games 3d curveball: The Hidden Game of Baseball John Thorn, Pete Palmer, 2015-03-20 The acclaimed classic on the statistical analysis of baseball records in order to evaluate players and win more games. Long before Moneyball became a sensation or Nate Silver turned the knowledge he’d honed on baseball into electoral gold, John Thorn and Pete Palmer were using statistics to shake the foundations of the game. First published in 1984, The Hidden Game of Baseball ushered in the sabermetric revolution by demonstrating that we were thinking about baseball stats—and thus the game itself—all wrong. Instead of praising sluggers for gaudy RBI totals or pitchers for wins, Thorn and Palmer argued in favor of more subtle measurements that correlated much more closely to the ultimate goal: winning baseball games. The new gospel promulgated by Thorn and Palmer opened the door for a flood of new questions, such as how a ballpark’s layout helps or hinders offense or whether a strikeout really is worse than another kind of out. Taking questions like these seriously—and backing up the answers with data—launched a new era, showing fans, journalists, scouts, executives, and even players themselves a new, better way to look at the game. This brand-new edition retains the body of the original, with its rich, accessible analysis rooted in a deep love of baseball, while adding a new introduction by the authors tracing the book’s influence over the years. A foreword by ESPN’s lead baseball analyst, Keith Law, details The Hidden Game’s central role in the transformation of baseball coverage and team management and shows how teams continue to reap the benefits of Thorn and Palmer’s insights today. Thirty years after its original publication, The Hidden Game is still bringing the high heat—a true classic of baseball literature. Praise for The Hidden Game “As grateful as I was for the publication of The Hidden Game of Baseball when it first showed up on my bookshelf, I’m even more grateful now. It’s as insightful today as it was then. And it’s a reminder that we haven’t applauded Thorn and Palmer nearly loudly enough for their incredible contributions to the use and understanding of the awesome numbers of baseball.” —Jayson Stark, senior baseball writer, ESPN.com “Just as one cannot know the great American novel without Twain and Hemingway, one cannot know modern baseball analysis without Thorn and Palmer.” —Rob Neyer, FOX Sports
  cool math games 3d curveball: Shoot Fuzzy Richard Taylor, 2015-04-14 Geeze O'Pete is a small town farmer going about his business cutting hay for his cattle. Until he finds himself face-to-face with a tiny purple creature bent on revenge. He must fight against the impossible. If he fails everyone he loves could be in danger.
  cool math games 3d curveball: Hello, Android Ed Burnette, 2015-05-04 Google Android dominates the mobile market, and by targeting Android, your apps can run on most of the phones and tablets in the world. This new fourth edition of the #1 book for learning Android covers all modern Android versions from Android 4.1 through Android 5.0. Freshly added material covers new Android features such as Fragments and Google Play Services. Android is a platform you can't afford not to learn, and this book gets you started. Android is a software toolkit for mobile phones and tablets, created by Google. It's inside more than a billion devices, making Android the number one platform for application developers. Your own app could be running on all those devices! Getting started developing with Android is easy. You don't even need access to an Android phone, just a computer where you can install the Android SDK and the emulator that comes with it. Within minutes, Hello, Android gets you creating your first working application: Android's version of Hello, World. From there, you'll build up a more substantial example: an Ultimate Tic-Tac-Toe game. By gradually adding features to the game, you'll learn about many aspects of Android programming, such as creating animated user interfaces, playing music and sound effects, building location-based services (including GPS and cell-tower triangulation), and accessing web services. You'll also learn how to publish your applications to the Google Play Store. This fourth edition of the bestselling Android classic has been revised for Android 4.1-4.3 (Jelly Bean), 4.4 (KitKat), and Android 5.0 (Lollipop). Topics have been streamlined and simplified based on reader feedback, and every page and example has been reviewed and updated for compatibility with the latest versions of Android. If you'd rather be coding than reading about coding, this book is for you.
  cool math games 3d curveball: Fundamentals of Biomechanics Duane Knudson, 2013-04-17 Fundamentals of Biomechanics introduces the exciting world of how human movement is created and how it can be improved. Teachers, coaches and physical therapists all use biomechanics to help people improve movement and decrease the risk of injury. The book presents a comprehensive review of the major concepts of biomechanics and summarizes them in nine principles of biomechanics. Fundamentals of Biomechanics concludes by showing how these principles can be used by movement professionals to improve human movement. Specific case studies are presented in physical education, coaching, strength and conditioning, and sports medicine.
  cool math games 3d curveball: The Secret Science of Sports Jennifer Swanson, 2021-07-20 Why does a football spiral? How do some athletes jump so high? The answer is science! The Secret Science of Sports helps kids better understand concepts of science, technology, engineering, and math through the sports they love to play and watch. Every sport -- from baseball to basketball, to football and soccer, to wrestling, tennis, and lacrosse -- involves a bit of science, technology, engineering, and math. You can't throw a ball without Newton's Law of Motion, and you can't calculate a player's stats without math. And every type of sports equipment -- a helmet, cleats, shoulder or knee pads -- were designed with the latest engineering and technology. The Secret Science of Sports breaks down normally difficult STEM concepts like forces of motion, gravity, algebra, and even neuroscience, in a language kids can -- and will want to -- understand. Divided into sections like chemistry, biology, physics, technology, and more, this handy guide uses examples from sports like soccer, baseball, softball, football, hockey, lacrosse, tennis, and others to explain important STEM concepts for kids ages 8 to 12. They'll learn how to use math to calculate a batter's average, why a tennis racket is shaped the way it is, how biology affects athletic performance, the aerodynamics behind competitive swimsuits, and much more. With dozens of original, captivating illustrations to engage young readers, kids will have fun while learning about key STEM ideas that will prepare them for years of schooling to come.
  cool math games 3d curveball: The Smartest Kids in the World Amanda Ripley, 2014-07-29 Following three teenagers who chose to spend one school year living in Finland, South Korea, and Poland, a literary journalist recounts how attitudes, parenting, and rigorous teaching have revolutionized these countries' education results.
  cool math games 3d curveball: The Sourcebook for Teaching Science, Grades 6-12 Norman Herr, 2008-08-11 The Sourcebook for Teaching Science is a unique, comprehensive resource designed to give middle and high school science teachers a wealth of information that will enhance any science curriculum. Filled with innovative tools, dynamic activities, and practical lesson plans that are grounded in theory, research, and national standards, the book offers both new and experienced science teachers powerful strategies and original ideas that will enhance the teaching of physics, chemistry, biology, and the earth and space sciences.
  cool math games 3d curveball: Social Creature Tara Isabella Burton, 2019-06-18 One of the Best Books of the Year: Janet Maslin, The New York Times Vulture NPR Social Creature is a wicked original with echoes of the greats (Patricia Highsmith, Gillian Flynn). —Janet Maslin, The New York Times For readers of Gillian Flynn and Donna Tartt, a dark, propulsive and addictive debut thriller, splashed with all the glitz and glitter of New York City. They go through both bottles of champagne right there on the High Line, with nothing but the stars over them... They drink and Lavinia tells Louise about all the places they will go together, when they finish their stories, when they are both great writers-to Paris and to Rome and to Trieste... Lavinia will never go. She is going to die soon. Louise has nothing. Lavinia has everything. After a chance encounter, the two spiral into an intimate, intense, and possibly toxic friendship. A Talented Mr. Ripley for the digital age, this seductive story takes a classic tale of obsession and makes it irresistibly new.
  cool math games 3d curveball: 100 Things Phish Fans Should Know & Do Before They Die Andy P. Smith, Jason Gershuny, Mike Greenhaus, 2018-06-01 Few music groups have been able to sustain a fan base as passionate and dedicated as that of Phish, and this entertaining guide rewards those fans with everything they need to know about the band in a one-of-a-kind format. Packed with history, trivia, lists, little-known facts, and must-do adventures that every Phish fan should undertake, it ranks each item from one to 100, providing an indispensable, engaging road map for devotees old and new.
  cool math games 3d curveball: Dad, How Do I? Rob Kenney, 2021-05-18 From the host of the YouTube channel that went viral—Dad, How Do I?—comes a book that’s part memoir/part inspiration/part DIY. Rob Kenney’s father left him and his seven siblings when he was fourteen years old, and the youngest had to fend for themselves. He wished that he had someone who could teach him the basics—how to tie a tie, jump-start a car, unclog a drain, use tools properly—as well as succeed in life. But he and his siblings had to figure these things out on their own. Now a father himself, Rob decided that he would help people out by providing how-to tips as well as advice—and even throw in some bad dad jokes. He started a YouTube channel for anyone looking for fatherly advice, and in the course of three months, gained a following of nearly 2.5 million subscribers, with millions of views for his how-to and inspirational videos. In this book, Rob shares his story of overcoming a difficult childhood with the strength of faith and family, and offers inspiration and hope. In addition, he provides 50 practical DYI instructions (30 of which will be unique to the book), illustrated with helpful line drawings.
  cool math games 3d curveball: Games, Strategies and Decision Making Joseph Harrington, 2009 This book on game theory introduces and develops the key concepts with a minimum of mathematics. Students are presented with empirical evidence, anecdotes and strategic situations to help them apply theory and gain a genuine insight into human behaviour. The book provides a diverse collection of examples and scenarios from history, literature, sports, crime, theology, war, biology, and everyday life. These examples come with rich context that adds real-world meat to the skeleton of theory. Each chapter begins with a specific strategic situation and is followed with a systematic treatment that gradually builds understanding of the concept.
  cool math games 3d curveball: You Know Me Al Ring Lardner, 1995 Fictional series of letters from a popular baseball hero to his friend. Humorous collection showcases Lardner as a satirical master at the peak of his form.
  cool math games 3d curveball: A Guide to MATLAB Brian R. Hunt, Ronald L. Lipsman, Jonathan M. Rosenberg, 2001-08-06 This book is a short, focused introduction to MATLAB and should be useful to both beginning and experienced users.
  cool math games 3d curveball: Vampire Academy 10th Anniversary Edition Richelle Mead, 2016-11-29 Richelle Mead celebrates 10 years of Vampire Academy with an exclusive, never-before-seen collection of stories that sheds new light on the world and its players: The Turn and the Flame takes a deeper look into the dark stain on the Ozera dynasty... From the Journal of Vasilisa Dragomir unearths the princess’s private thoughts from a transformative period of her life… The Meeting gives us a glimpse of Rose Hathaway through Dimitri’s eyes... Hello My Name Is Rose Hathaway tracks the shenanigans that ensue when Rose and Dimitri become unlikely teammates in a high-stakes scavenger hunt... Lissa Dragomir is a Moroi princess: a mortal vampire with a rare gift for harnessing the earth's magic. She must be protected at all times from Strigoi; the fiercest vampires--the ones who never die. The powerful blend of human and vampire blood that flows through Rose Hathaway, Lissa's best friend, makes her a Dhampir. Rose is dedicated to a dangerous life of protecting Lissa from Strigoi, who are hell-bent on making Lissa one of them. After two years of freedom, Rose and Lissa are caught and dragged back to St. Vladimir’s Academy, where vampire royalty and their guardians-to-be prepare for a life fraught with danger. Rose and Lissa must navigate their treacherous world and never once let their guard down, lest the evil undead make Lissa one of them forever. But soon Rose finds herself gripped by temptation of forbidden love, leaving Lissa exposed to Strigoi attack. Now she must choose between the best friend she lives for, and the man she can't live without….
  cool math games 3d curveball: Creativity, Inc. (The Expanded Edition) Ed Catmull, Amy Wallace, 2014-04-08 The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
  cool math games 3d curveball: Criminology Goes to the Movies Nicole Hahn Rafter, Michelle Brown, 2011 From a look at classics like Psycho and Double Indemnity to recent films like Traffic and Thelma & Louise, Nicole Rafter and Michelle Brown show that criminological theory is produced not only in the academy, through scholarly research, but also in popular culture, through film. Criminology Goes to the Movies connects with ways in which students are already thinking criminologically through engagements with popular culture, encouraging them to use the everyday world as a vehicle for theorizing and understanding both crime and perceptions of criminality. The first work to bring a systematic and sophisticated criminological perspective to bear on crime films, Rafter and Brown's book provides a fresh way of looking at cinema, using the concepts and analytical tools of criminology to uncover previously unnoticed meanings in film, ultimately making the study of criminological theory more engaging and effective for students while simultaneously demonstrating how theories of crime circulate in our mass-mediated worlds. The result is an illuminating new way of seeing movies and a delightful way of learning about criminology.
  cool math games 3d curveball: Blow Him Away Marcy Michaels, Marie Desalle, 2004-12-28 Keep him begging for more . . . It’s nothing to be ashamed of. When it comes to performing oral sex, most people fall somewhere between fumbling and clueless. But now, in Blow Him Away you’ll find practical, easy-to-master techniques that will give you the confidence and skills you need to become an expert in the delicate art of fellatio. Inside you’ll find: • Exercises to whip your tongue, lips, and jaw into shape so you can perform with exquisite control. • An anatomy class you need to pass. • Sensual kisses to get you both ready for the main event. • No-nonsense instructions for how to perform sensational oral sex, blow-by-blow. • Advice on how to keep your mind from spoiling your head. • Advanced techniques to wake up the neighbors. • Positions that will make his knees melt. Read Blow Him Away alone or with the companion edition, The Lowdown on Going Down, for knee-buckling oral sex—every time.
  cool math games 3d curveball: Mathemagics Arthur Benjamin, Michael Shermer, 1998 Using proven techniques, this volume shows how to add, subtract, multiply and divide faster than is possible with a calculator or pencil and paper, and helps readers conquer their nervousness about math.
  cool math games 3d curveball: Sport Psychology for Coaches Damon Burton, Thomas D. Raedeke, 2008 We marvel at the steely nerves, acute concentration, and flawless execution exhibited on the 18th green, at the free-throw line, in the starting blocks, and on the balance beam. While state-of-the-art training regimens have extended athletes' physical boundaries, more and more coaches are realizing the importance of sport psychology in taking athletic performance to new levels. Tomorrow's record-breaking accomplishments will not be the result of athletes' training harder physically, but of athletes' training smarter mentally. Sport Psychology for Coaches provides information that coaches need to help athletes build mental toughness and achieve excellence--in sport and in life. As a coach, you'll gain a big-picture perspective on the mental side of sport by examining how athletes act, think, and feel when they practice and compete. You'll learn to use such mental tools as goal setting, imagery, relaxation, energization, and self-talk to help your athletes build mental training programs. You'll also see how assisting your athletes in developing mental skills such as motivation, energy management, focus, stress management, and self-confidence leads to increased enjoyment, improved life skills, and enhanced performance. And you'll discover how to put it all together into mental plans and mental skills training programs that allow your athletes to attain and maintain a mind-set that fosters peak performance. The easy-to-follow format of the text includes learning objectives that introduce each chapter, sidebars illustrating sport-specific applications of key concepts and principles, chapter summaries organized by content and sequence, key terms, chapter review questions, a comprehensive glossary, and other useful resources to help readers implement mental training programs for athletes. Written primarily for high school coaches, Sport Psychology for Coaches is a practical, easy-to-use resource reflecting the two authors' combined 45 years of teaching, coaching, researching, and consulting experience. It reflects principles that are not only consistent with the latest theory and research, but have stood the test of time and worked for coaches and athletes in all sports at all levels. You'll come away from Sport Psychology for Coaches with a greater understanding and appreciation for sport psychology and the practical knowledge you need to put it to work for you and your athletes. Sport Psychology for Coaches serves as the text for the American Sport Education Program Silver Level course, Sport Psychology for Coaches.
  cool math games 3d curveball: Designing with the Mind in Mind Jeff Johnson, 2013-12-17 In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow. Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout. - Provides an essential source for user interface design rules and how, when, and why to apply them - Arms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others - Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressures - Completely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
  cool math games 3d curveball: Newsgames Ian Bogost, Simon Ferrari, Bobby Schweizer, 2012-09-21 How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.
  cool math games 3d curveball: AI Game Engine Programming Brian Schwab, 2009 This text is written for all levels of game AI developers who wish to further their knowledge of the myriad AI games used in various genres. It provides the knowledge and techniques needed to create an AI engine
  cool math games 3d curveball: SuperFreakonomics LP Steven D. Levitt, Stephen J. Dubner, 2009-11-10 Freakonomics was a worldwide sensation, selling more than four million copies. Now Steven D. Levitt and Stephen J. Dubner return with SuperFreakonomics, and fans and newcomers alike will find that this freakquel is even bolder, funnier, and more surprising than the first. SuperFreakonomics challenges the way we think all over again, with such questions as: How is a street prostitute like a department-store Santa? What's the best way to catch a terrorist? What do hurricanes, heart attacks, and highway deaths have in common? Are people hardwired for altruism or selfishness? Can eating kangaroo save the planet? Levitt and Dubner mix smart thinking and great storytelling like no one else, whether investigating a solution to global warming or explaining why the price of oral sex has fallen so drastically.
  cool math games 3d curveball: The Science of Baseball A. Terry Bahill, 2018-12-04 This augmented, new edition adds discussion of the bat’s vertical sweetness gradient, eye-hand cross-dominance, models for the swing of a bat, and accuracy of simulations. The book retains its description of dynamic collisions between baseballs, softballs, and bats, and the intricate modeling of these interactions, using only basic math and physical principles. Veteran baseball science author Terry Bahill explains models for the speed and spin of balls and bats and calculations for bat-ball collisions at a level accessible to most students of the science of baseball. Demystifying the most important factors for understanding bat performance—bat weight, moment of inertia, the coefficient of restitution, and characteristics of humans swinging the bats—Dr. Bahill also explains physical aspects of the optimal bat and the sweet spot. Praise for the First Edition “Dr. Bahill’s book is the perfect tool for teaching how to solve some of baseball’s basic science problems. Using only simple Newtonian principles and the conservation laws, Dr. Bahill explains how to model bat-ball collisions. Also, he derives equations governing the flight of the ball, and proceeds to show what factors affect air density and how this density affects the ball’s flight. And as a unique addition to his fine book, he provides advice for selecting the optimal bat—a surprising bonus!” Dave Baldwin, PhD Major League pitcher, 1966-1973, lifetime Major League ERA, 3.08 “If I were the General Manger of a baseball team, I would tell my people to write a ten-page paper describing what this book contains that could improve our performance. I think the book provides the foundation for change.” Bruce Gissing Executive VP-Operations (retired) Boeing Commercial Airplanes “[I] had a chance to read your research, and I fully agree with your findings.” Baseball Legend Ted Williams, in a 1984 letter to the author
  cool math games 3d curveball: Beyond Choices Miguel Sicart, 2013-09-06 How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
  cool math games 3d curveball: How to Do Things with Videogames Ian Bogost, 2011-08-05 In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
  cool math games 3d curveball: The Power of Play in Higher Education Alison James, Chrissi Nerantzi, 2019-01-31 This book examines the increasing popularity of creativity and play in tertiary learning, and how it can be harnessed to enhance the student experience at university. While play is often misunderstood as something ‘trivial’ and associated with early years education, the editors and contributors argue that play contributes to social and human development and relations at a fundamental level. This volume invalidates the commonly held assumption that play is only for children, drawing together numerous case studies from higher education that demonstrate how researchers, students and managers can benefit from play as a means of liberating thought, overturning obstacles and discovering fresh approaches to persistent challenges. This diverse and wide-ranging edited collection unites play theory and practice to address the gulf in research on this fascinating topic. It will be of interest and value to educators, students and scholars of play and creativity, as well as practitioners and academic leaders looking to incorporate play into the curriculum.
  cool math games 3d curveball: Player-manager Lou Boudreau, Ed Fitzgerald, 1949
  cool math games 3d curveball: Chasing Indiana's Game Chris Smith, Michael Keating, 2020-08-12 Hoosiers have always loved basketball! Long before Larry Bird carried Indiana State University to the 1979 NCAA National Championship or Bobby Knight walked the sidelines at Indiana University, basketball fostered community identity across the Hoosier state. From Indiana's tiniest towns to its biggest cities, high school basketball is a source of pride, unifying communities with different races, religions, and social and economic status. First drawn simply to documenting the architecture of Indiana's high school buildings and basketball courts, Chris Smith and Michael Keating quickly discovered that the real story was about more than just brick and mortar, maple and shellac. Told repeatedly by locals how important these places were to their communities, they began to embrace the game on Saturday, church on Sunday mantra that is found in many towns through Indiana, watching countless hours of basketball and becoming a part of the Hoosier tradition themselves. With over 150 color photographs and unforgettable stories from high school basketball and beyond, Chasing Indiana's Game: The Hoosier Hardwood Project is a tribute to the Hoosier state and all who love basketball.
  cool math games 3d curveball: The Transhumanist Wager Zoltan Istvan, 2013 Philosopher, entrepreneur, and former National Geographic and New York Times correspondent Zoltan Istvan presents his visionary novel, The Transhumanist Wager, as a seminal statement of our times. Scorned by over 500 publishers and literary agents around the world, his philosophical thriller has been called revolutionary and socially dangerous by readers, scholars, and religious authorities. The novel debuts a challenging original philosophy, which rebuffs modern civilization by inviting the end of the human species-and declaring the onset of something greater. Set in the present day, the novel tells the story of transhumanist Jethro Knights and his unwavering quest for immortality via science and technology. Fighting against him are fanatical religious groups, economically depressed governments, and mystic Zoe Bach: a dazzling trauma surgeon and the love of his life, whose belief in spirituality and the afterlife is absolute. Exiled from America and reeling from personal tragedy, Knights forges a new nation of willing scientists on the world's largest seasteading project, Transhumania. When the world declares war against the floating city, demanding an end to its renegade and godless transhuman experiments and ambitions, Knights strikes back, leaving the planet forever changed.
  cool math games 3d curveball: Videogames Ralph H. Baer, 2005
  cool math games 3d curveball: Holt Handbook John E. Warriner, 2003 Designed for middle school teachers and students in California. Offer teachers and students a method to focus on the written and oral language convention required by the standards--to provide an effective way to teach and learn grammar, usage, and mechanics skills.
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CoolPeel: Laser Skin Resurfacing Treatment - RealS…
Jul 21, 2023 · CoolPeel is a laser skin resurfacing treatment that uses the SmartXide Tetra CO2 laser, manufactured by Deka.. This …

CoolSculpting Fat Freezing: How It Works, Side Effects, Results …
Apr 9, 2024 · CoolSculpting is a nonsurgical body contouring treatment that uses cryolipolysis (fat freezing) …

Is Coolaser Skin Resurfacing Worth the Cost? - RealSelf
Jun 13, 2023 · Your provider will move the handheld Coolaser across the entire treatment area, zapping your skin as cool air blows. The cooling …

CoolSculpting vs. Emsculpt: Which Is Better for You?
Oct 17, 2023 · Which is more expensive: CoolSculpting or Emsculpt? Speaking of splurging, you’re probably wondering about the Emsculpt vs. CoolSculpting …

CoolTone Muscle Toning & Body Contouring | RealSelf
Aug 14, 2023 · CoolTone is a noninvasive body contouring treatment that was FDA-cleared in June 2019 to strengthen and tone muscles in the …