In 1989, the company was listed in Inc. magazine as one of the fastest-growing
companies in the country, but the world of human-powered adventure was
changing in ways that would eventually test the limits of Ron's ability to engage in
Author: Topher Donahue
Publisher: Rocky Mountain Books Ltd
Category: Sports & Recreation
Thirty years ago a frustrated physicist from Seattle named Ron Gregg was retreating from an aborted attempt at a new alpine style route on Denali. His partner had been evacuated by helicopter, but Ron chose to ski back to the highway solo. In the process, Ron found a new direction in life. At that time, outdoor gear left much to be desired. Many of the best climbers and alpinists designed their own equipment out of necessity. They fashioned climbing harnesses, backpacks and entire kits in basements and garages. Nobody cared what the gear looked like. For a mountaineer with a penchant for design, the 70s and 80s were an era of extreme entrepreneurial opportunity and epic adventure. Designed by Adventure: 30 Years of Outdoor Research follows Ron Gregg’s seminal early years as he bootstraps what would become an iconic company known for relentless commitment to functionality and durability. His intense passion for making better products in his own factory establishes Outdoor Research as an outdoor industry leader, yet Ron’s devotion to his Seattle factory eventually imperils the company as globalization changes the game. His sudden and tragic death in the mountains of British Columbia creates a crisis as his family and the management team struggle to find a solution to keep the company going. Ultimately a new team comes together to build on Ron’s legacy and principles, building Outdoor Research into one of the fastest growing companies in its industry.
With this book, you and yours will be able to develop the tools to explore, understand, imagine, create, and share your own irresistible futures through accessible real-world activities and awesome ideations.
Author: Brett Schilke
Publisher: Rockport Publishers
Category: Juvenile Nonfiction
Design Genius Jr.: Adventures in Engineering for Kids invites kids to take charge of the world they wish to create by designing inventions and solutions to challenges faced in an imaginary City X, the first human settlement on another planet. Explore the future through problem solving, design thinking, and engineering. This adventure takes children and adults on an epic journey: humans are leaving Earth, arriving at a new planet, and creating the first settlement there, City X. It’s a journey of historic proportions, to a fledgling city on a distant planet, where humanity has a chance to start fresh and design a future that works for everyone. In settling another planet, humans discover a host of challenges, much like those faced on Earth: challenges related to issues of energy, environment, transportation, security, food, safety, and health. Empowered by design thinking and advanced technology, their problems are to be solved by a vast team of young designers on Earth (your children!). With this book, you and yours will be able to develop the tools to explore, understand, imagine, create, and share your own irresistible futures through accessible real-world activities and awesome ideations. Without limits, what can kids create? Design thinking—creative problem solving—will be crucial to resolving the global challenges in business, politics, and the environment facing the next generation. Each book in the Design Genius Jr. series teaches kids this important skill through fun, hands-on projects in a single area of design that challenge them to identify problems, explore possibilities, test ideas, and then come up with original solutions.
Taking a German class might just not be possible for some of us. Still, there's no need to worry! In my opinion, the best way to learn any language is by reading or listening to stories. This book offers you exactly that.
Author: Patrick Haul
Publisher: C-S Publication via PublishDrive
Category: Foreign Language Study
Learn German with Stories - A modern approach to learning German in a fun and interactive way! Learning a new language can be extremely difficult. Especially one that seems so challenging. With its complex grammar rules and strange sounds, it can discourage anyone willing to give the German language a try. On top of that, today's society has made tight schedules a part of everyone's lives. Taking a German class might just not be possible for some of us. Still, there's no need to worry! In my opinion, the best way to learn any language is by reading or listening to stories. This book offers you exactly that. A modern, structured and fun approach where you can develop your German speaking skill. The German language has become extremely valued in the modern era. Being able to have a conversation in German can earn you a lot of praise and really set you apart from the rest of the crowd. Inside this book, you can discover: - 11 unique German short stories each linked to one another - Fun and easy to follow adventures - Common words you can actually use in your day-to-day life - A German-English vocabulary after each story - Short questions for an improved text-comprehension - An entire chapter dedicated to essential words and phrases (numbers, days, months, etc.) - A short lesson after each story which puts the entire story in perspective and helps you understand its content even better Every skill takes time to master, learning German is no exception. However, you can reduce the learning curve by taking the right approach. By immersing yourself in these stories you not only get more familiarised with common German expressions, but you get to do it in an entertaining and enjoyable way. If you want to improve your German in only a few minutes a day, then scroll up and Order now!
... of drawers , or that a good for nothing chair with a great hole in the ai bottom ,
which you know , Bet , nearly fell through yesterday , when she got upon it to
reach 29 C 1 the box which holds her Sunday . Itraw hat ; 84 The ADVENTURES
A single mother will try everything she can to be a father and a mother to her son,
but sadly it can never work because she is not made like a man. Men are designed for adventure, for excitement, for pressing the boundaries. Women are
Author: Angus Buchan
Publisher: Christian Art Publishers
Category: Family & Relationships
Next to God, a family is the most important relationship a person can possibly have in this life. The Lord never designed us to be on our own. We need each other, just like iron sharpens iron, just like coal needs fire in order to burn brightly. FATHERS AND SONS is a call to fathers to guard their relationship with their sons, and for sons to treasure their relationship with their father – with passion and purpose. Some of the themes Angus Buchan discusses in FATHERS AND SONS includes: Dad’s affirmation, role models, grace and respect, humility versus pride, sacrifice, what constitutes a father and tough love. FATHERS AND SONS will encourage every father to be the father that God wants him to be and reveals the incredible impact it will have on his children.
The analogy was made, that the adventure-based training weekend was the
foundation from which the team would ... After the introduction, initial activities
took place, which were designed to have some fun, get the players relaxed into
the new ...
Author: Ian T. Boyle
Adventure-based training has become an effective medium for delivering experiential training programs within a variety of disciplines such as; school outdoor education, corporate teamwork development, youth at risk and psychological counseling. In addition, Meyer & Wenger (1998) and Meyer (2000) were instrumental in pioneering research in to the efficacy of adventure-based training with sporting teams. This investigation adds to the growing body of knowledge in this area by demonstrating the positive effects an adventure training intervention has on athletes ability to learn new team and psychological skills. In addition, results indicated that individual and team performance might have been enhanced because of skills learnt during the intervention. This study examined the impact of an adventure-based training intervention on the group cohesion and psychological skills development of elite netball players. Data was gathered using both quantitative and qualitative methodologies. Many researchers are of the belief that the two methodologies compliment one another and thereby strengthen the total research model (Henderson, 1993). A phenomenological approach to qualitative data collection was followed based on the work by Dale (1996). Knowing how the intervention impacted on the participants from their perspective, is a critical question often overlooked by researchers. Results clearly indicated how athletes changed and developed during and after the intervention. Improved cohesion around task issues was especially evident, along with enhanced mental skills to handle the pressures of major competition. Lewin s change theory was examined to explain the learning process; modifications to this theory were suggested. Recommendations were outlined for improving sport psychology teaching practice, along with improved facilitation of adventure programming.
Titled Les Petites Dames de Mode (the little ladies of fashion), this collection of Victorian and Edwardian gowns worn by 29-inch mannequins has been displayed in prominent museums throughout the country and was the subject of a video ...
Author: John R. Burbidge
Publisher: Reverie Publishing
Category: Antiques & Collectibles
For years, doll and costume enthusiasts alike have seized every opportunity to view the authentic period ensembles created by John Burgidge, former bridal designer for the prestigious Priscilla of Boston. Titled Les Petites Dames de Mode (the little ladies of fashion), this collection of Victorian and Edwardian gowns worn by 29-inch mannequins has been displayed in prominent museums throughout the country and was the subject of a video produced in the 1990s. Not until now has the entire collection been presented in print. Featuring full-page photos of each gown, with close-up views of important details, accompanied by the designer's extensive notes on the creation of each piece, this book will be appreciated and treasured by doll collectors, costume historians, clothing designers and fashion aficionados.
14.5 An Application: Adventures in the Imaginary Land of Gack Although object-
oriented programming is now used for ... MIT developed an adventure game in
Scheme for use in their course, Structure and Interpretation of Computer
Author: Max Hailperin
Publisher: Max Hailperin
CONCRETE ABSTRACTIONS offers students a hands-on, abstraction-based experience of thinking like a computer scientist. This text covers the basics of programming and data structures, and gives first-time computer science students the opportunity to not only write programs, but to prove theorems and analyze algorithms as well. Students learn a variety of programming styles, including functional programming, assembly-language programming, and object-oriented programming (OOP). While most of the book uses the Scheme programming language, Java is introduced at the end as a second example of an OOP system and to demonstrate concepts of concurrent programming.
Fundamentals of Adventure Game Design explores adventure games, an old. E-
books. You understand the basic concepts of game design: gameplay, user
interfaces, core mechanics, character design, and storytelling. now you want to
Author: Ernest Adams
Publisher: New Riders
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the puzzle and casual game genres. This focused guide gives you exactly what you need. It walks you through the process of designing for the puzzle and casual game genres and shows you how to use the right techniques to create fun and challenging experiences for your players.
Adventures generally emphasize story and character development; arguably, the
form is most effective when the puzzles are based on interaction with the
characters within the game, integrating the two aspects of the design. The adventure is ...
Author: Neal Roger Tringham
Publisher: CRC Press
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
out , we made a strong dam cross the end of it , to keep out the water ; by which
means the lay dry , as to the tide from ... begin to draw near , but so much was I
elevated with this new designed adventure , that I daily prepared for the voyage .
... of the Great River Oroonoque, with an Account of His Deliverance Thence, and
His After Surprising Adventures Daniel ... nature being , as it were , fatigued and
exhausted with the very thoughts of it , made me submit myself to a filent repose ...
With an Account of His Deliverance Thence; and His After Surprising Adventures
Daniel Defoe ... No sooner did the seasonable weather begin to draw near , but
so much was I elevated with this new designed adventure , that I daily prepared ...
... we made a strong dam across the end of it , to keep out the water ; by which
means she lay dry , as to the tide from the ... did the seasonable weather begin to
draw uear , but so much was 1 elevated with this new designed adventure , that I
Author: Tamara HollingsworthPublish On: 2010-09-01
Flying into Adventure Tamara Hollingsworth. 16 Amelia in one of the dresses she designed A man named George Putnam had helped plan Amelia's flight. Fun
Fact DESIGNED BY Amelia became famous . Women wanted to be like her .
Author: Tamara Hollingsworth
Publisher: Teacher Created Materials
Category: Juvenile Nonfiction
Profiles the life of pioneer aviator Amelia Earhart, who mysteriously disappeared during an around-the-world flight in 1937.
They shared their pictures and knowledge of the park with us and expanded our
knowledge of Great Adventure along the ... A special thankyou to Brian Wyant for
his assistance with the editing of the thousands of pictures that made the book ...
Author: Harry Applegate
Publisher: Arcadia Publishing
Built in 1974, Great Adventure was the larger-than-life dream of a larger-than-life personality, Warner LeRoy. The consummate showman, LeRoy had visions of a fantasy world of rides, shows, and animals in a beautiful and unspoiled woodland setting. In 1977, Great Adventure became a member of the Six Flags family of theme parks and has continued to grow ever since, with bigger and better attractions added each season. Six Flags Great Adventure revisits some of the park’s past attractions, like the Garden of Marvels, Big Balloon, and Super Teepee, and illustrates the park’s evolution into a state-of-the-art theme park enjoyed by a new generation of guests.