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Supportive Interviewing in Human Service Organizations: Fundamental Skills for Gathering Information and Encouraging Productive Change
Kenneth France , and
Michelle Kish
Manufacturer: Charles C. Thomas Publisher
ProductGroup: Book
Binding: Hardcover
Interviewing
| Job Hunting & Careers
| Business & Investing
| Subjects
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General
| Business & Investing
| Subjects
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Management & Leadership
| Business & Investing
| Subjects
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| Business Ethics
| Consolidation & Merger
| Decision-Making & Problem Solving
| Distribution & Warehouse Management
| Industrial
| Information Management
| Leadership
| Management
| Management Science
| Motivational
| Negotiating
| Operations Research
| Planning & Forecasting
| Pricing
| Production & Operations
| Project Management
| Quality Control
| Risk Assessment
| Statistics
| Strategy & Competition
| Systems & Planning
| Systems Analysis
| Teams
| Total Quality Management
| Training
General
| Psychology & Counseling
| Health, Mind & Body
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ASIN: 0398059373 |
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Cambridge Checkpoints VCE Health and Human Development, 2003 (Cambridge Checkpoints)
Mary McLeish , and
Sally Rogers
Manufacturer: Cambridge University Press
ProductGroup: Book
Binding: Paperback
Family Life
| People & Places
| Children's Books
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| Adoption
| General
| Marriage & Divorce
| Multigenerational
| New Baby
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| Parents
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General
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Vocational Guidance
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General
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ASIN: 0521527813 |
Book Description
Checkpoints VCE Health and Human Development, 2003 is the most up-to-date exam preparation aid for Health and Human Development. It contains official past exam questions from 1996 to 2002, with answers, organised in chapters to reflect the study design. As well, there is a comprehensive selection of additional exam questions, which closely follow the style expected on the end of year paper. Sample essays are provided for typical questions, and answer plans for every exam question presented. Students are provided with study advice and homework questions for training for the examination, spread over the whole year’s course. Revision questions at the end of each chapter allow students to review the content, and exam questions should be practiced at the end of each topic. The new ‘cut out and keep’ cards aid in memorising the definitions of key terminology and concepts.
Customer Reviews:
Origins of an African exodus.......2001-01-05
Manchuelle's history of Soninke migration up to 1960 is based upon extensive research on colonial documents of French West Africa, specifically the places known today as Senegal and Mali. He makes use of everything from crew manifests of river steamers to harvest reports by French administrators to argue his central point: that the Soninke people began migrating in such great numbers not because they were forced by harsh colonial policies and taxes, but because they were attracted to high-wage jobs that allowed them to accumulate wealth on their own terms.
The author describes Soninke communities, farming systems, and authority structures as they were in the 19th century, and analyzes the important role played by those communities in "desert side" trade: Soninke merchants acted as commercial middle-men between desert-dwelling nomads to the north and sedentary farmers to the south. He goes on to explain how young Soninke were drawn by this intermediary role into itinerant trade and seasonal agricultural labor even before the advent of French colonialism in the region. Modern migration, the author says, is more or less an extension of this earlier form.
Manchuelle reinforces his argument effectively by showing that the Soninke's neighbors, while subjected to the same conditions as the Soninke (e.g. drought, forced labor and colonial head taxes), migrated with nowhere near the same frequency. His contention that Soninke migration stems more from cultural factors than from issues of survival seems hard to argue with, given the weight of documentary evidence cited (the endnotes and bibliography are about as long as Manchuelle's text itself).
I would have greatly liked to see a follow-up study on migration since 1960, but alas the author's career was cut short by the crash of TWA 800 in 1996. "Willing Migrants" is clearly written and impressively researched, and is useful to anyone wishing to understand modern migration in Africa.
Customer Reviews:
Funny, funny book.......2006-08-02
This is a very funny sequel to Steve Hofstetter's very funny first book, Student Body Shots. If you like this, also check out his DVD, Cure for the Cable Guy.
That Steve Hofstetter, a very funny guy!
Customer Reviews:
It remains the definitive text a century later.......2005-06-21
The style may seem quaint, but if you have spent any time at all reading scholarly works from this time period, you will find that Hill's prose is far from unreadable. By and large, I continue to find Hill's style to be readily approachable after 3 decades worth of repeated readings.
In any case, the prose is not what makes this work invaluable. Like another reviewer stated, you cannot do any study of Stradivari instruments without first consulting Hill, and Hill remains the foundation of all scholarly work concerning Stradivari, even a century later. While not exactly for laymen, nonetheless this book is relatively accessible to those who have only a passing knowledge in stringed instruments. For those more expert, Hill remains the essential starting point. If you have a young violinist in your family, I would recommend this book as a gift. I still have my decades-old book, received one Christmas long long ago, and I am glad that I got it.
One of the essential texts.......2000-12-04
This is perhaps the most important book ever published relating to the topics of violin making and the unchallenged greatest maker of all times. The Hills are the most respected scholars, ever, of the violin, and this was a landmark publication in 1902 and remains so. Under the quaint language is the information that subsequent scholars have used as the basis of their understanding of Stradivari's work (and stolen for the basis of many of their own articles and books), and almost everything written in the book is still considered accurate--an unprecedented event in violin publishing, where there's much more myth than fact in many books, especially those of the past, many of which are essentially fiction posing as non-fiction. There is simply no reason not to own this book if you are interested in violins.
Good, but very long winded.......1998-08-21
This is a good book for people who want to learn more about the great Italian luthier, but it definitely has its flaws. The book was written around the turn of the 20th century and its style is very stilted and convuluted. I often had the feeling the authors could have conveyed the information they give us in two pages in one paragraph. Also, their worship of anything related to Stradivari gets to be a bit much after awhile. Still, this is the book to turn to for information on this great violin maker.
Book Description
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.
In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.
Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.
Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.
Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
Customer Reviews:
Good high-level book on game culture.......2006-12-16
This is a fun book to read that is written in an accessible and engaging style that contains some really interesting ideas about gaming. Because this is more a collection of interrelated essays than a sustained argument, it makes sense to approach each essay individually.
In the first chapter-essay, to understand the relationship between the player and the game space, the author arrives at a cartesian plane of possible gaming moments: The x-axis moves between the operator's and the machine's actions, and the y-axis moves between diegetic and non-diegetic actions. The result is that some common gaming moments can be reliably plotted in this plane. The author's approach here presents a way to initiate a discussion around action, but the entire argument doesn't hang on the validity of this model. This diagram forces the author to define game diegesis somewhat narrowly within the confines of certain kinds of games, and it seems somewhat arbitrary where he draws the line between diegetic and non-diegetic. However, it's an interesting beginning, and the terms and relationships Galloway sets up here permeate the remainder of the essays, contextualizing them all within the idea of game action.
In chapter 2, the author goes to great lengths to justify his central claim that where film uses the subjective shot to represent a problem with identification, games use the subjective shot to create identification. The problem with first-person or subjective camerawork is that the perspective suggests agency or the ability to interact. It is in these moments in cinema where the camera exposes itself as an agent of looking, and the audience is confronted with its own status as observer. In other words, it is the fact that the first-person perspective holds forth the possibility of action that makes it such an uncomfortable technique in cinema, but such a natural arrangement in gaming where the possibility of interaction exists. The author then identifies certain cinematic situations that adopt visual "patina" derived from gaming. Some obvious examples of this "gamic vision" include the Heads-Up Display subjective shots from Terminator and RoboCop.
In chapter 3, Galloway unpacks the idea of realism in gaming, distancing it from the so-called "realism" of high-end graphics that purport to be faithful representations of real world objects. Instead, since gaming is for Galloway an action and not an image, realism should be imagined on different terms. Again taking cues from cinema, Galloway argues that a better kind of realism for gaming would follow the model of neorealism in film in which neorealisticness depends on narrative and not form. Galloway mentions games like September 12th and The Sims as possibilities of a better realism in gaming because they engage social reality at a level in which the game action parallels the real-world action it comments on. In other words, a person is more likely to order a pizza than shoot aliens. Again orienting his discussion on action, Galloway concludes that the true correspondence obtained in realistic gaming is a congruence between the "material substrate of the medium" and the gamer's social reality.
In the fourth chapter and the concluding one, Galloway makes a compelling case for the expressive potential of video games. In outlining the allegories of control in gaming, Galloway claims that, to the extent that successfully navigating daily life increasingly relies on selecting options from series of menus, gaming simply emulates this by enclosing it within the gaming action. The main example here is Civilization, which has been criticized for its Imperialistic politics. For Galloway, though, the problem with Civlization is not so much that it presents other nations and people groups as fodder for conquering, but that it condenses politics into a series of quantities that can be balanced and varied according to menu configurations. So Galloway does criticize the game, but mainly does so because it represents an index for the very dominance of informatic organization and how it has entirely overhauled, revolutionized, and recolonized the function of identity.
In chapter five, Galloway ends up with six theses for countergaming, one of which is hypothetical. Though the book as a whole claims to be a collection autonomous essays, it's hard not to read in this essay the culmination of ideas oulined in the first four. Put briefly, countergaming involves establishing and then subverting the formal poetics of gameplay. One theme in this is the foregrounding of apparatus, or when games break. The author's main example in this essay is Jodi's untitled game in which the interface frequently breaks down or appears to reveal its underlying code. Similarly, countergaming can become visible in subverting representational modeling of objects with degraded artifacts. Note that this is not simply bad modeling or the modeling of abstract objects. Rather, the spatiality of objects is threatened by their exposed status as images. This discussion is useful not only for outlining a potential direction for artistic or activist game design, but also for providing a context for discussing more mainstream activity like Alternate Reality Gaming in which the game world is very much defined by its juxtaposition with its representation and underlying code, or more sinister-seeming accidents like actual rendering errors in game worlds. These phenomena are not countergaming as such, but it is possible to understand the disruption of their presence better if we see it as a kind energy working against the dominant hegemony of the game structure. Such things break the framework of social realism.
Although I found this book intelligent and engaging, I'm still not sure what to do with it. The author proposes alternatives to popular critical models, but these are mostly gestures toward a way of thinking about gaming rather than a declaration of How Things Are. It is this approach, along with the approach to gaming as an action rather than games as objects, that is this book's most valuable contribution. I would recommend it to high-level game architects and virtual world architects who aren't afraid of a somewhat academic read.
he did again.......2006-11-03
After Protocol, one of the best books in cyberculture, Galloway bring us Gaming, one of the best books in gameculture.
Remembering Protocol's way, a bit of history, with some criticism after. The only problem is the book is toooo short, and very important issues, like gameart and mods, stay basics. I hope these can be developed in the next future.
And I love cover, with the Unreal Healt PickUp int the hospital.
focus on visual / film theory.......2006-11-02
Interesting book, but not entirely what I was expecting. It takes a very filmic approach to videogames, focusing on gaze and perspective. There are some interesting parallels draw between film and games, but for the most part, the author seems more comfortable in a critical eye outside of games themselves.
I lost interest in the book about halfway through, but I may pick it up again. If you are looking for a book about interaction or theories of play and leisure, this is not the book for you.
any interested in media and gaming will find this scholarly discourse exciting........2006-09-24
College-level students of media studies will appreciate the examination of digital and video culture offered in Gaming: Essays on Algorithmic Culture: examples from over fifty video games are used to construct a classification system of action in video games which blends gameplay with software crashes, network lags, and game hacks. From the origins of the first-person shooter to game structures and new interpretations of images and character, any interested in media and gaming will find this scholarly discourse exciting.
Diane C. Donovan
California Bookwatch
Videogames are actions.......2006-08-30
For Alexander Galloway "videogames are actions". Videogames are acts of doing enacted by the player and the technology in a cybernetic relationship that can occur as part of the diegesis or as separate to the narrative world of the game. A videogame cannot be played until the machine is powered up and the software running. By placing machine and operator in a praxis with diegetic and nondiegetic acts Galloway not only enfolds the more commonly iterated components of algorithmic program and player acts but celebrates the traditionally ignored and often vilified aspects of video gaming including crashes, hacks and lag. The pause button is as important as the shoot or action button, cheats are as significant as strategies and the nondiegetic routines of saving and loading are of consequence.
This is a great way of thinking about videogames! This is all contained in chapter one which I thoroughly recommend. The other chapters for me were not as useful but are still an interesting read.
Average customer rating:
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The Bridge Player's Alphabetical Handbook
Terence Reese
Manufacturer: Faber & Faber
ProductGroup: Book
Binding: Hardcover
Bridge
| Card Games
| Puzzles & Games
| Entertainment
| Subjects
| Books
General
| Gambling
| Puzzles & Games
| Entertainment
| Subjects
| Books
General
| Puzzles & Games
| Entertainment
| Subjects
| Books
General
| Sports
| Subjects
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ASIN: 0571115993 |
Amazon.com
With the arrival of Sun's Swing/JFC classes, Java developers can create user interfaces that look great and perform just as well as "native" interfaces. The JFC Swing Tutorial: A Guide to Constructing GUIs provides a hard copy of Sun's popular online tutorial for Swing/JFC development. Its numerous code examples and clear presentation style make this title a fine choice for mastering the ins and outs of today's Swing.
Owing to its Web heritage, digestibility is perhaps this book's most notable feature. Short sections on virtually every topic in Swing programming help bring the reader up to speed with this UI library. Early sections look at getting started and the organization of classes in both applets and applications, as well as useful high-level classes like frames and scroll panes. When it comes to such basic Swing components as text, label, and image controls, Swing beginners will appreciate the concise description of each component along with necessary APIs. More advanced material, such as optimizing repainting of Swing controls and techniques for more efficient tables, will be useful to any Swing developer.
Most computer books use either code excerpts or full-length programs. For the main text of The JFC Swing Tutorial, short code examples are the norm, but with over 300 pages of complete programs in an appendix, this book will also please those who appreciate more complete examples.
Efficient and thorough, this book succeeds in making JFC/Swing enjoyable while imparting a good deal of necessary information. Armed with this book, any intermediate to advanced Java programmer can make sense of today's Swing with a minimum of effort. --Richard Dragan
Topics covered: JFC basics, compiling and running JFC programs, JFC applets and applications, pluggable look-and-feel options, layout managers, event listeners and event handling, graphics, images, animation and painting, threads, JComponent, frames and top-level containers, basic and advanced JFC components, tables, trees, models and custom editors, accessibility APIs, and converting code from AWT to JFC.
Customer Reviews:
Awesome book!!.......2007-07-03
I've looked at many HORRIBLE Swing books, This one is great and recommended for anyone that is interested in doing anything practical with Swing or Java GUI's other than making a colored triangle in an applet window. I cant stress enough.. BUY THIS BOOK! i'm surprised this didn't have at least a 4 and 1/2 stars.
A compliment that I use to work with this book is the Core Java Fundamentals vol.1.
I Second Thomas Duff's Review.......2004-11-05
The JFC Swing Tutorial Second Edition is among the very best how-to-do it programming books I've read---and I've read scores! For this reason, I felt compelled to write a review of the book, admiring its organization, applauding its authors and encouraging progammers who need to to write Java GUIs to hurry up and by it. But then I read Thomas Duff's review; I became redundant. My recommendation is to read Mr. Duff's excellent review---knowing that I agree with every word of it.
great potential but poor delivery.......2004-09-01
This book has a great potential to be instructive, however, i give it a one star because it fails miserably in the delivery. The book has one full example in chapter 2 then after that all the examples are from the CD and the information about a particular issue such as comboboxes for example is strewn with code snippets that only address the most basic information; but when one looks at the full example from the CD, it contains much more in depth code that goes beyond the scope of the particular lesson. This left me with a confused situation. On one hand i have a very basic example that only shows the bare minimum of how to use a component and on the other i have code that introduces methods that are not very pertinent to the example and require more explanation. If it is pertinent then it should be explained fully which is not.
The book has great potential. For me, i would rather see the full examples at the end of each chapter or at the end of each lesson where the code snippets reside. This would be more helpful to me as i could study the full code without having to go to the CD or its copy in my drive and navigate through the way nested tree to get to each example. Thus one star.
Second edition is great.......2004-08-07
This tutorial is well laid out and thorough. It looks suitable for learning Swing (I'm already fairly proficient) except for beginners to GUIs. It's also well organized as a reference work. It's much easier to understand than "Java Swing" from O'Reilly.
Of course the "down side" is that all the material is available online for free. So as an individual you can judge -- if the free online version is suitable for you then go for it. If you want something for your bookshelf or something you can write on and add bookmarks, well then shell out the money for the book. A CD in the back contains all the examples, so you won't need to go online for anything.
Ironically, unlike some earlier reviews (of the first edition) I feel the book is now better organized than the website.
Very good book.......2004-06-17
I have little experience with AWT and Swing. I got this book to finish my SCJD. The book is excelent reference and tutorial. I like the way the book structured. First chapter it gives an overview of every compnent in Swing, then in the rest of the book it explains these component in details.
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