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Playing the Matrix

Author: Mike Dooley
Publisher: Hay House, Inc
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Playing the Matrix is Mike Dooley’s advanced course on living deliberately and creating consciously. The concepts he shares were born of material he’s delivered to live audiences the world over, culminating in his most impactful, most transformational program ever. Now, for the first time in 17 years of touring, these ideas are to be shared in book form. At the heart of the Matrix lies a simple yet highly unexpected concept for creating major life change that’s unlike anything shared by other teachers, past and present. It clearly reveals why “manifesting” sometimes works with incredible ease, why it sometimes doesn’t work at all, and why, on occasion, it works, and yet in hindsight we wish it hadn’t. Readers will not only learn about the “Bermuda Triangle of Manifesting” that too often leads to heartbreak and loss, they’ll learn how to navigate around it, under full sail, with their own new “a-ha” moments that will teach them: • How to achieve clarity in purpose and desire and thereby avoid contradictions and self-sabotage • How to fuel their dreams with passion while not attaching to unimportant details and outcomes • How to plan and take action on their dreams without “messing with the cursed how’s”! And so much more...


The Matrix Trilogy

Author: Stacy Gillis
Publisher: Wallflower Press
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This is a collection of essays on the films as well as the websites, games and The Animatrix video and DVD. Among the topics discussed are the new cyberpunk, Baudrillarian simulacra and simulation, gender, race and costume, cyberculture and the body, virtual realities and special effects.


Adaptive Competitive Decision in Repeated Play of a Matrix Game with Uncertain Entries

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Manifesting Change

Author: Mike Dooley
Publisher: Simon and Schuster
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Size: 13,72 MB
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Shares advice on realizing one's goals and offers inspirational views on universal mysteries while explaining how to overcome psychological obstacles using spiritual exercises and illustrative analogies.


Contributions to the Theory of Games

Author: Philip Wolfe
Publisher: Princeton University Press
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A new group of contributions to the development of this theory by leading experts in the field. The contributors include L. D. Berkovitz, L. E. Dubins, H. Everett, W. H. Fleming, D. Gale, D. Gillette, S. Karlin, J. G. Kemeny, R. Restrepo, H. E. Scarf, M. Sion, G. L. Thompson, P. Wolfe, and others.


Evolution of Extracellular Matrix

Author: Fred W. Keeley
Publisher: Springer Science & Business Media
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The evolution of single cells into multicellular organisms was mediated, in large part, by the extracellular matrix. The proteins and glycoconjugates that make up the extracellular matrix provide structural support to cellular complexes, facilitate cell adhesion and migration, and impart mechanical properties that are important for tissue function. Each class of ECM macromolecule has evolved to incorporate distinctive properties that are defined by conserved modules that are mixed together to achieve appropriate function. This volume provides a comprehensive analysis of how the major ECM components evolved over time in order to fill their specific roles found in modern organisms. The major focus is on the structural matrix proteins, matricellular proteins, and more complex ECM structures such as basement membranes. Adhesive proteins and their receptors are also discussed.


The Cultural Matrix

Author: Orlando Patterson
Publisher: Harvard University Press
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The Cultural Matrix seeks to unravel an American paradox: the socioeconomic crisis and social isolation of disadvantaged black youth, on the one hand, and their extraordinary integration and prominence in popular culture on the other. This interdisciplinary work explains how a complex matrix of cultures influences black youth.


Design User Experience and Usability Health Learning Playing Cultural and Cross Cultural User Experience

Author: Aaron Marcus
Publisher: Springer
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The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.


Programming Role Playing Games with DirectX

Author: Jim Adams
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In comparison to the popular first edition, "Programming Role Playing Games with DirectX (1931841098), this second version covers the updated version of DirectX (DirectX 9). Readers learn how to use DirectX 9 to create a complete role-playing game. This comprehensive guide contains everything the reader needs to know, while at the same time incorporating reader feedback and eliminating the bare-boned basics contained in the first edition. It begins by teaching the reader how to use the various components of DirectX 9 (DirectX Graphics, DirectX Audio, DirectInput, and DirectPlay). Once readers have a basic understanding of DirectX 9, they can move on to building the basic functions needed to create a game - from drawing 2D and 3D graphics to creating a scripting system. All this information is then wrapped up as the reader sees how to create an entire game - from start to finish!


Creating a Dialectical Social Science

Author: I.I. Mitroff
Publisher: Springer Science & Business Media
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The depth, intensity, and long-standing nature of the disagreements between differing schools of social thought renders more critical than ever the treatment of dialectical reasoning and its relationship to the social sciences. The nature of these disagreements are deeply rooted in fundamentally differing beliefs regarding, among many things: (1) the nature of man, (2) the role of theory versus data in constructing social theories, (3) the place and function of values versus facts in inquiry, etc. It has become more and more apparent that such fundamental differences cannot be resolved by surface appeals to rationality or to consensus. Such for it is precisely the definitions of appeals are doomed to failure 'rationality' and 'consensus' that are at odds. That is, different schools not only have different definitions of rationality and consensus but different notions regarding their place and function within a total system of inquiry. A dialectical treatment of conflicts is called for because such conflicts demand a method which is capable of recognizing first of all how deep they lie. Secondly, a method is demanded which is capable of appreciating that the various sides of the conflict fundamentally depend on one another for their very existence; they depend, in other words, on one another not 'in spite of' their opposition but precisely 'because of' it.