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Fierce competition is a fact of life in the business world, but making a buck off someone else's patented invention is one idea that just won't float. When SwimTime notices that a longtime competitor's floating lounger bears striking resemblance to its own top-selling pool float, it files suit against Water-Fun for patent infringement. In its debut as NITA's very first case file on patent law, SwimTime Corp. v. Water-Fun, Inc., written by Administrative Patent Judge Ryan H. Flax, with the United States Patent and Trademark Office's Patent Trial and Appeal Board (PTAB), is a civil trial for patent infringement and defenses to these allegations, including invalidity and non-infringement. Students will dive deep into this complex litigation, starting first with the complaint stage and moving onto discovery, patent claim construction (known as the Markman hearing stage), summary judgment, and finally trial. Each side features three witnesses, including two technology experts who address infringement and validity. SwimTime familiarizes students not only with the challenges inherent to patent litigation and basic trial preparation in the modern, high-tech courtroom, but also to the importance of case presentation and the use of demonstrative evidence to persuasion in this sink-or-swim environment.
Author : Tom Chatfield Publisher : Random House Page : 274 pages File Size : 24,3 MB Release : 2011 Category : Electronic games industry ISBN : 0753519453
Atari Inc. - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.' Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available. An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like: * All the behind the scenes stories surrounding the creation of the company's now iconic games and products. * The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains * The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead. * The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's" * How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block. If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!
In this personal journey through a unique performing art, David Copperfield profiles some of the world's most groundbreaking magicians. From the sixteenth-century magistrate who wrote an early book on conjuring, to the roaring twenties and the man who fooled Houdini, to the woman who levitated, vanished, and caught bullets in her bare hands, David Copperfield's History of Magic takes you on a wild journey through the remarkable feats of some of the greatest magicians in history. The result is a sweeping tale that reveals how these astonishing performers were outsiders who used magic to escape class, challenge conventions, transform popular culture, explore the innermost workings of the human mind, and inspire scientific discovery. Their incredible stories are complemented by more than 100 never-before-seen photographs of artifacts from Copperfield's exclusive Museum of Magic, including a sixteenth-century manual on sleight-of-hand; Houdini's straitjackets, handcuffs, and water torture chamber; Dante's famous sawing-in-half apparatus; Alexander's high-tech turban that allowed him to read people's minds; and even some coins that may have magically passed through the hands of Abraham Lincoln. By the end of the book, you'll be sure to share Copperfield's passion for the power of magic. --
Sixty-seven sure-fire mental feats to delight and mystify: mind reading with cards, instant ESP, identifying the owners of objects given to you in random order, number prediction, much more. 73 illustrations.
Offers a collection of math tricks using the magic of numbers in which the marvelous Professor Picanumba can seemingly predict random events in dozens of numerical exercises, along with answers at the end