Rabu, 29 Mei 2013

[U595.Ebook] Free PDF The Seth Material: The Spiritual Teacher that Launched the New Age, by Jane Roberts

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The Seth Material: The Spiritual Teacher that Launched the New Age, by Jane Roberts

Seth is the acclaimed non-physical teacher whose collected works are the most dynamic, brilliant and undistorted map of inner reality and human potential available today. His articulation of the furthest reaches of human potential, the eternal validity of the soul, and the concept that we create our own reality according to our beliefs, has been presented in books that have sold over 8 million copies and been translated into over a dozen languages. Seth's empowering voice clearly stands out as one of the major forces which led to the current New Age philosophical movement. This book chronicles Seth's first contact with author and medium Jane Roberts. It is a mixture of great Seth excerpts, selected by topic, and further explained by Jane.Topics covered include: afterdeath & between lives, how to get rid of llness,reincarnation, why people are born into different circumstances, God, All That Is, Dreams, exercises to develop the inner senses, and much more.

  • Sales Rank: #299021 in Books
  • Published on: 2010-01-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x .90" w x 6.00" l, 1.22 pounds
  • Binding: Paperback
  • 308 pages

About the Author
Roberts was considered one of the most important psychics of the twentieth century.

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535 of 540 people found the following review helpful.
A doorway
By senjas@island.net
I first encountered The Seth Material on a rainy afternoon in the upper level stacks of the Towanda Public Library, in Pennsylvania. Earlier, in a local paper, I had seen a small write-up about a woman in Elmira, New York, who goes into trance and speaks as someone named Seth. "Yeah, right," I remember thinking.
Then that day in the library, my hand closed over a volume. I saw the title, shrugged, and checked it out. I had no idea of the ride I was about to embark upon.
At age 40, I was not totally unprepared for Seth. I had studied Rosicrucian monographs for nine years and, since my early twenties, had felt a keen interest in metaphysics and philosophy. Yet, I had always had a skepticism about mediums and seances and things ectoplasmic.
I began reading. I learned of the coming of Seth into the lives of Jane Roberts, and her husband Robert Butts. It was bemusing to follow the progress of two people who may well have been as skeptical as I. Well, how would you feel if suddenly some personality essence entity entered your body and proceeded to lecture? It's quite one thing to accept it in theory, but if it happened to me, I think it would scare me-well-witless.
I read on. I got past the mediumship thing and into the meat of the message. When I began to assimilate what Seth was saying, I no longer cared whether Ms. Roberts was getting the information from a disembodied spirit or her goldfish. The material, to me, was electrifying.
On one hand, it seemed hauntingly familiar. I found myself saying, "of course, that's how it must be!" And "yes, I seem to remember...." On the other hand, it took me a very long time to read The Seth Material (and every other Seth book). You don't speed read Seth! I would encounter a concept, read the paragraph over and over until I thought I understood it. Yet there was always a nagging feeling that I didn't, not completely, and I kept doing a Scarlett O'Hara: I'll think about it tomorrow.
All that was nearly thirty years ago. Since then I've purchased all of the Seth books and have read them many times. I will, as long as I continue to have a pulse, read them many times more. I once wrote to Robert Butts and told him that the Seth books were my easy answer to the question, what books would I take if shipwrecked. I only partially joke when I say they keep rewriting themselves between readings, offering more and more information as I become capable of comprehending it.
Has all this changed my life? Indeed! Once begun, the material became an inevitable path of study. It challenged, and often stripped away, many of my most ingrained beliefs, and expanded my consciousness so that my view of the world is forever altered. Did the Seth books offer a magic solution to all my problems? Of course not! Have they offered new insights on how to deal with them? Absolutely-but more as a by-product of what I consider to be the most fascinating, absorbing, and stimulating information on the nature of everything.
I find Seth to be fun. Like an early, beloved schoolteacher whose influence persists throughout our lives, Seth speaks with humor, compassion and patience. Seth is not a cult. Seth is not a religion. Seth does not proselytize. Seth teaches. If you start with The Seth Material-and I do recommend reading the books in the order in which they were written-there are more than a dozen more, each superb.
If I were asked to give a one-sentence description of all of Seth's material, I would quote my son who was brought up on it: "It's the highest distillation of common sense."

112 of 117 people found the following review helpful.
Almost Weaned on Seth
By A Customer
I was first introduced to Seth when I was only 16 (and that was 30 years ago). I've read the Seth material over and over again throughout the years and have never ceased to be amazed at what I learn, (and/or relearn), from each reading. There is no doubt that this book has had a profound influence on my way of viewing my existence and the world, and I find Seth to be a wonderful teacher. As a side note, several years ago I stumbled across the book by Richard Bach,(of Jonathan Livingston Seagull fame), called 'Illusions' which quickly became my favorite book behind Seth. I recognized some of the Seth philosphy in his book and felt he had done a great job of explaining some very complex material in a way I could easily understand. Much later, I was very surprised and pleased to find a book review written by Richard Bach, on the Seth Material, on the back of one of my many re-purchased books of The Seth Material! (I kept giving the Seth Material away to friends.) I heartily recommend The Seth Material to anyone who is 'focused in this physical reality'! but wants to know more.

95 of 102 people found the following review helpful.
Very good for a "Jane" book.
By Shawn Regan
The story of Seth and how Jane and Rob started communicating with Seth. It contains some of the information further elaborated on in Seth Speaks. I had originally put this book off because it looked more narrative and less informative but this was an incorrect judgement on my part. Like many other book series I would recommend reading the Seth works in the order in which they were written for the best comprehension. This book is a "Jane" book which contains some excerpts from Seth sessions.

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Selasa, 28 Mei 2013

[T612.Ebook] Get Free Ebook The PRS Electric Guitar Book: A Complete History of Paul Reed Smith Electrics - Revised and Updated Edition, by Dave Burrluck

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The PRS Electric Guitar Book: A Complete History of Paul Reed Smith Electrics - Revised and Updated Edition, by Dave Burrluck

PRS guitars today appeal to a growing number of musicians, from Carlos Santana to Al Di Meola, from Zach Myers to Mark Tremonti. This book examines every part of PRS history, with an in-depth story, beautiful photographs, and detailed collectors info. Paul Reed Smith set up his first PRS factory in 1985 in Maryland and has devised guitars from the regular Custom and McCarty models, through the outrageously decorated Dragon specials and the controversial Singlecut, and on to recent achievements such as the Mira, Dave Grissom DGT, JA-15, and the S2 models. Dozens of guitars are pictured inside along with players, ads, catalogs, and rare memorabilia. A detailed reference section helps musicians and collectors identify and date PRS instruments, making this revised and updated edition of The PRS Electric Guitar Book a must for all guitar fans

  • Sales Rank: #190499 in Books
  • Brand: Burrluck, Dave
  • Published on: 2014-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .44" w x 8.50" l, .66 pounds
  • Binding: Paperback
  • 160 pages

Review
''No publisher chronicles the history of electric guitars better than Backbeat Books. Once again, they have created a book both informative to read and delightful to look at. If you've ever wondered why PRS guitars are so special, read this and you'll understand the reasons.'' --Curled Up with a Good Book

''The highlight of the book, for me, is the focus on the use of dragon imagery on the body of the guitars and inlays in the neck; the red Dragon 2000 has to be seen to be believed (only fifty were made) and the high res photographs on the high gloss paper used in the book does it proud.'' --Fireworks magazine Issue 70

About the Author
DAVE BURRLUCK (London) is one of the most experienced guitar journalists in the world, and he is currently gear reviews editor of Guitarist magazine. Burrluck is the author of The Player's Guide to Guitar Maintenance and is a contributor to Electric Guitars: The Illustrated Encyclopedia and Totally Guitar.

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3 of 3 people found the following review helpful.
Somewhat disappointing!
By PRS Enthusiast
Glad to finally see an update on PRS Guitars, but found the book somewhat disappointingly. There were no pictures of several important recent models: 2009 Paul's Dirty 100, 2010 MC-58 McCarty and the 2011 53/10 Limited, etc. The 2011 53/10 Limited was not even mentioned. Also their great line of amplifiers was not highlighted at all. These are some of the best hand-wired and beautiful amplifiers on the market. This was unbelievable for an update that people have waited seven years. And don't discard your previous PRS Books. The 2007 updated edition features a larger format (larger pictures).

0 of 0 people found the following review helpful.
PRS Rules
By Mike
I love PRS guitars and this book is a great intro into the world of Paul Reed Smith. I would have liked to see more photos of "famous" PRS players and what models they used but all in all I really liked this book.

0 of 0 people found the following review helpful.
Very nice book with lots of pics
By SANTIAGO CALCAGNO LOPES
Very nice book with lots of pics. A good reference for PRS history. The only letdown is the cover says it includes 30th anniversary models and I'm still searching that in the pages.

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[Z680.Ebook] PDF Ebook A Midsummer Night's Dream: From Shakespeare Stories by Leon Garfield, by William Shakespeare

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A Midsummer Night's Dream: From Shakespeare Stories by Leon Garfield, by William Shakespeare

  • Sales Rank: #10084412 in Books
  • Published on: 1999-04
  • Formats: Audiobook, Unabridged
  • Original language: English
  • Dimensions: 7.50" h x 5.75" w x 1.25" l,
  • Binding: Audio Cassette

From AudioFile
Since Charles Lamb first did it back in 1803, many writers have tried to adapt the plays of the Bard into prose for young readers. Leon Garfield has done it as well as anyone, and his two volumes of Shakespeare Stories form the basis for these marvelous recordings from the UK. The program includes an introduction to Shakespeare, a brief plot summary and a final essay called "Shakespeare Today." It's a complete package that will help orient young people experiencing the plays for the first time. Garfield's stories are exquisitely written and, while most of the language is modern, they retain the most famous speeches from the original plays, Clare Higgins and Simon Russell Beale, who share billing on the entire series, are both actors with the Royal Shakespeare Company, and their comfort with the material shows in their flawless narrations. The Chivers series is ideal for students 10 and up although, like all great children's literature, it's certainly suitable for adults--Particularly those who want to brush up before seeing a performance, or those just looking to revisit the plays. D.B. Winner of AUDIOFILE Earphones Award. (c) AudioFile, Portland, Maine

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Jumat, 24 Mei 2013

[Q512.Ebook] Download PDF Innovation Games: Creating Breakthrough Products Through Collaborative Play, by Luke Hohmann

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Innovation Through Understandingsm

The toughest part of innovation? Accurately predicting what customers want, need, and will pay for. Even if you ask them, they often can’t explain what they want. Now, there’s a breakthrough solution: Innovation Games. Drawing on his software product strategy and product management consulting experience, Luke Hohmann has created twelve games that help you uncover your customers’ true, hidden needs and desires.

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  • Sales Rank: #35676 in Books
  • Published on: 2006-09-07
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.80" h x .70" w x 7.90" l, .84 pounds
  • Binding: Paperback
  • 192 pages

From the Back Cover
Innovation Through Understandingsm The toughest part of innovation? "Accurately predicting what customers want, need, and will pay for." Even if you ask them, they often can't explain what they want. Now, there's a breakthrough solution: "Innovation Games." Drawing on his software product strategy and product management consulting experience, Luke Hohmann has created twelve games that help you uncover your customers' "true, hidden" needs and desires. You'll learn what each game will accomplish, why it works, and how to play it with customers. Then, Hohmann shows how to integrate the results into your product development processes, helping you focus your efforts, reduce your costs, accelerate time to market, and "deliver the right solutions, right from the start."

  • Learn how your customers define success
  • Discover what customers don't like about your offerings
  • Uncover unspoken needs and breakthrough opportunities
  • Understand where your offerings fit into your customers' operations
  • Clarify exactly how and when customers will use your product or service
  • Deliver the right new features, and make better strategy decisions
  • Increase empathy for the customers' experience within your organization
  • Improve the effectiveness of the sales and service organizations
  • Identify your most effective marketing messages and sellable features
"Innovation Games" will be indispensable for anyone who wants to drive more successful, customer-focused product development: product and R&D managers, CTOs and development leaders, marketers, and senior business executives alike.

About the Author

Luke Hohmann is the founder and CEO of Enthiosys, Inc., a Silicon Valley-based software product strategy and management consulting firm. Luke is also the author of Beyond Software Architecture: Creating and Sustaining Winning Solutions and Journey of the Software Professional: A Sociology of Software Development. Luke graduated magna cum laude with a B.S.E. in computer engineering and an M.S.E in computer science and engineering from the University of Michigan. While at Michigan he studied cognitive psychology and organizational behavior in addition to data structures and artificial intelligence. He is a former National Junior Pairs Figure Skating Champion and American College of Sports Medicine certified aerobics instructor. A member of the PDMA, ACM, and IEEE, in his spare time he enjoys roughhousing with his four kids, his wife’s cooking, and long runs in the Santa Cruz mountains (because he really does enjoy his wife’s cooking).

Excerpt. � Reprinted by permission. All rights reserved.
Preface Preface

Innovation Games are fun ways to collaborate with your customers to better understand their needs. You can use them to discover new business opportunities, drive strategy and product road map decisions, improve the effectiveness of sales and service organizations, fine-tune marketing messages, and create more intimate, durable relationships with your customers. You can also use them to better understand the people that you care about the most, from your family and friends to close business colleagues. To illustrate, here are ways some companies and people have used Innovation Games:

Figure 0.1 Innovation Games can be used to accomplish many kinds ofgoals.

Understanding complex product relationships—When Wyse Technologies, Inc. wanted to gain a better understanding of how their customers perceived the business and technical relationships between the products and services provided by Wyse and those provided by other technology providers, they played Spider Web with a select group of customers at their Customer Advisory Board meeting.

Understanding product evolution—Rally Software Development had a more focused objective: they wanted specific feedback on how to prioritize features in upcoming product releases. After considering Buy a Feature, 20/20 Vision, and Prune the Product Tree, three games that help prioritize features, they ultimately chose Prune the Product Tree as the game that allowed them to best capture customer feedback on their development plans.

Understanding sales needs—QUALCOMM used Product Box in an internal sales training exercise to identify critical customer success factors and relate these to product benefits. Another company, Ticketmaster, used Buy a Feature in an internal sales meeting to prioritize the features that the sales team felt would help them accomplish their objectives.

Identifying areas for improvement—Aladdin Knowledge Systems, Inc., QUALCOMM, and Precision Quality Software have all used Speed Boat to identify key areas for improvement in their product and service offerings.

Prioritizing market needs—Emerson Climate Technologies provides the Intelligent Store, a broad and comprehensive architecture that combines unique equipment, software, and services to solve food safety, energy management, and facilities management needs. Emerson used Spider Web, Speed Boat, and 20/20 Vision at their 2006 Technology Advisory Council meeting to better understand market needs relative to all aspects of the Intelligent Store.

Understanding hidden desires—Andre Gous's stepdaughter Karen was having trouble finding just the right used car. Andre runs Precision Quality Software and is a recognized expert on various software requirements engineering techniques. Andre tried using traditional requirements engineering to help her clarify her objectives. Unfortunately, after 45 minutes, they were no closer to the goal of defining her ideal car, and Karen was starting to become a little frustrated with the process. Andre tried Product Box, and in short order they had identified exactly what Karen was looking for in her "new" used car (you can read the entire story at the Innovation Games forum, http://www.innovationgames.com).

Figure 0.2 With a little imagination, Innovation Games can be used in countless situations.

Creating strategic plans—SDForum is the leading Silicon Valley not-for-profit organization providing an unbiased source of information and insight to the technology community for 20 years. Laura Merling, Executive Director of SDForum, used Remember the Future to create a five-year vision for how their organization will evolve to meet the needs of new technology entrepreneurs in Silicon Valley and around the world.

These stories illustrate the broad range in which people like you, for professional and personal reasons, are using Innovation Games. You can use Innovation Games to accomplish these and other goals. If you use these games, you'll come to understand what your customers really want. You'll have fun doing it. Perhaps more importantly, they'll have fun doing it. Armed with this understanding, you'll be able to create the breakthrough innovative products that are the foundation of lasting success. This book will show you how.

How This Book Is Organized

This book is organized into three parts.

Part One: The Why and the How of Innovation Games

Part One provides a comprehensive overview of Innovation Games. Starting with why you might want to play them in the first place, it will cover some of the different ways in which you can use the games and answer some of the common questions we get from people who are considering the games. Part One describes an easy-to-use process for selecting, planning, playing, and postprocessing the results of a game in ways that benefit you and your customers. This process has been used successfully in many games. At the end of Part One you'll have the foundation you need to move forward with one or more specific games.

Part Two: The Games

In Part Two you'll learn the details about each game, from "what makes the game work" to specific advice on planning, playing, and postprocessing the results. It is helpful to start by briefly skimming each game, making notes on how you might apply it. You'll probably find that one or two games catch your eye more than the others. This is not an accident; these are the games most likely to help you address your most pressing concerns. Go back to these games and carefully read each one in detail. When you're finished, you should have a good understanding of how these games can meet your needs and how to modify the general process described in Part One to put them in action. Along the way, by reading about how other companies have used them, you'll gain insight and inspiration about how you can apply these games.

Part Three: Tools and Templates

Part Three is designed to help you use Innovation Games by providing you with a variety of tools and templates to plan, play, and process the results of a game. It includes such things as sample invitation letters, general materials and supply checklists, advice on preparing event venues and facilitating the games, and frequently asked questions.

Forum for Readers, Game Players, and Facilitators

In addition to this book, the people who use Innovation Games have found creative ways to extend them and are sharing their experiences with others at http://www.innovationgames.com. I invite you to join this community, share your own experiences, and provide help and encouragement to others. Most of all, have fun with what follows.

Luke Hohmann
Founder and CEO
Enthiosys, Inc.
lhohmann@enthiosys.com

The Artwork

The artwork for the games was created by Brent Rosenquist. Brent has worked with me for a number of years in a variety of roles: developer, user interface designer, and graphic artist, to name just a few. He worked with Rhett Guthrie to design the cover art for my first book, Journey of the Software Professional: A Sociology of Software Development. He is an exceptionally accomplished software developer, a great artist, and a wonderful friend. I hope you like the art as much as I do.

The artwork used to describe how to play the games was created by Eliel Johnson. I met Eliel at the dcamp unconference, where he created one the most beautiful product boxes I've ever seen. I later learned that Eliel is an accomplished artist and user experience architect, with more than 10 years of experience working with Fortune 500 clients in the United States and Europe. He is a firm believer in a user-centered approach to design, and his passion about all aspects of innovation made him a natural choice to create the images you see in the book. You can learn more about Eliel at http://www.elieljohnson.com.

—Luke Hohmann


Most helpful customer reviews

25 of 38 people found the following review helpful.
Save Your Money: Book is Just a Long Infomercial for the Author
By ksrp
Most of the content of this book belongs in sales brochure not a book. A large proportion of this book is a long, overblown ad for the author's services.

Some of the ideas, while creative, are just repackaging of many well-known and established techniques.

In addition, there is one reality the author ignores. The exercises are not going to work well with "average," everyday people. They require a degree of creativity and acumen that quite honestly, most people (including very well-educated ones) just do not possess. I work in this industry everyday and if there is one thing I've learned it is most individuals are much better reacting to ideas than creating them.

8 of 8 people found the following review helpful.
Very useful, varied and practical
By Alexander Muir
I run user experience research for one of the big tech firms in Seattle. I've been using this book recently to bring some more creativity and variety to the activities we do in our studies. I've found the games are really practical, and there is just-enough material on each to get going. So I'd definitely recommend it.

However, if someone isn't already familiar with running games like this, then they may need quite a bit of practice first. Since, the actual instructions are only part of the story: setting the right mood in the room is important, as is one's manner as a facilitator. The best way of learning this is practice, and working with someone who is already good at this and learning from them. Yet, as book go, there is another book I recommend on the subject: Moderating to the Max, and the Culture Code.

2 of 2 people found the following review helpful.
Better Understand Your Customer and Discover Great Products
By John Gibbon
It isn't the job of your customer to translate their needs into your product offerings. Of course, everyone says you just need to listen to your customer, but no one says how. In "Innovation Games" Luke Hohmann describes 12 games you can play to help you better understand your customers' needs and help you discover great products.

In part I, Luke first provides an overview for understanding and implementing innovation games. He then discusses the process from selecting the game to interpreting the results.

In part 2, twelve separate games are described which can help you understand one or more of the following:
- Unmet and/or idealized market needs
- Products and services usage and relationships
- Product and service functionality
- How to shape your product for the future

Finally, in part 3 tools and templates are provided to help you quickly start playing innovation games with your customers.

In a world where the mantras of "innovate" and "listen to your customer" prevail, Luke Hohmann gives you usable tools to help you do just that.

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Rabu, 08 Mei 2013

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  • Sales Rank: #2567809 in Books
  • Published on: 1994
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