Inform is a design system for interactive fiction based on natural language. It is a radical reinvention of the way interactive fiction is designed, guided by contemporary work in semantics and by the practical experience of some of the world's best-known writers of IF.
An article that describes and discusses the ebook, looking at what it is, and what it is not. He discusses fiction versus non-fiction, reference material and textbooks, and how the ebook can enhance usability.
Gary Green's map of fiction in Surrey. A great example of how to use Google Maps. The tool also allows him to write about each title that he's put into the map.
"A collection of 15 writers - some alive, some long gone - reading their own words (all fiction, with the exception of William Faulkner, whose Nobel Prize speech is included because it's now often taught alongside his novels and stories, and Joan Didion's memoir, The Year of Magical Thinking). " Authors collected: Anne Sexton, David Foster Wallace, Dorothy Parker, Flannery O'Connor, Frank O'Hara, James Baldwin, Jeffrey Eugenides, Joan Didion, Kurt Vonnegut, Marilynne Robinson, Saul Bellow, Truman Capote, William Faulkner, Zadie Smith
The 24-Hr. Micro-Elit Project experiments with microfiction, or flash fiction, a genre of literature that generally entails narratives of only 300-1000 words.
Powered by the number 1 non-fiction media brand in the world, Discovery Education transforms classrooms and inspires teachers with engaging content and services that measure and improve student achievement.
20th century Fox The film "The Day After Tomorrow" was all good fiction when it came out in 2004, but now scientists are finding eerie truths to the possibilities of sudden temperature,
So much for the "global warming" controversy. Are we getting warmer or colder?
Looking ahead to the future, there is no reason why such a freeze shouldn't happen again
"Gamification" describes turning real-world situations into games. Gamification is a neologism -- a newly invented term that's becoming commonly used. The word gamification was likely born in the realm of casual conversation to convey the idea of turning something into a game. People like entrepreneur and author Gabe Zichermann, though, have given gamification its own unique definition. Zichermann, a respected authority on gamification and its applications, defines the term as "the process of using game thinking and mechanics to engage audiences and solve problems." In short, he describes gamification as "non-fiction gaming."