Rabu, 03 Juli 2013

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3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM), by Alan Watt, Fabio Policarpo

This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors introduce the theory behind the design of computer games and detail advanced techniques used in the industry.
 
Students will be able to develop their own games within the game 'skeletons' accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergraduate 3D graphics programming course, with the games context being highly motivational.
 
This book is a comprehensive treatment of current 3D games technology, including:
* Theoretical foundations
* Classical 3D graphics
* Real-time rendering technology
* Dynamics
* Collision detection
* Artificial Intelligence
* Image-based rendering
* Multi-player technology
* Software technology
* Engine architecture
 
The text is written around an actual engine that implements most of the described techniques and accompanies the book on a CD-ROM. Readers can try out their own ideas by writing source code and can experiment with existing demonstrations by writing or altering plug-ins. 
 
The supplied engine features are:
* BSP/PVS render management
* Light maps for static geometry
* Diffuse and specular (hardware) vertex lighting for dynamic objects
* Volumetric fog with fog maps
* Detail textures
* Multi-texture support
* Collision detection
* Dynamic lights
* Dynamic Shadows
* Physically based animations
* Animated meshed
* Tri-strips and fans
* Subdivision surfaces
* 3D sound support
* Complete plug-in directed

  • Sales Rank: #2626930 in Books
  • Published on: 2000-12-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.70" w x 7.50" l,
  • Binding: Hardcover
  • 800 pages

From the Inside Flap
The book can be read forwards or backwards. For example, if you wish to build up detailed implementation experience, you could start with Chapter 21 (Engine Architecture) familiarise yourself with the engine and development environment, and start writing new plug-ins using the theoretical chapters for reference when required. Alternatively you could take a more conventional approach studying the theoretical aspects first before moving onto to implementation.

Chapters are grouped into sections that are more or less self contained. These are:

Modelling and Foundation Maths

This section deals with the basic mathematics required to handle objects in three-dimensional space and the theory of object representation.

Classical 3D Graphics

Although much of the material in this chapter has migrated onto hardware, it is still necessary to have an appreciation of what the hardware does to be able to use it effectively.

Real-time rendering

This section deals with the technology developed by the games industry and the virtual reality industry which enable complex scenes to be rendered, to a reasonably high quality, in real time on a low cost graphics processor

Control of Objects

Mainstream techniques used to control the movement of objects are descried in this section. This ranges from simple low level control through to behavioural animation using AI technology. The material on AI is in the form of a debate concerning the potential use of the technology in the future.

2D Technology

A potentially important solution to the complexity problem in 3D graphics, both in terms of the creation cost and the rendering cost is the use of image based rendering techniques.

Software technology

This section deals with the techniques needed to write a multiplayer game using the currently popular 1st person shooter genre as an example. We examine the software architecture of a games engine and look at the design of the engine. Finally a comprehensive reference manual for the engine is given.

The book is not intended to be a 'how to program' in C++ and OpenGL text and we assume a reasonable knowledge of C or C++. Detailed examples of various algorithms implemented in C++ are sprinkled throughout the text. These are extracted from the engine and are reproduced in the text for convenience. A quick read will give some feel for the structure of the algorithm. In most cases to fully comprehend the code requires them to be studied in conjunction with Chapter 21 and the Reference Manual.

The graphics API/library used is OpenGL. Pentium 3 code is given alongside the C++ equivalent for efficient matrix operation in Chapter 1 and DirectyPlay utilities are used in Chapter 20. Clearly these facilities need separate study and the purpose of the examples is to give a 'flavour' of their use in the applications.

From the Back Cover

This book is a comprehensive treatment of current 3D games technology. It concentrates on:
· real-time rendering, or the necessary enhancements of 3D graphics to enable rendering at interactive rates;
· topics from other areas such as AI, physics and collision detection, that are used in games;
· the software technology of games - engine architecture and multi-player technology.

The text is written around the engine Fly3D (included with a full SDK on the CD) that implements most of the described techniques. Readers can try out their own ideas by writing source code and experiment with existing demonstrations by writing plug-ins and altering existing ones. You can even develop your own game.

Features of the game engine include:
· BSP/PVS render management
· Light Maps for static geometry (pre-computed lighting with soft shadows)
· Normal maps (dot product texture blending) for dynamic objects
· Diffuse and specular vertex lighting for dynamic objects
· Volumetric fog with fog maps
· Detail Textures
· Multi-texture support
· Collision detection
· Dynamic coloured lights with distance attenuation
· Dynamic shadows - lightmap or stencil shadow volumes
· Physically based simulations
· Animated meshes (vertex morph)
· Tri-strips and fans
· Subdivision Surfaces
· Dynamic LODs using bi-quadric Bezier meshes
· Cartoon like rendering with dynamic cartoon lighting
· Multiplayer support (TCP/IP) with client/server architecture (using DirectPlay)
· 3D sound support (using DirectSound)
· Mouse and Keyboard input (using DirectInput)
· Intel ® Pentium III vector and matrix maths optimisation
· Complete plug-in directed
· 3D Max plug-ins for export/import fly bsp levels and creating landscapes and animated meshes
· Editor with real-time preview of game (set up game and object parameters while playing)

Sections of the book have been designed to be self-contained. The areas covered are:
· Modelling and Foundation Maths
· Classical 3D Graphics
· Real-time rendering
· Control of Objects - dynamics - AI
· 2D Technology
· Software technology

CD includes:
· Full Fly3D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities
· 5 demo levels: car, walk (2 levels), ship (2 levels)
· Engine Reference Manual and tutorials in HTML
· Book images

Go to www.fly3D.com.br for Fly3D SDK updates, new demos, FAQs and message board.

Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.


About the Author
Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.

Most helpful customer reviews

6 of 6 people found the following review helpful.
excellent book
By Larry D. Christensen
I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews.

First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should.

Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book.

This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.

38 of 38 people found the following review helpful.
A good 3d book so far, but not perfect
By Matt Johnson
Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediateadvanced programmer. You'll have to do a lot of reading with the source code though--but all good info.
The good
1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.
2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.
3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.
The ugly
1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares. I want more 3d stuff in there, next time fool.
2.) The PVS section could have had a tad more detail. I want the most detail on the hardest topics, and the most briviety on the eastest topics.
3.) The collision detection could have had a more detail. I think the coverage was average, and by finding a few references in the back that should complete it. But, I'm willing to bet if you can implement BSP trees, then collision detection should be easy, I mean as far as math goes. Therefore, the higher level overview is sufficient probably for the coder to get the rest working on his own. But still Watts, its important and you should know it gets neglated way too much. Stop negletating the essentials people!
4.) What the heck is that image analysis, DCT and FFT thing about? Seems like a waste of space, doesnt cover it in enough detail dude. Come on, FFT's are discussed in a digital signal processing book. You cant do it justice there, I dont think.
5.) Networking code, umm, waste of space. People can buy a seperate book for that, or leave articles on CD-ROM.
Summary 1.) More coverage on PVS and collision detection
2.) More coverage on modern games and the techniques they use
3.) No references or crap on FlySDK, who cares? Leave it on CD-ROM
4.) More math, use extra space to discuss the various 3d topics in detail, and how about some stuff that 3d level editors need? More coverage on CSG, for example. And polygon tesselation, and maybe algorithms necessary to convert models to various formats.

16 of 17 people found the following review helpful.
A great book. now ...a reference book in the future
By A Customer
This book is , in my opinion, the best choice for a serious amateur or a shareware games developer. Most of the games programming books now available on the market, explain, step by step, how to design a 2D or a 3D graphic engine. As a matter of fact a graphic engine is just a tool for a game developer. It is not needed to go through in detail a so complicated and boring code, to develop a game. Even some professional software houses purchase the graphic engine. My ideal game programming book should focus on graphic techniques and game logic, instead. This is what Mr Watt and Mr Policarpo do.
(1) They provide a detailed explanation of computer graphic, even exceeding the needs of a game developer
(2) a powerful graphic engine. Look at the demos,they are impressive
(3) 12 tutorials to get familiar with it.
(4) All the needed facilities. Some other books do not even supply a utility to load a .3ds file format
(5) The foundations of A.I. ,collision detection etc
(6) They use OpenGL instead of Direct X The MS library seems to become a standard for professional games developers but,in my opinion ,they are a nightmare for an amateur
(7) Last , Vol 2 has been announced by July 2001. If Mr Watt and Mr Policarpo take note of the critics of the readers who rated this book , 1 or 2 stars, a reference book for our wonderful hobby will be, at last, available

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Jumat, 21 Juni 2013

[A939.Ebook] Download The Fourth Industrial Revolution, by Klaus Schwab

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The Fourth Industrial Revolution, by Klaus Schwab

World-renowned economist Klaus Schwab, Founder and Executive Chairman of the World Economic Forum, explains that we have an opportunity to shape the fourth industrial revolu­tion, which will fundamentally alter how we live and work.

Schwab argues that this revolution is different in scale, scope and complexity from any that have come before. Characterized by a range of new technologies that are fusing the physical, digital and biological worlds, the developments are affecting all disciplines, economies, industries and governments, and even challenging ideas about what it means to be human.

Artificial intelligence is already all around us, from supercomputers, drones and virtual assistants to 3D printing, DNA sequencing, smart thermostats, wear­able sensors and microchips smaller than a grain of sand. But this is just the beginning: nanomaterials 200 times stronger than steel and a million times thinner than a strand of hair and the first transplant of a 3D printed liver are already in development. Imagine “smart factories” in which global systems of manu­facturing are coordinated virtually, or implantable mobile phones made of biosynthetic materials.

The fourth industrial revolution, says Schwab, is more significant, and its ramifications more profound, than in any prior period of human history.
 
He outlines the key technologies driving this revolution and discusses the major impacts expected on government, business, civil society and individu­als. Schwab also offers bold ideas on how to harness these changes and shape a better future—one in which technology empowers people rather than replaces them; progress serves society rather than disrupts it; and in which innovators respect moral and ethical boundaries rather than cross them. We all have the opportunity to contribute to developing new frame­works that advance progress.

  • Sales Rank: #98196 in Books
  • Published on: 2017-01-03
  • Released on: 2017-01-03
  • Original language: English
  • Dimensions: 8.25" h x .47" w x 5.50" l,
  • Binding: Hardcover
  • 192 pages

Review
“Only organizations driven by purpose and values will be fully able to shape and benefit from the seismic technological, social and economic transformations underway. Klaus Schwab compellingly outlines why all of us must work to ensure that the Fourth Industrial Revolution has at its heart the stakeholder principle, ensuring that the benefits of transformation are as much a public good as a private gain. This book is required reading for my entire leadership team.” -Marc R. Benioff, Chairman and Chief Executive Officer, Salesforce, USA:

“In The Fourth Industrial Revolution, Professor Klaus Schwab puts forth a thoughtful framework for leaders to meet the challenge of maximizing the benefits of the profound technological, social and economic transformation reshaping society. Drawing on over four decades of bringing together governments, private sector and other parts of civil society, Schwab starts a wide-ranging discussion on how we can help to ensure that the Fourth Industrial Revolution drives progress for humankind.” – Sheryl Sandberg, Facebook COO and founder of LeanIn.Org
 
 
“This book is essential reading for corporate leaders, policy makers and citizens interested in navigating the challenges and understanding the opportunities which lie ahead thanks to the impact of emerging technologies. Clearly, the profound shifts happening will leave no business model untouched and no society unshaken. Klaus Schwab reminds us of our individual and collective power to ensure that the Fourth Industrial Revolution is a far more sustainable, empowering and inclusive one than the last three.” - Muhtar A. Kent, Chairman of the Board and Chief Executive Officer, The Coca-Cola Company, USA:
 
 “From how we work and share information to how we address global crises like fresh water and climate change, we know that technology will define humanity’s future. Here Klaus Schwab provides an excellent framework for thinking about how we can shape technology to deliver a future society in keeping with our deepest human values.” - L. Rafael Reif, President, Massachusetts Institute of Technology (MIT), USA:
 
 “All of us are truly excited about the Fourth Industrial Revolution and the changes it will bring to our companies, industries and countries. History, however, tells us that major economic disruptions come with social and political challenges that demand new ways of thinking, organizing and working together. The Fourth Industrial Revolution is in equal parts an eye-opening assessment of emerging technologies, a sobering look at the potential negative impacts of transforming systems, and a hopeful call to action. - Carl-Henric Svanberg, Chairman, BP, United Kingdom

About the Author
PROFESSOR KLAUS SCHWAB is Founder and Executive Chairman of the World Economic Forum, the International Organization for Public-Private Cooperation. In 1998, he created the Schwab Foun­dation for Social Entrepreneurship. Schwab holds doctorates in economics (summa cum laude) from the University of Fribourg and in engineering from the Swiss Federal Institute of Technology, and a Master in Public Administration from the Kennedy School of Government at Harvard University. He has received numerous international and national honors.

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Minggu, 16 Juni 2013

[C297.Ebook] PDF Ebook I am Not Gay, by Jay Argent

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I am Not Gay, by Jay Argent

Alex Wesley is a seventeen-year-old senior at Fairmont High School. He is a star jock and the captain of the swim team. Everything in his life seems perfect, except for one big secret: Alex has a boyfriend. In his efforts to keep his relationship hidden from his friends and family, Alex makes a mistake that changes everything and pushes him deeper into the closet. 

I am Not Gay is the second book in Jay Argent's best-selling Fairmont Boys series. It is a story about fear and the kind of courage that is found in the most unlikely places.

  • Sales Rank: #495356 in Books
  • Published on: 2015-06-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .29" w x 6.00" l, .42 pounds
  • Binding: Paperback
  • 126 pages

About the Author
Jay Argent is a novelist in his thirties who lives a peaceful life with his husband. His favorite hobbies are music, movies, and romantic novels. He obtained a degree in engineering in 2001 and built a successful career in a management consulting firm. Using his own high school and college experiences as inspiration, he is now pursuing his true passion of writing.
 
For the convenience of readers, all Jay Argent's novels are copy-edited and proofread by a team of professionals before they are published. If you have any feedback, you can contact him by email at jay.argent@outlook.com. He very much looks forward to hearing from you.

jayargent.com
facebook.com/JayArgentBooks
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1 of 1 people found the following review helpful.
Just ok
By Bob's Your Uncle
Nothing new here. Typical high school coming out story. What bothers me about this story is the stilted conversations between the characters. The author seems unable to form natural conversations There's maybe a handful of times in the entire story where he uses a contraction. Almost all conversations are like this: "I am sorry. I have been stupid.", instead of the more natural sounding "I'm sorry. I've been stupid." Also,the ending seemed incomplete. Does Alex come out to his parents? Maybe there will be a book three to continue the story. If so, there should have been a "to be continued" at the end.

0 of 0 people found the following review helpful.
Why do you have to prove you are straight when accused of being gay?
By FORMER Kindle Customer
No one questions the pretenders on the boy/girl dates, but just being with another boy (who is rumored to be gay) automatically is guilty as charged with no chance for parole. Perhaps the teen years are too guarded to allow experimentation on who you like and who you love. Too often the choices are forced and are wrong for the person accused. Trying to disprove anything about sex and love is an impossible task, with only losers, often scarred for life or dead. If the gay and homeless suicide rate was compared to the annual death rate for teen drivers, no one would be driving or drinking. But it is OK to bully and beat on suspected gays just because you hate homosexuality? Why is the gay kid jailed for being beaten up, only to be raped and beaten more in jail? This book and the previous one do a great job of illustrating the problems caused by hate, but struggle to show the glories of love. The closet is not a safe place to hide, but it impossible to avoid opening the door at least occasionally, and risk all every time. Who is the stronger character? Liam, Tristan, Rick, Eric, Jacob, Rosa, Colin, or

0 of 0 people found the following review helpful.
This is the second book (following Swimmer Boy) in the ...
By Steve T
This is the second book (following Swimmer Boy) in the series. What the description does not say is how we see the struggles that Alex has also affect Liam. The bully becomes more methodical and manipulating, interfering with both Alex and Liam in their already difficult relationship. I suggest reading Swimmer Boy first, then this book, to follow the entire story line. The author has a very compelling story-telling ability.

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Jumat, 14 Juni 2013

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  • Published on: 2008-01-01
  • Binding: Paperback
  • 184 pages

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Solutions manual to Digital signal processing principles, algorithms, and applications, by Dimitris G. Manolakis, John G. Proakis

  • Published on: 1992
  • Binding: Paperback

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Great fashion does not exist in a vacuum. It must be relevant to the needs of the intended wearer, whether economic, seasonal, aesthetic or temporal. It must also tell a story. Beneath every work of art lies a spark of inspiration, and couture is no exception. Today's art directors delve into this tinder, igniting hidden worlds through the subtle use of styling and photographic imagery. Sources are drawn from popular culture to iconic art and literature to provide a myriad of settings both mythic and surreal. By nature these creatives are masters of balance, amplifying a designer's vision to convey, but not compete with, the true essence of a piece. With a primary focus on fashion photography, Mastermind features the work of 30 of today's most cutting edge art directors, fashion stylists and photographers. The highly individual nature of the projects showcased is expressive of the incredible talents at work in this industry. Includes interviews and production notes. Featured contributors include Anoush Abrar & Aime Hoving, BLANQ, CHEN Man, Elene Usdin, Erwin Olaf, Jean-Francois Lepage, Jean-Pierre Khazem, Kyriakos+Kolette, Laetitia Bica, Rus Anson, Tokyo 22, Le Creative Sweatshop, Suzie Q + Léo Siboni.

  • Sales Rank: #828798 in Books
  • Published on: 2011-10-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.01" h x 1.01" w x 7.53" l, 2.86 pounds
  • Binding: Paperback
  • 232 pages

About the Author
Viction: ary and viction: workshop were founded by Victor Cheung in 2001 in Hong Kong to create vibrant visual experiences and to bring together diverse international designers.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By Derrick Williams
Absolutely Love this book, it's just what I anticipated it to be,works for my research!

0 of 1 people found the following review helpful.
Dont buy this
By Princess of Heaven
the edit was very bad. A lot of great photographers are not included and a lot of mediocre photographers are.

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Breakthrough Business Negotiation is a definitive guide to negotiating in any business situation. This smart and practical book by Michael Watkins, a leading expert in negotiation at Harvard Business School, presents principles that apply to any negotiation situation and tools to achieve breakthrough results. Step by step, Breakthrough Business Negotiation demonstrates how to diagnose a situation, build coalitions, manage internal decision making, persuade others, organize a deal cycle, and create strategic alliances. Watkins also explains how to prevent disputes from poisoning deals.

  • Sales Rank: #3131230 in Books
  • Published on: 2002-04-22
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .72" w x 6.12" l, .98 pounds
  • Binding: Paperback
  • 320 pages

Review
Named by Soundview Executive Book Summaries as one of the top-30 business books of 2003. -- Soundview Executive Book Summaries

Review
"As a venture capitalist, I negotiate every day. Michael Watkins's book is the first I have found that truly grapples with the complications of real-world negotiations. I am struck by how often its tools and techniques apply to my past and current experiences in negotiation. This book is a powerful tool for anybody who wants to take control and come out on top. I wish I had read it twenty years ago."
--John F. Eckert, founder and managing partner, McLean Watson Capital Inc., and president, Canadian Venture Capital Association

"The best negotiators often seem to be guided by instinct, but Michael Watkins reveals powerful principles that can increase anyone's effectiveness in negotiation. He lays out a clear framework for conducting complex negotiations so you can ask the right questions and focus on the right issues. He then demonstrates how the framework applies to a variety of real-world dynamic situations. I highly recommend this book."
--Steven Cohen, partner and specialist in mergers and acquisitions, Wachtell, Lipton, Rosen & Katz


"Breakthrough Business Negotiation deserves a spot on every negotiator's bookshelf. Watkins has written a comprehensive guide that makes the daunting task of negotiation approachable for everyone. It is a rare gem that brings academic rigor to the real world. Even the most experienced negotiator will find much that is fresh and enjoyable here."
--Rob Aiello, managing director, Updata Capital


From the Publisher

"As a venture capitalist, I negotiate every day. Michael Watkins's book is the first I have found that truly grapples with the complications of real-world negotiations. I am struck by how often its tools and techniques apply to my past and current experiences in negotiation. This book is a powerful tool for anybody who wants to take control and come out on top. I wish I had read it twenty years ago."
--John F. Eckert, founder and managing partner, McLean Watson Capital Inc., and president, Canadian Venture Capital Association

"The best negotiators often seem to be guided by instinct, but Michael Watkins reveals powerful principles that can increase anyone's effectiveness in negotiation. He lays out a clear framework for conducting complex negotiations so you can ask the right questions and focus on the right issues. He then demonstrates how the framework applies to a variety of real-world dynamic situations. I highly recommend this book."
--Steven Cohen, partner and specialist in mergers and acquisitions, Wachtell, Lipton, Rosen & Katz

"Breakthrough Business Negotiation deserves a spot on every negotiator's bookshelf. Watkins has written a comprehensive guide that makes the daunting task of negotiation approachable for everyone. It is a rare gem that brings academic rigor to the real world. Even the most experienced negotiator will find much that is fresh and enjoyable here."
--Rob Aiello, managing director, Updata Capital

Most helpful customer reviews

18 of 20 people found the following review helpful.
What To Do When You've Gotten Past No
By Ruth Edlund
This book describes and demonstrates, with various case studies revisited throughout the book, a number of intermediate negotiation concepts. Readers with experience in negotation will find themselves looking up from time to time saying, "Oh, that thing has a formal name!" For example, the tendency of one party to discount or ignore conciliatory overtures from the other side is called "reactive devaluation." Labelling the concepts isn't necessarily of any use in the throes of a negotiation, but can be useful as a guide for analysis, and it was very interesting.
Not as simple as _Getting to Yes_, on which it obviously builds (I think all books about negotiation have to use the term "BATNA" to have any credibility these days), nor yet as complex as _Beyond Winning_, this book does in fact offer a "toolbox" of strategies for the negotiator's use in analyzing a situation and maximizing the likelihood of obtaining a desired outcome.
Of particular note is Watkins's emphasis on identifying and analyzing the interests of multiple players, which is more often encountered in the real world than the one-on-one situations more frequently used as examples by negotiation authors.

7 of 7 people found the following review helpful.
Packed with Knowledge!
By Rolf Dobelli
If you say po-tay-toe, and they say po-tah-toe, you say to-may-toe and they say to-mah-toe, you can work the whole thing out. Just ask Michael Watkins, Harvard associate professor and author of this solid primer on how to conduct effective negotiations. While "breakthrough" may seem like a title marketing pitch, since many of these techniques have been covered in other books, he organizes the material thoughtfully. Watkins emphasizes multi-party negotiating, examining the power of coalitions. He diagnoses the external and situational factors that shape even two-party negotiations and provides helpful examples, diagrams and lists. His clear interesting style is a big improvement over most ponderous academic tomes on negotiations. To get the most out of this volume, really read it, and then practice the techniques. getAbstract's position is clear: business managers, dispute resolution professionals and anyone facing multi-party negotiations should bring this to the table.

2 of 5 people found the following review helpful.
Packed With Knowledge!
By Rolf Dobelli
If you say po-tay-toe, and they say po-tah-toe, you say to-may-toe and they say to-mah-toe, you can work the whole thing out. Just ask Michael Watkins, Harvard associate professor and author of this solid primer on how to conduct effective negotiations. While "breakthrough" may seem like a title marketing pitch, since many of these techniques have been covered in other books, he organizes the material thoughtfully. Watkins emphasizes multi-party negotiating, examining the power of coalitions. He diagnoses the external and situational factors that shape even two-party negotiations and provides helpful examples, diagrams and lists. His clear interesting style is a big improvement over most ponderous academic tomes on negotiations. To get the most out of this volume, really read it, and then practice the techniques. Are position is clear: business managers, dispute resolution professionals and anyone facing multi-party negotiations should bring this to the table.

See all 3 customer reviews...

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