This is the story of the people and machines that revolutionized our lives and made personal computers an integral part of our homes. For the typical family in the 1960s and 1970s, computers were both fascinating and frightening, but largely a mystery. Developments in microelectronics in the early 1970s meant that computers at home seemed about to become commonplace: the kitchen computer would hold all of the family's recipes and keep a record of food in the larder, the study computer would manage the family finances, and the kids' computers would educate and entertain them. Engineers, enthusiasts and budding entrepreneurs set about making home computers a reality, and although the first machines were extremely limited, later machines would indeed begin to revolutionize our lives at home, at school, and at work.
Tracing the story of computing from Babylonian counting boards to smartphones, this inspiring textbook provides a concise overview of the key events in the history of computing, together with discussion exercises to stimulate deeper investigation into this fascinating area. Features: provides chapter introductions, summaries, key topics, and review questions; includes an introduction to analogue and digital computers, and to the foundations of computing; examines the contributions of ancient civilisations to the field of computing; covers the first digital computers, and the earliest commercial computers, mainframes and minicomputers; describes the early development of the integrated circuit and the microprocessor; reviews the emergence of home computers; discusses the creation of the Internet, the invention of the smartphone, and the rise of social media; presents a short history of telecommunications, programming languages, operating systems, software engineering, artificial intelligence, and databases.
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries
Proceedings of the 2008 Annual International Conference of the Design History Society (UK)
Author: Jonathan Glynne
Networks of Design maps a new methodological territory in design studies, conceived as a field of interdisciplinary inquiry and practice informed by a range of responses to actor network theory. It brings together a rich body of current work by researchers in the social sciences, technology, material culture, cultural geography, information technology, and systems design, and design theory and history. This collection will be invaluable to students and researchers in many areas of design studies and to design practitioners receptive to new and challenging notions of what constitutes the design process. Over ninety essays are thematically organised to address five aspects of the expanded notions of mediation, agency, and collaboration posited by network theory: Ideas, Things, Technology, Texts, and People. The collection also includes an important new essay on rethinking the concept of design by Bruno Latour, one of the most influential figures in the philosophy and sociology of science and technology and a pioneer of actor network theory, and essays deriving from forum discussions involving designers and designer-makers responsive to actor network theory. Rather than an anthology of previously-published essays, Networks of Design presents work in progress on design theory and its applications. It is the outcome of a live and vigorous debate on the possibilities and actualities offered by actor network led conceptualisations of the relationships and processes constituting design. All the essays, many collaborative, derive from papers presented at the international conference of the Design History Society held at University College Falmouth, UK in the Autumn of 2008.
This engaging work provides a concise introduction to the exciting world of computing, encompassing the theory, technology, history, and societal impact of computer software and computing devices. Spanning topics from global conflict to home gaming, international business, and human communication, this text reviews the key concepts unpinning the technology which has shaped the modern world. Topics and features: introduces the foundations of computing, the fundamentals of algorithms, and the essential concepts from mathematics and logic used in computer science; presents a concise history of computing, discussing the historical figures who made important contributions, and the machines which formed major milestones; examines the fields of human−computer interaction, and software engineering; provides accessible introductions to the core aspects of programming languages, operating systems, and databases; describes the Internet revolution, the invention of the smartphone, and the rise of social media, as well as the Internet of Things and cryptocurrencies; explores legal and ethical aspects of computing, including issues of hacking and cybercrime, and the nature of online privacy, free speech and censorship; discusses such innovations as distributed systems, service-oriented architecture, software as a service, cloud computing, and embedded systems; includes key learning topics and review questions in every chapter, and a helpful glossary. Offering an enjoyable overview of the fascinating and broad-ranging field of computing, this easy-to-understand primer introduces the general reader to the ideas on which the digital world was built, and the historical developments that helped to form the modern age.
Providing a comprehensive introduction to the culture, technologies, history and theories of new media, this book considers the ways in which they really are new, assesses whether a media and technological revolution is under way and formulates ways for media studies to respond to new technologies.
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
Anyone with a computer has heard of viruses, had to deal with several, and has been struggling with spam, spyware, and disk crashes. This book is intended as a starting point for those familiar with basic concepts of computers and computations and who would like to extend their knowledge into the realm of computer and network security. Its comprehensive treatment of all the major areas of computer security aims to give readers a complete foundation in the field of Computer Security. Exercises are given throughout the book and are intended to strengthening the reader’s knowledge - answers are also provided. Written in a clear, easy to understand style, aimed towards advanced undergraduates and non-experts who want to know about the security problems confronting them everyday. The technical level of the book is low and requires no mathematics, and only a basic concept of computers and computations. Foundations of Computer Security will be an invaluable tool for students and professionals alike.
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.