Computer: A History of the Information Machine traces the history of the computer and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers.
This third edition provides updated analysis on software and computer networking, including new material on the programming profession, social networking, and mobile computing. It expands its focus on the IT industry with fresh discussion on the rise of Google and Facebook as well as how powerful applications are changing the way we work, consume, learn, and socialize. Computer is an insightful look at the pace of technological advancement and the seamless way computers are integrated into the modern world. Through comprehensive history and accessible writing, Computer is perfect for courses on computer history, technology history, and information and society, as well as a range of courses in the fields of computer science, communications, sociology, and management.
Unofficial Minecraft Lab for KidsÂ is a collection of creative, collaborative projects that connect in-game challenges with hands-on activities that are both fun and educational.An Amazon Best Kidsâ Books of 2016 pick! Minecraft offers players an environment focused on exploration, imagination, and creation, but its nonlinear game structure can mean spending a lot of time in the game. With these labs, you can balance your child's screen time with real-life learning and interaction. You will start the book by brushing up on some common Minecraft language and examining each of the four game modes: survival, creative, adventure, and spectator. Then, youâll use this knowledge to venture off onto the six different quests that encourage child and adult participation. For each Lab, complete the hands-on activity in art, craft, or design, then build a related in-game project. Have fun with these creative projects and more:
Sticker badges at the back of the book reward your child as they complete each quest. You'll even learn how to screencast and narrate your own videos to share with family and friends. Unofficial Minecraft Lab for Kids provides fun, educational gaming goals that you and your child can reach together! The popular Lab for Kids series features a growing list of books that share hands-on activities and projects on a wide host of topics, including art, astronomy, clay, geology, math, and even how to create your own circusâall authored by established experts in their fields. Each lab contains a complete materials list, clear step-by-step photographs of the process, as well as finished samples. The labs can be used as singular projects or as part of a yearlong curriculum of experiential learning. The activities are open-ended, designed to be explored over and over, often with different results. Geared toward being taught or guided by adults, they are enriching for a range of ages and skill levels. Gain firsthand knowledge on your favorite topic with Lab for Kids.
Hacking Europe traces the user practices of chopping games in Warsaw, hacking software in Athens, creating chaos in Hamburg, producing demos in Turku, and partying with computing in Zagreb and Amsterdam. Focusing on several European countries at the end of the Cold War, the book shows the digital development was not an exclusively American affair. Local hacker communities appropriated the computer and forged new cultures around it like the hackers in Yugoslavia, Poland and Finland, who showed off their tricks and creating distinct âdemoscenes.â Together the essays reflect a diverse palette of cultural practices by which European users domesticated computer technologies. Each chapter explores the mediating actors instrumental in introducing and spreading the cultures of computing around Europe. More generally, the âludologicalâ element--the role of mischief, humor, and play--discussed here as crucial for analysis of hacker culture, opens new vistas for the study of the history of technology.
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