Computer History Museum Cost

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  computer history museum cost: ENIAC in Action Thomas Haigh, Peter Mark Priestley, Crispin Rope, 2016-02-05 This work explores the conception, design, construction, use, and afterlife of ENIAC, the first general purpose digital electronic computer.
  computer history museum cost: We Are What We Sell Danielle Sarver Coombs, Bob Batchelor, 2014-01-15 For the last 150 years, advertising has created a consumer culture in the United States, shaping every facet of American life—from what we eat and drink to the clothes we wear and the cars we drive. In the United States, advertising has carved out an essential place in American culture, and advertising messages undoubtedly play a significant role in determining how people interpret the world around them. This three-volume set examines the myriad ways that advertising has influenced many aspects of 20th-century American society, such as popular culture, politics, and the economy. Advertising not only played a critical role in selling goods to an eager public, but it also served to establish the now world-renowned consumer culture of our country and fuel the notion of the American dream. The collection spotlights the most important advertising campaigns, brands, and companies in American history, from the late 1800s to modern day. Each fact-driven essay provides insight and in-depth analysis that general readers will find fascinating as well as historical details and contextual nuance students and researchers will greatly appreciate. These volumes demonstrate why advertising is absolutely necessary, not only for companies behind the messaging, but also in defining what it means to be an American.
  computer history museum cost: A History of Modern Computing, second edition Paul E. Ceruzzi, 2003-04-08 From the first digital computer to the dot-com crash—a story of individuals, institutions, and the forces that led to a series of dramatic transformations. This engaging history covers modern computing from the development of the first electronic digital computer through the dot-com crash. The author concentrates on five key moments of transition: the transformation of the computer in the late 1940s from a specialized scientific instrument to a commercial product; the emergence of small systems in the late 1960s; the beginning of personal computing in the 1970s; the spread of networking after 1985; and, in a chapter written for this edition, the period 1995-2001. The new material focuses on the Microsoft antitrust suit, the rise and fall of the dot-coms, and the advent of open source software, particularly Linux. Within the chronological narrative, the book traces several overlapping threads: the evolution of the computer's internal design; the effect of economic trends and the Cold War; the long-term role of IBM as a player and as a target for upstart entrepreneurs; the growth of software from a hidden element to a major character in the story of computing; and the recurring issue of the place of information and computing in a democratic society. The focus is on the United States (though Europe and Japan enter the story at crucial points), on computing per se rather than on applications such as artificial intelligence, and on systems that were sold commercially and installed in quantities.
  computer history museum cost: Quantum Mechanics (A Ladybird Expert Book) Jim Al-Khalili, 2017-01-26 What is quantum mechanics? Learn from the experts in the ALL-NEW LADYBIRD EXPERT SERIES A clear, simple and entertaining introduction to the weird, mind-bending world of the very, very small. Written by physicist and broadcaster Professor Jim Al-Khalili, Quantum Mechanics explores all the key players, breakthroughs, controversies and unanswered questions of the quantum world. You'll discover: - How the sun shines - Why light is both a wave and a particle - The certainty of the Uncertainty Principle - Schrodinger's Cat - Einstein's spooky action - How to build a quantum computer - Why quantum mechanics drives even its experts completely crazy 'Jim Al-Khalili has done an admirable job of condensing the ideas of quantum physics from Max Planck to the possibilities of quantum computers into brisk, straightforward English' THE TIMES Learn about other topics in the Ladybird Experts series including The Big Bang, Gravity, Climate Change and Evolution. Written by the leading lights and most outstanding communicators in their fields, the Ladybird Expert books provide clear, accessible and authoritative introductions to subjects drawn from science, history and culture. For an adult readership, the Ladybird Expert series is produced in the same iconic small format pioneered by the original Ladybirds. Each beautifully illustrated book features the first new illustrations produced in the original Ladybird style for nearly forty years.
  computer history museum cost: The HP Phenomenon Charles H. House, Raymond L. Price, 2009-10-09 The HP Phenomenon tells the story of how Hewlett-Packard innovated and transformed itself six times while most of its competitors were unable to make even one significant transformation. It describes those transformations, how they started, how they prevailed, and how the challenges along the way were overcome—reinforcing David Packard's observation that change and conflict are the only real constants. The book also details the philosophies, practices, and organizational principles that enabled this unprecedented sequence of innovations and transformations. In so doing, the authors capture the elusive spirit of innovation required to fuel growth and transformation in all companies: innovation that is customer-centered, contribution-driven, and growth-focused. The corporate ethos described in this book—with its emphasis on bottom-up innovation and sufficient flexibility to see results brought to the marketplace and brought alive inside the company—is radically different from current management best practice. Thus, while primarily a history of Hewlett-Packard, The HP Phenomenon also holds profound lessons for engineers, managers, and organizational leaders hoping to transform their own organizations. At last! The 'HP Way, that most famous of all corporate philosophies, has taken on an almost mythical status. But how did it really work? How did it make Hewlett-Packard the fastest growing, most admired, large company of the last half-century? Now, two important figures in HP's history, Chuck House and Raymond Price, have finally given us the whole story. The HP Phenomenon is the book we've been waiting for: the definitive treatise on how Bill and Dave ran their legendary company, day to day and year to year. It should be a core text for generations of young entrepreneurs and managers, a roadmap to building a great enterprise.—Michael S. Malone, author of Bill & Dave: How Hewlett and Packard Built the World's Greatest Company
  computer history museum cost: Circuits, Packets, and Protocols James L. Pelkey, Andrew L. Russell, Loring G. Robbins, 2022-04-19 As recently as 1968, computer scientists were uncertain how best to interconnect even two computers. The notion that within a few decades the challenge would be how to interconnect millions of computers around the globe was too far-fetched to contemplate. Yet, by 1988, that is precisely what was happening. The products and devices developed in the intervening years—such as modems, multiplexers, local area networks, and routers—became the linchpins of the global digital society. How did such revolutionary innovation occur? This book tells the story of the entrepreneurs who were able to harness and join two factors: the energy of computer science researchers supported by governments and universities, and the tremendous commercial demand for Internetworking computers. The centerpiece of this history comes from unpublished interviews from the late 1980s with over 80 computing industry pioneers, including Paul Baran, J.C.R. Licklider, Vint Cerf, Robert Kahn, Larry Roberts, and Robert Metcalfe. These individuals give us unique insights into the creation of multi-billion dollar markets for computer-communications equipment, and they reveal how entrepreneurs struggled with failure, uncertainty, and the limits of knowledge.
  computer history museum cost: First Draft of a Report on the EDVAC John Von Neumann, 2021-09-09 This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
  computer history museum cost: The Code Margaret O'Mara, 2020-07-07 One of New York Magazine's best books on Silicon Valley! The true, behind-the-scenes history of the people who built Silicon Valley and shaped Big Tech in America Long before Margaret O'Mara became one of our most consequential historians of the American-led digital revolution, she worked in the White House of Bill Clinton and Al Gore in the earliest days of the commercial Internet. There she saw firsthand how deeply intertwined Silicon Valley was with the federal government--and always had been--and how shallow the common understanding of the secrets of the Valley's success actually was. Now, after almost five years of pioneering research, O'Mara has produced the definitive history of Silicon Valley for our time, the story of mavericks and visionaries, but also of powerful institutions creating the framework for innovation, from the Pentagon to Stanford University. It is also a story of a community that started off remarkably homogeneous and tight-knit and stayed that way, and whose belief in its own mythology has deepened into a collective hubris that has led to astonishing triumphs as well as devastating second-order effects. Deploying a wonderfully rich and diverse cast of protagonists, from the justly famous to the unjustly obscure, across four generations of explosive growth in the Valley, from the forties to the present, O'Mara has wrestled one of the most fateful developments in modern American history into magnificent narrative form. She is on the ground with all of the key tech companies, chronicling the evolution in their offerings through each successive era, and she has a profound fingertip feel for the politics of the sector and its relation to the larger cultural narrative about tech as it has evolved over the years. Perhaps most impressive, O'Mara has penetrated the inner kingdom of tech venture capital firms, the insular and still remarkably old-boy world that became the cockpit of American capitalism and the crucible for bringing technological innovation to market, or not. The transformation of big tech into the engine room of the American economy and the nexus of so many of our hopes and dreams--and, increasingly, our nightmares--can be understood, in Margaret O'Mara's masterful hands, as the story of one California valley. As her majestic history makes clear, its fate is the fate of us all.
  computer history museum cost: Computer Organization and Design MIPS Edition David A. Patterson, John L. Hennessy, 2013-09-30 Computer Organization and Design, Fifth Edition, is the latest update to the classic introduction to computer organization. The text now contains new examples and material highlighting the emergence of mobile computing and the cloud. It explores this generational change with updated content featuring tablet computers, cloud infrastructure, and the ARM (mobile computing devices) and x86 (cloud computing) architectures. The book uses a MIPS processor core to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O.Because an understanding of modern hardware is essential to achieving good performance and energy efficiency, this edition adds a new concrete example, Going Faster, used throughout the text to demonstrate extremely effective optimization techniques. There is also a new discussion of the Eight Great Ideas of computer architecture. Parallelism is examined in depth with examples and content highlighting parallel hardware and software topics. The book features the Intel Core i7, ARM Cortex-A8 and NVIDIA Fermi GPU as real-world examples, along with a full set of updated and improved exercises. This new edition is an ideal resource for professional digital system designers, programmers, application developers, and system software developers. It will also be of interest to undergraduate students in Computer Science, Computer Engineering and Electrical Engineering courses in Computer Organization, Computer Design, ranging from Sophomore required courses to Senior Electives. Winner of a 2014 Texty Award from the Text and Academic Authors Association Includes new examples, exercises, and material highlighting the emergence of mobile computing and the cloud Covers parallelism in depth with examples and content highlighting parallel hardware and software topics Features the Intel Core i7, ARM Cortex-A8 and NVIDIA Fermi GPU as real-world examples throughout the book Adds a new concrete example, Going Faster, to demonstrate how understanding hardware can inspire software optimizations that improve performance by 200 times Discusses and highlights the Eight Great Ideas of computer architecture: Performance via Parallelism; Performance via Pipelining; Performance via Prediction; Design for Moore's Law; Hierarchy of Memories; Abstraction to Simplify Design; Make the Common Case Fast; and Dependability via Redundancy Includes a full set of updated and improved exercises
  computer history museum cost: The Computers That Made Britain Tim Danton, 2021-05-28 The home computer boom of the 1980s brought with it now-iconic machines such as the ZX Spectrum, BBC Micro, and Commodore 64. Those machines would inspire a generation and foster the creation of a booming British software industry that continues to this day. With the help of hefty government discounts, computers worked their way into primary and secondary schools around the country. Millions more computers appeared in living rooms and bedrooms around the country. For once, Britain was ahead of the world, helping to create a golden generation of British programmers. The Computers That Made Britain tells the story of 19 of those computers, and what happened behind the scenes. This book is as much a story about each computer's creation as it is about the people that created them. Through dozens of interviews with the people who were there, discover the tales of missed deadlines, technical faults, business interference, and the unheralded geniuses who brought to the UK everything from the Dragon 32 and ZX81, to the Amstrad CPC 464 and Commodore Amiga. This book closes with the story of the Acorn Archimedes, which introduced the revolutionary ARM processor that powers smart watches, laptops, routers, mobile phones, and the Raspberry Pi to this day.
  computer history museum cost: DAT10603 Programming Principle ,
  computer history museum cost: A Prehistory of the Cloud Tung-Hui Hu, 2016-09-02 The militarized legacy of the digital cloud: how the cloud grew out of older network technologies and politics. We may imagine the digital cloud as placeless, mute, ethereal, and unmediated. Yet the reality of the cloud is embodied in thousands of massive data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual in our understanding of the cloud. Hu shows that the cloud grew out of such older networks as railroad tracks, sewer lines, and television circuits. He describes key moments in the prehistory of the cloud, from the game “Spacewar” as exemplar of time-sharing computers to Cold War bunkers that were later reused as data centers. Countering the popular perception of a new “cloudlike” political power that is dispersed and immaterial, Hu argues that the cloud grafts digital technologies onto older ways of exerting power over a population. But because we invest the cloud with cultural fantasies about security and participation, we fail to recognize its militarized origins and ideology. Moving between the materiality of the technology itself and its cultural rhetoric, Hu's account offers a set of new tools for rethinking the contemporary digital environment.
  computer history museum cost: Inventing the PC Zbigniew Stachniak, 2011-05-10 Inventing the PC details the invention and design of the MCM/70 computer and the prolonged struggle to bring it to market. Zbigniew Stachniak offers an insider's view of events on the front lines of pioneering work on personal computers. He shows what information and options PC pioneers had, how well they understood what they were doing, and how that understanding - or lack thereof - shaped both their engineering ingenuity and the indecisiveness and over-reaching ambition that would ultimately turn a very promising venture into a missed opportunity. Providing comprehensive historical background and rich photographic documentation, Inventing the PC tells the story of a Canadian company on the cutting-edge of the information age.
  computer history museum cost: Turing’s Revolution Giovanni Sommaruga, Thomas Strahm, 2016-01-21 This book provides an overview of the confluence of ideas in Turing’s era and work and examines the impact of his work on mathematical logic and theoretical computer science. It combines contributions by well-known scientists on the history and philosophy of computability theory as well as on generalised Turing computability. By looking at the roots and at the philosophical and technical influence of Turing’s work, it is possible to gather new perspectives and new research topics which might be considered as a continuation of Turing’s working ideas well into the 21st century.
  computer history museum cost: Computer Programming for Absolute Beginners Joakim Wassberg, 2020-07-31 Get to grips with the building blocks of programming languages and get started on your programming journey without a computer science degree Key FeaturesUnderstand the fundamentals of a computer program and apply the concepts you learn to different programming languagesGain the confidence to write your first computer programExplore tips, techniques, and best practices to start coding like a professional programmerBook Description Learning how to code has many advantages, and gaining the right programming skills can have a massive impact on what you can do with your current skill set and the way you advance in your career. This book will be your guide to learning computer programming easily, helping you overcome the difficulties in understanding the major constructs in any mainstream programming language. Computer Programming for Absolute Beginners starts by taking you through the building blocks of any programming language with thorough explanations and relevant examples in pseudocode. You'll understand the relationship between computer programs and programming languages and how code is executed on the computer. The book then focuses on the different types of applications that you can create with your programming knowledge. You'll delve into programming constructs, learning all about statements, operators, variables, and data types. As you advance, you'll see how to control the flow of your programs using control structures and reuse your code using functions. Finally, you'll explore best practices that will help you write code like a pro. By the end of this book, you'll be prepared to learn any programming language and take control of your career by adding coding to your skill set. What you will learnGet to grips with basic programming language concepts such as variables, loops, selection and functionsUnderstand what a program is and how the computer executes itExplore different programming languages and learn about the relationship between source code and executable codeSolve problems using various paradigms such as procedural programming, object oriented programming, and functional programmingWrite high-quality code using several coding conventions and best practicesBecome well-versed with how to track and fix bugs in your programsWho this book is for This book is for beginners who have never programmed before and are looking to enter the world of programming. This includes anyone who is about to start studying programming and wants a head start, or simply wants to learn how to program on their own.
  computer history museum cost: A Profile of the Software Industry Sandra A. Slaughter, 2014-08-15 Software plays a critical role in today’s global information economy. It runs the computers, networks, and devices that enable countless products and services. Software varies in size from vast enterprise and communications systems like the enormous enterprise resource planning system from SAP to the tiny app Angry Birds. This book offers a profile of the software industry and the companies in the industry. It describes the primary products and services produced; reviews its history; explains how the industry is structured; discusses its economics and competitive environment; and examines important trends and issues including globalization, workforce, regulation, and the emergence of new software business models. Software runs the computers and networks that support the flow of information in the global economy, and this book provides a real look at the intricacies of this industry.
  computer history museum cost: Early Computing in Britain Simon Lavington, 2019-07-06 This unique book presents the story of the pioneering manufacturing company Ferranti Ltd. – producer of the first commercially-available computers – and of the nine end-user organisations who purchased these machines with government help in the period 1951 to 1957. The text presents personal reminiscences from many of the diverse engineers, programmers and marketing staff who contributed to this important episode in the emergence of modern computers, further illustrated by numerous historical photographs. Considerable technical details are also supplied in the appendices. Topics and features: provides the historical background to the Ferranti Mark I, including the contributions of von Neumann and Turing, and the prototype known as The Baby; describes the transfer of technologies from academia to industry and the establishment of Ferranti’s computer production resources; reviews Ferranti’s efforts to adapt their computers for sale to business and commercial markets, and to introduce competitive new products; covers the use of early Ferranti computers for defence applications in different government establishments in the UK, including GCHQ Cheltenham; discusses the installation and applications of Ferranti computers at universities in the UK, Canada, and Italy; presents the story of the purchase of a Ferranti Mark I* machine by the Amsterdam Laboratories of the Shell company; details the use of Ferranti Mark I* computers in the UK’s aerospace industry and compares this with the American scene; relates the saga of Ferranti’s journey from its initial success as the first and largest British computer manufacturer to its decline and eventual bankruptcy. This highly readable text/reference will greatly appeal to professionals interested in the practical development of early computers, as well as to specialists in computer history seeking technical material not readily available elsewhere. The educated general reader will also find much to enjoy in the photographs and personal anecdotes that provide an accessible insight into the early days of computing.
  computer history museum cost: Historical Gems of the San Francisco Bay Area Richard Di Giacomo, 2015-02-27 The San Francisco Bay Area is loaded with fascinating and unique historical sites that represent a broad range of historical events and eras. A resident of the Bay Area or a tourist in town for a few days can see a wide range of historical sites all within a day's drive of San Francisco. This book may also be useful for a teacher or parent who is looking for an educational field trip which ties in with the child's curriculum in a history, literature, or science class. Others may find it interesting to learn more about the Native Americans or pioneer settlers in a local community. So, whether you are just curious about what is inside that old historical house in your neighborhood, want to know how a specific historical event played out in your area, or are just looking for an interesting day trip, this book has something for you. Many people are familiar with the more famous sites in California. It is not uncommon to see tourists make a trip to see all of the California missions or Gold Rush towns, but there are also scores of lesser-known sites within the Bay Area that highlight a particular historical event or offer a comprehensive overview of the history of that town or region. More than just a tour guide, the book is broken into sections with essays that acquaint the reader with the history that is covered by the representative museums or sites. DiGiacomo goes beyond the traditional city, county, state, and national museums and historic sites that feature famous people, historic homes and events. He also covers museums devoted to agriculture, business, Hispanic California, immigration, military posts, mining, Native Americans, transportation, sports, as well as science and technology. He thoughtfully includes key information on each museum such as its location, web address, hours of operation, cost, and what a visitor can expect to encounter. Over 220 historical sites are listed.
  computer history museum cost: Early Home Computers ,
  computer history museum cost: Domain-Specific Languages Andrzej Wąsowski, Thorsten Berger, 2023-03-05 This textbook describes the theory and the pragmatics of using and engineering high-level software languages – also known as modeling or domain-specific languages (DSLs) – for creating quality software. This includes methods, design patterns, guidelines, and testing practices for defining the syntax and the semantics of languages. While remaining close to technology, the book covers multiple paradigms and solutions, avoiding a particular technological silo. It unifies the modeling, the object-oriented, and the functional-programming perspectives on DSLs. The book has 13 chapters. Chapters 1 and 2 introduce and motivate DSLs. Chapter 3 kicks off the DSL engineering lifecycle, describing how to systematically develop abstract syntax by analyzing a domain. Chapter 4 addresses the concrete syntax, including the systematic engineering of context-free grammars. Chapters 5 and 6 cover the static semantics – with basic constraints as a starting point and type systems for advanced DSLs. Chapters 7 (Transformation), 8 (Interpretation), and 9 (Generation) describe different paradigms for designing and implementing the dynamic semantics, while covering testing and other kinds of quality assurance. Chapter 10 is devoted to internal DSLs. Chapters 11 to 13 show the application of DSLs and engage with simpler alternatives to DSLs in a highly distinguished domain: software variability. These chapters introduce the underlying notions of software product lines and feature modeling. The book has been developed based on courses on model-driven software engineering (MDSE) and DSLs held by the authors. It aims at senior undergraduate and junior graduate students in computer science or software engineering. Since it includes examples and lessons from industrial and open-source projects, as well as from industrial research, practitioners will also find it a useful reference. The numerous examples include code in Scala 3, ATL, Alloy, C#, F#, Groovy, Java, JavaScript, Kotlin, OCL, Python, QVT, Ruby, and Xtend. The book contains as many as 277 exercises. The associated code repository facilitates learning and using the examples in a course.
  computer history museum cost: Regional Renaissance Charles W. Wessner, Thomas R. Howell, 2019-09-14 This book examines ways in which formerly prosperous regions can renew their economy during and after a period of industrial and economic recession. Using New York’s Capital Region (i.e., Albany, Troy, Schenectady, etc.) as a case study, the authors show how entrepreneurship, innovation, investment in education, research and political collaboration are critical to achieving regional success. In this way, the book provides other regions and nations with a real-life model for successful economic development. In the past half century, the United States and other nations have seen an economic decline of formerly prosperous regions as a result of new technology and globalization. One of the hardest-hit United States regions is Upstate New York or “the Capital Region”; it experienced a demoralizing hemorrhage of manufacturing companies, jobs and people to other regions and countries. To combat this, the region, with the help of state leaders, mounted a decades-long effort to renew and restore the region’s economy with a particular focus on nanotechnology. As a result, New York’s Capital Region successfully added thousands of well-paying, skill-intensive manufacturing jobs. New York’s success story serves as a model for economic development for policy makers that includes major public investments in educational institutions and research infrastructure; partnerships between academia, industry and government; and creation of frameworks for intra-regional collaboration by business, government, and academic actors. Featuring recommendations for best practices in regional development policy, this book is appropriate for scholars, students, researchers and policy makers in regional development, innovation, R&D policy, economic development and economic growth.
  computer history museum cost: AN/FSQ-7: the computer that shaped the Cold War Bernd Ulmann, 2014-08-19 Das Buch widmet sich AN/FSQ-7, einem der aussergewöhnlichsten und einflussreichsten Digitalrechner aller Zeiten, über den erst in den letzten Jahren (aufgrund von Geheimhaltungsvorschriften) detaillierte Informationen zugänglich wurden. Über einen Zeitraum von über 30 Jahren wurden in den USA 23 Rechenzentren auf Basis von jeweils zwei AN/FSQ-7 betrieben, die das Herz von SAGE, dem Semi Automatic Ground Environment bildeten, das für die Luftraumüberwachung der USA und (in Teilen) Kanada zuständig war.
  computer history museum cost: American Patent Law Robert P. Merges, 2023-02-09 Students and established scholars of intellectual property law often look for historical context when trying to understand the development and present-day contours of IP rules and systems. American Patent Law supplies this context, offering readers a comprehensive account of the evolution of the US patent system and patent doctrine beginning in 1790. From the technologies for harvesting wood and shoemaking in the earliest periods to computer software and biotechnology of the present, each chapter of the book covers the characteristic technologies of each historical era. The book also describes how businesspeople in each era acquired and enforced patents and used patents as the foundation of various business arrangements. This book is a landmark in the history of technologies, the US patent system, and the way private actors have deployed patents across American history.
  computer history museum cost: Computing Yoshihide Igarashi, Tom Altman, Mariko Funada, Barbara Kamiyama, 2014-05-27 Exploring a vast array of topics related to computation, Computing: A Historical and Technical Perspective covers the historical and technical foundation of ancient and modern-day computing. The book starts with the earliest references to counting by humans, introduces various number systems, and discusses mathematics in early civilizations. It guides readers all the way through the latest advances in computer science, such as the design and analysis of computer algorithms. Through historical accounts, brief technical explanations, and examples, the book answers a host of questions, including: Why do humans count differently from the way current electronic computers do? Why are there 24 hours in a day, 60 minutes in an hour, etc.? Who invented numbers, when were they invented, and why are there different kinds? How do secret writings and cryptography date back to ancient civilizations? Innumerable individuals from many cultures have contributed their talents and creativity to formulate what has become our mathematical and computing heritage. By bringing together the historical and technical aspects of computing, this book enables readers to gain a deep appreciation of the long evolutionary processes of the field developed over thousands of years. Suitable as a supplement in undergraduate courses, it provides a self-contained historical reference source for anyone interested in this important and evolving field.
  computer history museum cost: Management Information Systems for Microfinance Arvind Ashta, 2015-10-19 Microfinance is a double bottom line sector which is growing fast, making money and doing well in a variety of socially interesting ways. The growth of its institutions requires good strategies, good control systems and informed decision-making, all of which require an appropriate Management Information System (MIS). While a good MIS is needed in any sector, the management of a double bottom line requires systems which yield information on economic, financial and social metrics. The essays in this book explore the metrics required for success in this field. Communicating on these metrics may provide competitive advantage in fund-raising. Reaching out to the bottom of the pyramid requires low-cost catalytic innovations, disrupting the existing way of doing things. These necessitate not only social innovations, but also technological innovations to reduce costs drastically. The book presents various alternative ways of distributing software for microfinance, including case studies on open-source and cloud-based software, indicating how software providers are seeking to create competitive advantage. It offers a detailed analysis of the problems that are often faced and innovative techniques for implementing MIS in microfinance. This volume represents essential reading for anyone interested in learning about not only microfinance and MIS, but also social innovations and competitive advantage strategies. The contributors to the book are executives, consultants and academics who have considerable research experience in working and researching in these areas. Their work has been reviewed and developed by comments from both academics and practitioners to yield a book which is useful to students, academics and practitioners alike.
  computer history museum cost: Thank You Ibm! Next Edition Brian W. Kelly, 2022-10-26 I began to write this book over twenty years ago. My purpose was to tell the true story about how IBM made too many companies successful by standing down rather than competing. As a Senior IBM Systems Engineer, I saw it all happen. The $ Trillion dollar PC marketplace is the biggest example of IBM's major losses. Yet, the PC was just one of many industry sub-segments over the years in which IBM failed miserably. We need more than ten fingers to count them all. This book tells all the great stories about how industries came into being and entrepreneurs often in their early twenties became billionaires. This book tells you which companies did the best; which regular guys became industry moguls; and who has the money today. Among other things, it tells us all who owes IBM the biggest thank you’s. This book in many ways is about Big Blue’s misgivings about being too successful in too many IT product areas. IBM Executives over the years from the CEO on down were all paid very well to manage all aspects of the company’s business. Unfortunately each and every CEO after the Watsons and T. Vincent Learson, focused on just one aspect of IBM – its mainframe business. So the IBM Chieftains lost just about every other opportunity including the PC. They simply handed very crafty “entrepreneurs,” the whole game. IBM created many industry billionaires simply by not watching its assets. Microsoft alone has four documented billionaires on its list which is topped by Bill Gates, the richest man in the world at $102 billion. Additionally, there are over 12,000 other Microsoft employees on the millionaire’s list. IBM paid for all of the zillionaires. In Chapter 1, I show each and every billionaire and a number of millionaires. I then go on in sixty-nine chapters to tell you the essence of the full Microsoft / IBM story along with many other stories of IBM squandering many other real business opportunities. These are enjoyable to read but hard to believe. You are going to love this book, designed by an IBM insider and told with respect for IBM and with the truth that all of these great stories deserve. You will not want to put this book down. Kelly not only gives the facts about the new billionaires; he also provides a history lesson about the entire industry that will capture your imagination. You’ll learn how all these billionaires got their money. The book begins with the introduction of the first computer and it takes you on a ride through all of the major events that occurred during each IBM CEO’s tenure. The story thus begins with Thomas Watson Sr, as CEO and continues chapter by chapter to the state of the computer industry today. Kelly does it all in 69 easy-to-read enjoyable chapters. Few books are must-read but Thank You IBM! will quickly be at the top of your list and America’s most read list.
  computer history museum cost: Play Like a Man Rose Marshack, 2023-02-28 As a member of Poster Children, Rose Marshack took part in entwined revolutions. Marshack and other women seized a much-elevated profile in music during the indie rock breakthrough while the advent of new digital technologies transformed the recording and marketing of music. Touring in a van, meeting your idols, juggling a programming job with music, keeping control and credibility, the perils of an independent record label (and the greater perils of a major)—Marshack chronicles the band’s day-to-day life and punctuates her account with excerpts from her tour reports and hard-learned lessons on how to rock, program, and teach while female. She also details the ways Poster Children applied punk’s DIY ethos to digital tech as a way to connect with fans via then-new media like pkids listservs, internet radio, and enhanced CDs. An inside look at a scene and a career, Play Like a Man is the evocative and humorous tale of one woman’s life in the trenches and online.
  computer history museum cost: People's History of Silicon Valley Keith A Spencer, 2019-03-07 Regardless of where you live or work, Silicon Valley undoubtedly touches your life-the tech industry's gadgets and apps promise us more efficient, convenient, and fun lives. Yet despite Silicon Valley's utopian promises, more and more of us find ourselves addicted to our smartphones, made insecure by social media, gentrified away by tech wealth, and alarmed at social media companies profiting off personal data. This succinct guide follows Silicon Valley and the tech industry from the beginning of the twentieth century to the present day, tracing how Silicon Valley changed the San Francisco Bay Area, changed human culture, and ultimately changed the way we think about ourselves. From the first Macintosh to the rise of social media, A Brief History of Silicon Valley peels back the curtain on an industry that brands itself as visionary but which may be swiftly hurtling us towards dystopia.
  computer history museum cost: Software Kim W. Tracy, 2021-09-20 Software history has a deep impact on current software designers, computer scientists, and technologists. System constraints imposed in the past and the designs that responded to them are often unknown or poorly understood by students and practitioners, yet modern software systems often include “old” software and “historical” programming techniques. This work looks at software history through specific software areas to develop student-consumable practices, design principles, lessons learned, and trends useful in current and future software design. It also exposes key areas that are widely used in modern software, yet infrequently taught in computing programs. Written as a textbook, this book uses specific cases from the past and present to explore the impact of software trends and techniques. Building on concepts from the history of science and technology, software history examines such areas as fundamentals, operating systems, programming languages, programming environments, networking, and databases. These topics are covered from their earliest beginnings to their modern variants. There are focused case studies on UNIX, APL, SAGE, GNU Emacs, Autoflow, internet protocols, System R, and others. Extensive problems and suggested projects enable readers to deeply delve into the history of software in areas that interest them most.
  computer history museum cost: Pro OpenGL ES for Android Mike Smithwick, Mayank Verma, 2012-06-12 In Pro OpenGL ES for Android, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building a fascinating 3D solar system simulator! After introducing Open GL ES, Pro OpenGL ES for Android explains the basics of 3D math and then orients you to the native Android 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for Android, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available.
  computer history museum cost: Fifty Key Video Games Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault, 2022-07-26 This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
  computer history museum cost: World Game Josh Pang, My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone” — the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.
  computer history museum cost: Computer-Mediated Communication Caleb T. Carr, 2021-04-29 As so much of our human interaction passes through digital channels, it is essential to understand how being online influences how we communicate with others and ourselves. This textbook introduces students to the fundamental concepts, theories, and applications of computer-mediated communication. Building a foundational understanding of CMC theories, such as CFO, SIP, SIDE, and hyperpersonal, Caleb T. Carr introduces as framework students may use to understand human communication across all digital channels—including those that have yet to exist! Computer-Mediated Communication explores how CMC intersects with and affects other communication subdisciplines, including interpersonal, organizational, and intergroup. Contemporary examples illustrate theories and application, but the text is written to allow and encourage students to think about their own media use in a broader and channel-agnostic mindset, applying what they learn beyond just Instagram and Snapchat, to make sense of their modern and digital world. The focus on the theoretical processes that underlay human communication online helps the book remain current with emerging technologies. Theoretical approach is complemented and made accessible with real-world examples, immediate ways to apply knowledge, and a conversational and approachable writing style. Features of this text include Research in Brief boxes introduce individual CMC studies Chapter objectives End of chapter review questions and key terms Cumulative glossary
  computer history museum cost: The Venture Alchemists Rob Lalka, 2024-05-14 We once idolized tech entrepreneurs for creating innovations that seemed like modern miracles. Yet our faith has been shattered. We now blame them for spreading lies, breaking laws, and causing chaos. Yesterday’s Silicon Valley darlings have become today’s Big Tech villains. Which is it? Are they superheroes or scoundrels? Or is it more complicated, some blend of both? In The Venture Alchemists, Rob Lalka demystifies how tech entrepreneurs built empires that made trillions. Meta started as a cruel Halloween prank, Alphabet began as a master’s thesis that warned against corporate deception, and Palantir came from a campus controversy over hateful speech. These largely forgotten origin stories show how ordinary fears and youthful ambitions shaped their ventures—making each tech tale relatable, both wonderfully and tragically human. Readers learn about the adversities tech entrepreneurs overcame, the troubling tradeoffs they made, and the tremendous power they now wield. Using leaked documents and previously unpublished archival material, Lalka takes readers inside Big Tech’s worst exploitations and abuses, alongside many good intentions and moral compromises. But this story remains unfinished, and The Venture Alchemists ultimately offers hope from the people who, decades ago, warned about the risks of the emerging Internet. Their insights illuminate a path toward more responsible innovations, so that technologies aren’t dangerous weapons but valuable tools that ensure progress, improve society, and enhance our daily lives.
  computer history museum cost: A to Z of Computer Scientists, Updated Edition Harry Henderson, 2020-01-01 Praise for the previous edition: Entries are written with enough clarity and simplicity to appeal to general audiences. The additional readings that end each profile give excellent pointers for more detailed information...Recommended.—Choice This well-written collection of biographies of the most important contributors to the computer world...is a valuable resource for those interested in the men and women who were instrumental in making the world we live in today. This is a recommended purchase for reference collections.—American Reference Books Annual ...this one is recommended for high-school, public, and undergraduate libraries.—Booklist The significant role that the computer plays in the business world, schools, and homes speaks to the impact it has on our daily lives. While many people are familiar with the Internet, online shopping, and basic computer technology, the scientists who pioneered this digital age are generally less well-known. A to Z of Computer Scientists, Updated Edition features 136 computer pioneers and shows the ways in which these individuals developed their ideas, overcame technical and institutional challenges, collaborated with colleagues, and created products or institutions of lasting importance. The cutting-edge, contemporary entries explore a diverse group of inventors, scientists, entrepreneurs, and visionaries in the computer science field. People covered include: Grace Hopper (1906–1992) Dennis Ritchie (1941–2011) Brian Kernighan (1942–present) Howard Rheingold (1947–present) Bjarne Stroustrup (1950–present) Esther Dyson (1951–present) Silvio Micali (1954–present) Jeff Bezos (1964–present) Pierre Omidyar (1967–present) Jerry Yang (1968–present)
  computer history museum cost: Computer Science Illuminated Nell Dale, John Lewis, 2023-11-20 Computer Science Illuminated is designed for the introductory, breadth-first course, providing students with an overall introduction to the field of computing. It is also appropriate for AP Computer Science Principles course. The authors provide a unique and innovative layered approach, moving through the levels from an organized, language-neutral perspective--
  computer history museum cost: Preserving Digital Materials Ross Harvey, Jaye Weatherburn, 2018-03-02 The third edition of Preserving Digital Materials provides a survey of the digital preservation landscape. This book is structured around four questions: 1. Why do we preserve digital materials? 2. What digital materials do we preserve? 3. How do we preserve digital materials? 4. How do we manage digital preservation? This is a concise handbook and reference for a wide range of stakeholders who need to understand how preservation works in the digital world. It notes the increasing importance of the role of new stakeholders and the general public in digital preservation. It can be used as both a textbook for teaching digital preservation and as a guide for the many stakeholders who engage in digital preservation. Its synthesis of current information, research, and perspectives about digital preservation from a wide range of sources across many areas of practice makes it of interest to all who are concerned with digital preservation. It will be of use to preservation administrators and managers, who want a professional reference text, information professionals, who wish to reflect on the issues that digital preservation raises in their professional practice, and students in the field of digital preservation.
  computer history museum cost: Technology and Society Andrew Ede, 2019-11-07 Celebrates the creativity of humanity by examining the history of technology as a strategy to solve real-world problems.
  computer history museum cost: Computer Architecture for Scientists Andrew A. Chien, 2022-03-10 A principled, high-level view of computer performance and how to exploit it. Ideal for software architects and data scientists.
  computer history museum cost: Unimagined Futures – ICT Opportunities and Challenges Leon Strous, Roger Johnson, David Alan Grier, Doron Swade, 2020-12-05 This Festschrift, Unimagined Futures – ICT Opportunities and Challenges, is the first Festschrift in the IFIP AICT series. It examines key challenges facing the ICT community today. While addressing the contemporary challenges, the book provides the opportunity to look back to help understand the contemporary scene and identify appropriate future responses to them. Experts in different areas of the ICT scene have contributed to this IFIP 60th anniversary book, which will be a key input to the ICT community worldwide on setting policy priorities and agendas for the coming decade. In addition, a number of contributions look specifically at the role of professionals and of national, regional, and global organizations in disseminating the benefits of ICT to humanity worldwide.
Computer - Wikipedia
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern digital electronic computers can …

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Aug 7, 2024 · A computer is an electronic device wherein we need to input raw data to be processed with a set of programs to produce a desirable output. Computers have the ability to …

Computer - Wikipedia
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern …

Computer | Definition, History, Operating Systems, & Facts
A computer is a programmable device for processing, storing, and displaying information. Learn more in this article about modern digital electronic …

What is a Computer?
Feb 6, 2025 · What is a Computer? A computer is a programmable device that stores, retrieves, and processes data. The term "computer" was …

Micro Center - Computer & Electronics Retailer - Shop Now
Shop Micro Center for electronics, PCs, laptops, Apple products, and much more. Enjoy in-store pickup, top …

What is a Computer? - GeeksforGeeks
Apr 7, 2025 · A computer is an electronic device that processes, stores, and executes instructions to perform tasks. It includes key components …