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Displaying results 1 to 22 of 22.

  1. Retrogame archeology
    exploring old computer games
    Published: [2016]; ©2016
    Publisher:  Springer International Publishing, Cham

    Universitäts- und Landesbibliothek Düsseldorf
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Subjects: Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media
    Scope: 1 Online-Ressource (XIX, 222 Seiten), Illustrationen
  2. 2001
    a space odyssey
    Published: 2016
    Publisher:  Penguin Books, New York, New York

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 28024
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    Universitätsbibliothek Kiel, Zentralbibliothek
    Bx 9190-4
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    Source: Staatsbibliothek zu Berlin
    Contributor: Gaiman, Neil (VerfasserIn einer Einleitung)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780143111573
    Series: Penguin galaxy / series introduction by Neil Gaiman
    Penguin classics
    Subjects: Human-computer interaction; Twenty-first century; Space vehicles; Computers
    Scope: XXIII, 226 Seiten, 22 cm
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

  3. Retrogame Archeology
    Exploring Old Computer Games
    Author: Aycock, John
    Published: 2016
    Publisher:  Springer International Publishing, Cham

    Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Hochschule Osnabrück, Bibliothek Campus Westerberg
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    Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Other identifier:
    RVK Categories: AP 15963 ; ST 324
    Subjects: Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media
    Scope: 1 Online-Ressource (234 p)
  4. Retrogame archeology
    exploring old computer games
    Published: [2016]; ©2016
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    Universitäts- und Landesbibliothek Düsseldorf
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Subjects: Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media; Software Engineering; Programmierung; Medienkultur; Eklektizismus; Computerspiel
    Scope: 1 Online-Ressource (XIX, 222 Seiten), Illustrationen
  5. 2001
    a space odyssey
    Published: 2016
    Publisher:  Penguin Books, New York, New York

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
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    Source: Staatsbibliothek zu Berlin
    Contributor: Gaiman, Neil (VerfasserIn einer Einleitung)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780143111573
    Series: Penguin galaxy / series introduction by Neil Gaiman
    Penguin classics
    Subjects: Human-computer interaction; Twenty-first century; Space vehicles; Computers
    Scope: XXIII, 226 Seiten, 22 cm
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

  6. Computation and the Humanities
    towards an oral history of digital humanities
    Published: 2016
    Publisher:  SpringerOpen, Cham

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned... more

    Leibniz-Zentrum für Zeithistorische Forschung Potsdam, Bibliothek
    No inter-library loan

     

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned and imagined and it has been ongoing for more than 70 years. However, we have no comprehensive histories of its research trajectory or its disciplinary development. The authors make a first contribution towards remedying this by uncovering, documenting, and analysing a number of the social, intellectual and creative processes that helped to shape this research from the 1950s until the present day. By taking an oral history approach, this book explores questions like, among others, researchers’ earliest memories of encountering computers and the factors that subsequently prompted them to use the computer in Humanities research. Computation and the Humanities will be an essential read for cultural and computing historians, digital humanists and those interested in developments like the digitisation of cultural heritage and artefacts.

     

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    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319201702
    Other identifier:
    RVK Categories: AK 39950
    Series: Springer Series on Cultural Computing
    Springer eBook Collection
    Subjects: Computer Science; Computer science; Information systems; User interfaces (Computer systems); Application software; Computers; Computers and civilization
    Scope: 1 Online-Ressource (xi, 285 Seiten)
    Notes:

    Literaturangaben und Register

    John Burrows, Hugh Craig and Willard McCarty: Individuation is there in all the different strata

    Wilhelm Ott and Julianne Nyhan: The university was still taking account of the meaning of universitas scientiarum

    Tito Orlandi and Julianne Nyhan: Hic Rhodus, hic salta

    Susan Hockey and Julianne Nyhan: They took a chance

    Judy Malloy and Julianne Nyhan: The influence of algorithmic thinking

    Mary Dee Harris and Julianne Nyhan: I would think of myself as sitting inside the computer

    John Nitti and Julianne Nyhan: There had to be a better way

    Helen Agüera and Julianne Nyhan: It’s a little mind-boggling

    Hans Rutimann and Julianne Nyhan: I heard about the arrival of the computer

    Michael Sperberg-McQueen and Julianne Nyhan: I mourned the university for a long time

    Manfred Thaller and Julianne Nyhan: It’s probably the only modestly widely used system with a command language in Latin

    John Bradley and Julianne Nyhan: Getting computers into humanists’ thinking

    Claus Huitfeldt and Julianne Nyhan:  Moderate expectations, tolerable disappointments

    Gabriel Egan and Julianne Nyhan: So, into the chopper it went

  7. Retrogame archeology
    exploring old computer games
    Published: [2016]
    Publisher:  Springer, Switzerland

    Technische Hochschule Augsburg
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    Volltext (URL des Erstveröffentlichers)
  8. Machine translation
    12th China Workshop, CWMT 2016, Urumqi, China, August 25-26, 2016 : revised selected papers
    Contributor: Yang, Muyun (Publisher); Liu, Shujie (Publisher)
    Published: [2016]
    Publisher:  Springer, Singapore

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Contributor: Yang, Muyun (Publisher); Liu, Shujie (Publisher)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9789811036354
    Other identifier:
    RVK Categories: ST 255
    Corporations / Congresses: CWMT, 12. (2016, Ürümqi)
    Series: Communications in computer and information science ; 668
    Subjects: Computer science; Computers; Algorithms; Artificial intelligence; Computational linguistics; Computer Science; Language Translation and Linguistics; Artificial Intelligence (incl. Robotics); Computation by Abstract Devices; Algorithm Analysis and Problem Complexity; Informatik; Künstliche Intelligenz; Software; Künstliche Intelligenz; Maschinelle Übersetzung; Übersetzer <Informatik>
    Scope: 1 Online-Ressource (XI, 125 Seiten, 37 illus)
  9. Computation and the Humanities
    towards an oral history of digital humanities
    Published: 2016
    Publisher:  SpringerOpen, Cham

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned... more

    Hochschule Aalen, Bibliothek
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    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned and imagined and it has been ongoing for more than 70 years. However, we have no comprehensive histories of its research trajectory or its disciplinary development. The authors make a first contribution towards remedying this by uncovering, documenting, and analysing a number of the social, intellectual and creative processes that helped to shape this research from the 1950s until the present day. By taking an oral history approach, this book explores questions like, among others, researchers’ earliest memories of encountering computers and the factors that subsequently prompted them to use the computer in Humanities research. Computation and the Humanities will be an essential read for cultural and computing historians, digital humanists and those interested in developments like the digitisation of cultural heritage and artefacts.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319201702
    Other identifier:
    RVK Categories: AK 39950
    Series: Springer Series on Cultural Computing
    Springer eBook Collection
    Subjects: Computer Science; Computer science; Information systems; User interfaces (Computer systems); Application software; Computers; Computers and civilization
    Scope: 1 Online-Ressource (xi, 285 Seiten)
    Notes:

    Literaturangaben und Register

    John Burrows, Hugh Craig and Willard McCarty: Individuation is there in all the different strata

    Wilhelm Ott and Julianne Nyhan: The university was still taking account of the meaning of universitas scientiarum

    Tito Orlandi and Julianne Nyhan: Hic Rhodus, hic salta

    Susan Hockey and Julianne Nyhan: They took a chance

    Judy Malloy and Julianne Nyhan: The influence of algorithmic thinking

    Mary Dee Harris and Julianne Nyhan: I would think of myself as sitting inside the computer

    John Nitti and Julianne Nyhan: There had to be a better way

    Helen Agüera and Julianne Nyhan: It’s a little mind-boggling

    Hans Rutimann and Julianne Nyhan: I heard about the arrival of the computer

    Michael Sperberg-McQueen and Julianne Nyhan: I mourned the university for a long time

    Manfred Thaller and Julianne Nyhan: It’s probably the only modestly widely used system with a command language in Latin

    John Bradley and Julianne Nyhan: Getting computers into humanists’ thinking

    Claus Huitfeldt and Julianne Nyhan:  Moderate expectations, tolerable disappointments

    Gabriel Egan and Julianne Nyhan: So, into the chopper it went

  10. Computation and the Humanities
    towards an oral history of digital humanities
    Published: 2016
    Publisher:  Springer Open, Cham

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned... more

    Leibniz-Zentrum für Zeithistorische Forschung Potsdam, Bibliothek
    No inter-library loan

     

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned and imagined and it has been ongoing for more than 70 years. However, we have no comprehensive histories of its research trajectory or its disciplinary development. The authors make a first contribution towards remedying this by uncovering, documenting, and analysing a number of the social, intellectual and creative processes that helped to shape this research from the 1950s until the present day. By taking an oral history approach, this book explores questions like, among others, researchers’ earliest memories of encountering computers and the factors that subsequently prompted them to use the computer in Humanities research. Computation and the Humanities will be an essential read for cultural and computing historians, digital humanists and those interested in developments like the digitisation of cultural heritage and artefacts.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (kostenfrei)
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319201702
    Other identifier:
    RVK Categories: AK 39950
    Series: Springer Series on Cultural Computing
    Springer eBook Collection
    Subjects: Computer Science; Computer science; Information systems; User interfaces (Computer systems); Application software; Computers; Computers and civilization; Computer science; User interfaces (Computer systems); Application software; Computers; Computers and civilization
    Scope: 1 Online-Ressource (xi, 285 Seiten)
    Notes:

    Literaturangaben und Register

    John Burrows, Hugh Craig and Willard McCarty: Individuation is there in all the different strata

    Wilhelm Ott and Julianne Nyhan: The university was still taking account of the meaning of universitas scientiarum

    Tito Orlandi and Julianne Nyhan: Hic Rhodus, hic salta

    Susan Hockey and Julianne Nyhan: They took a chance

    Judy Malloy and Julianne Nyhan: The influence of algorithmic thinking

    Mary Dee Harris and Julianne Nyhan: I would think of myself as sitting inside the computer

    John Nitti and Julianne Nyhan: There had to be a better way

    Helen Agüera and Julianne Nyhan: It’s a little mind-boggling

    Hans Rutimann and Julianne Nyhan: I heard about the arrival of the computer

    Michael Sperberg-McQueen and Julianne Nyhan: I mourned the university for a long time

    Manfred Thaller and Julianne Nyhan: It’s probably the only modestly widely used system with a command language in Latin

    John Bradley and Julianne Nyhan: Getting computers into humanists’ thinking

    Claus Huitfeldt and Julianne Nyhan:  Moderate expectations, tolerable disappointments

    Gabriel Egan and Julianne Nyhan: So, into the chopper it went

  11. Crafting Wearables
    Blending Technology with Fashion
    Published: 2016
    Publisher:  Apress, Berkeley, CA ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
    No inter-library loan
    Technische Hochschule Mittelhessen, Hochschulbibliothek Gießen
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    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484218082; 1484218086
    Other identifier:
    Edition: 1st ed. 2016
    Subjects: Makerspaces; User interfaces (Computer systems); Human-computer interaction; Computers; Education; Digital humanities; Maker; User Interfaces and Human Computer Interaction; Computer Hardware; Computers and Education; Digital Humanities
    Scope: 1 Online-Ressource (XXIV, 216 Seiten), 150 illus., 143 illus. in color.
  12. Retrogame Archeology
    Exploring Old Computer Games
    Published: 2016
    Publisher:  Springer International Publishing, Cham

    Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame. Drawing on extensive research, this book explores the... more

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    Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame. Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities. .

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Other identifier:
    RVK Categories: AP 15963 ; ST 324
    Series: Array
    Subjects: Computer science; Mass media; Computer Science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media
    Scope: Online-Ressource (XIX, 222 p. 172 illus., 20 illus. in color, online resource)
  13. Mood and mobility
    navigating the emotional spaces of digital social networks
    Published: [2016]; ©2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ;

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In Mood and Mobility, Richard Coyne argues that not only do we communicate, process... more

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    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In Mood and Mobility, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He shows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta-moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

     

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  14. Digitalisierung
    Bildung, Technik, Innovation
  15. Retrogame archeology :
    exploring old computer games /
    Published: [2016].
    Publisher:  Springer,, Switzerland :

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    Volltext (URL des Erstveröffentlichers)
  16. Mood and mobility :
    navigating the emotional spaces of digital social networks /
    Published: [2016]; ©2016
    Publisher:  The MIT Press,, Cambridge, Massachusetts ; ; IEEE Xplore,, London, England :

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In Mood and Mobility, Richard Coyne argues that not only do we communicate, process... more

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
    Unlimited inter-library loan, copies and loan

     

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In Mood and Mobility, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He shows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta-moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

     

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    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0-262-33090-3; 0-262-33089-X
    Subjects: Digital media.; Human-computer interaction; Mood (Psychology); Online social networks; Web sites
    Other subjects: Advertising; Art; Atmosphere; Bibliographies; Birds; Blogs; Buildings; Business; Computer architecture; Computer crime; Computers; Context; Cultural differences; Earth; Economics; Electronic mail; Entertainment industry; Facebook; Feeds; Films; Games; Glass; Google; History; Image color analysis; Indexes; Internet; Media; Mobile communication; Mood; Motion pictures; Navigation; Neurons; Painting; Pervasive computing; Pigments; Poles and towers; Presses; Printing; Smart phones; Social network services; Space exploration; Spinning; TV; Terrestrial atmosphere; Urban areas; Writing; SOCIAL SCIENCES/Communications; SOCIAL SCIENCES/Media Studies; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking
    Scope: 1 online resource (389 p.)
    Notes:

    Description based upon print version of record.

    Includes bibliographical references (pages 327-358) and index.

    Also available in print.

    Contents; Preface; Introduction; What Is a Mood?; Moved by the Mob; Captivated by Curiosity; Piqued by Pleasure; Addicted to Vertigo; Enveloped in Haze; Intoxicated by Color; Haunted by Media; Gripped by Suspense; Fogged by Ignorance; Aroused by Machines; Epilogue; Notes; Bibliography; Index

  17. Machine translation
    12th China Workshop, CWMT 2016, Urumqi, China, August 25-26, 2016 : revised selected papers
    Contributor: Yang, Muyun (Publisher); Liu, Shujie (Publisher)
    Published: [2016]
    Publisher:  Springer, Singapore

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Source: Union catalogues
    Contributor: Yang, Muyun (Publisher); Liu, Shujie (Publisher)
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9789811036354
    Other identifier:
    RVK Categories: ST 255
    Corporations / Congresses: CWMT, 12. (2016, Ürümqi)
    Series: Communications in computer and information science ; 668
    Subjects: Computer science; Computers; Algorithms; Artificial intelligence; Computational linguistics; Computer Science; Language Translation and Linguistics; Artificial Intelligence (incl. Robotics); Computation by Abstract Devices; Algorithm Analysis and Problem Complexity; Informatik; Künstliche Intelligenz; Software; Künstliche Intelligenz; Maschinelle Übersetzung; Übersetzer <Informatik>
    Scope: 1 Online-Ressource (XI, 125 Seiten, 37 illus)
  18. Retrogame archeology
    exploring old computer games
    Published: [2016]
    Publisher:  Springer, Switzerland

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  19. Retrogame archeology :
    exploring old computer games /
    Published: [2016].
    Publisher:  Springer,, Switzerland :

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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  20. Electronic dreams
    how 1980s Britain learned to love the computer
    Author: Lean, Thomas
    Published: 2016
    Publisher:  Bloomsbury Sigma, London

    Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Leibniz-Zentrum für Zeithistorische Forschung Potsdam, Bibliothek
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    Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology. It is a tale of unexpected consequences, when the machines that parents bought to help their kids with homework ended up giving birth to the video games industry, and of unrealised ambitions, like the ahead-of-its-time Prestel network that first put the British home online but failed to change the world. Ultimately, it's the story of the people who made the boom happen, the inventors and entrepreneurs like Clive Sinclair and Alan Sugar seeking new markets, bedroom programmers and computer hackers, and the millions of everyday folk who bought in to the electronic dream and let the computer into their lives.

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1472918339; 9781472918338
    RVK Categories: AP 15994 ; NQ 8110
    Series: Bloomsbury sigma ; 10
    Subjects: Computers; Computer games; Microcomputers
    Scope: 287 Seiten, 8 ungezählte Seiten, Illustrationen
    Notes:

    Enthält Literaturangaben und ein Register

  21. Electronic dreams
    how 1980s Britain learned to love the computer
    Author: Lean, Thomas
    Published: 2016
    Publisher:  Bloomsbury Sigma, London

    Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 968987
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    2016 A 3905
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    Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology. It is a tale of unexpected consequences, when the machines that parents bought to help their kids with homework ended up giving birth to the video games industry, and of unrealised ambitions, like the ahead-of-its-time Prestel network that first put the British home online but failed to change the world. Ultimately, it's the story of the people who made the boom happen, the inventors and entrepreneurs like Clive Sinclair and Alan Sugar seeking new markets, bedroom programmers and computer hackers, and the millions of everyday folk who bought in to the electronic dream and let the computer into their lives.

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1472918339; 9781472918338
    RVK Categories: AP 15994 ; NQ 8110
    Series: Bloomsbury sigma ; 10
    Subjects: Computers; Computer games; Microcomputers
    Scope: 287 Seiten, 8 ungezählte Seiten, Illustrationen
    Notes:

    Enthält Literaturangaben und ein Register

  22. Computation and the Humanities
    towards an oral history of digital humanities
    Published: 2016
    Publisher:  Springer Open, Cham

    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned... more

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    This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned and imagined and it has been ongoing for more than 70 years. However, we have no comprehensive histories of its research trajectory or its disciplinary development. The authors make a first contribution towards remedying this by uncovering, documenting, and analysing a number of the social, intellectual and creative processes that helped to shape this research from the 1950s until the present day. By taking an oral history approach, this book explores questions like, among others, researchers’ earliest memories of encountering computers and the factors that subsequently prompted them to use the computer in Humanities research. Computation and the Humanities will be an essential read for cultural and computing historians, digital humanists and those interested in developments like the digitisation of cultural heritage and artefacts.

     

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    Content information
    Volltext (kostenfrei)
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319201702
    Other identifier:
    RVK Categories: AK 39950 ; AK 54350
    Series: Springer Series on Cultural Computing
    Springer eBook Collection
    Subjects: Computer Science; Computer science; Information systems; Application software; Computers; Computer science; User interfaces (Computer systems); Application software; Computers; Computers and civilization; User interfaces (Computer systems); Computers and civilization; Human-computer interaction.; Digital humanities.; Computers—History.
    Scope: 1 Online-Ressource (xi, 285 Seiten)
    Notes:

    Literaturangaben und Register

    John Burrows, Hugh Craig and Willard McCarty: Individuation is there in all the different strata

    Wilhelm Ott and Julianne Nyhan: The university was still taking account of the meaning of universitas scientiarum

    Tito Orlandi and Julianne Nyhan: Hic Rhodus, hic salta

    Susan Hockey and Julianne Nyhan: They took a chance

    Judy Malloy and Julianne Nyhan: The influence of algorithmic thinking

    Mary Dee Harris and Julianne Nyhan: I would think of myself as sitting inside the computer

    John Nitti and Julianne Nyhan: There had to be a better way

    Helen Agüera and Julianne Nyhan: It’s a little mind-boggling

    Hans Rutimann and Julianne Nyhan: I heard about the arrival of the computer

    Michael Sperberg-McQueen and Julianne Nyhan: I mourned the university for a long time

    Manfred Thaller and Julianne Nyhan: It’s probably the only modestly widely used system with a command language in Latin

    John Bradley and Julianne Nyhan: Getting computers into humanists’ thinking

    Claus Huitfeldt and Julianne Nyhan:  Moderate expectations, tolerable disappointments

    Gabriel Egan and Julianne Nyhan: So, into the chopper it went