Computer Wars


Book Description

Describes the fall of IBM as a leading computer firm




Computer Wars


Book Description

A behind-the-scenes account of why IBM fell behind while other computer companies flourished lays out the terms by which computer firms will do business in the future




After the Software Wars


Book Description

Computers are an advancement whose importance is comparable to the invention of the wheel or movable type. While computers and the Internet have already changed many aspects of our lives, we still live in the dark ages of computing because proprietary software is still the dominant model. One might say that the richest alchemist who ever lived is my former boss, Bill Gates. (Oracle founder Larry Ellison, and Google co-founders Sergey Brin and Larry Page are close behind.) Human knowledge increasingly exists in digital form, so building new and better models requires the software to be improved. People can only share ideas when they also share the software to display and modify them. It is the expanded use of free software that will allow a greater ability for people to work together and increase the pace of progress. This book will demonstrate that a system where anyone can edit, share, and review the body of work will lead not just to something that works, but eventually to the best that the world can achieve! With better cooperation among our scientists, robot-driven cars is just one of the many inventions that will arrive -- pervasive robotics, artificial intelligence, and much faster progress in biology, all of which rely heavily on software. - Publisher.




The Home Computer Wars


Book Description




The Star Wars Question & Answer Book about Computers


Book Description

Question and answer format presents information on how computers work, what their insides are like, and the wide variety of uses to which they have been put today--inside robots, in games, and inside human bodies.




The Closed World


Book Description

The Closed World offers a radically new alternative to the canonical histories of computers and cognitive science. Arguing that we can make sense of computers as tools only when we simultaneously grasp their roles as metaphors and political icons, Paul Edwards shows how Cold War social and cultural contexts shaped emerging computer technology--and were transformed, in turn, by information machines. The Closed World explores three apparently disparate histories--the history of American global power, the history of computing machines, and the history of subjectivity in science and culture--through the lens of the American political imagination. In the process, it reveals intimate links between the military projects of the Cold War, the evolution of digital computers, and the origins of cybernetics, cognitive psychology, and artificial intelligence. Edwards begins by describing the emergence of a "closed-world discourse" of global surveillance and control through high-technology military power. The Cold War political goal of "containment" led to the SAGE continental air defense system, Rand Corporation studies of nuclear strategy, and the advanced technologies of the Vietnam War. These and other centralized, computerized military command and control projects--for containing world-scale conflicts--helped closed-world discourse dominate Cold War political decisions. Their apotheosis was the Reagan-era plan for a " Star Wars" space-based ballistic missile defense. Edwards then shows how these military projects helped computers become axial metaphors in psychological theory. Analyzing the Macy Conferences on cybernetics, the Harvard Psycho-Acoustic Laboratory, and the early history of artificial intelligence, he describes the formation of a "cyborg discourse." By constructing both human minds and artificial intelligences as information machines, cyborg discourse assisted in integrating people into the hyper-complex technological systems of the closed world. Finally, Edwards explores the cyborg as political identity in science fiction--from the disembodied, panoptic AI of 2001: A Space Odyssey, to the mechanical robots of Star Wars and the engineered biological androids of Blade Runner--where Information Age culture and subjectivity were both reflected and constructed. Inside Technology series




The First World War in Computer Games


Book Description

The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.




Computer Wars


Book Description

Traces the development of today's sophisticated computers beginning with Cro-Magnon cave drawings and Babylonian clay tablets.




PC Wars


Book Description

PC Wars: Politics and Theory in the Academy addresses the very issue of political correctness and the current skirmishes in the culture wars. It includes statements from many of our leading contemporary public intellectuals, including Joan Wallach Scott, Michael Bérubé, Bruce Robbins, Henry Giroux, and Gerald Graff. The collection marks a watershed in the debate about pc in that it presents serious considerations and analyses of the factors, causes, and consequences of the culture wars. Carefully examining the construction of pc, PC Wars analyses political correctness by focusing on the mass media, class politics, and the ideology of managerial democracy. It places the disputes around pc in the context of contemporary developments in critical and cultural theory and the current backlash against theory, manifested in the recent attacks on Marxism, feminism and deconstruction. The book also scrutinizes the undercurrents of anti-intellectualism and anti-professionalism which have tended to create a fertile ground for the pc hysteria. Offering much more than slogans and slinging arrows, PC Wars provides a spirited and critical look at the reaction, ideology, and political forces that have coalesced around the term. Contributors: Michael Bérubé, Reed Way Dasenbrock, Frank Farmer, Henry Giroux, Gerald Graff, Darlene Hantzis and Devoney Looser, John S. Howard and James M. Lang, Tom Lewis, James Neilson, Christopher Newfield, Richard Ohmann, Burce Robbins, Barry Sarchett, Joan W. Scott, Michael Sprinker, Jeffrey Williams




Coding Projects in Scratch


Book Description

Coding Projects in Scratch uses fun projects to show children how to code with Scratch, teaching essential coding and programming skills to young learners. Built on the basics of coding, each project follows simple, logical steps that are fully illustrated. Kids learn a new, important language through simply explained projects, with key coding concepts broken out in separate panels and illustrated with Minecraft-style pixel art. Learn how to create animations, build games, use sound effects, and more before sharing projects with friends online. Coding Projects in Scratch is highly visual and unique step-by-step workbook will help beginners with no coding skills learn how to build their own projects without any instructions, and helps them develop key programming skills that will last a lifetime.