Computing for Ordinary Mortals


Book Description

In Computing for Ordinary Mortals, cognitive scientist and AI expert Robert St. Amant explains what he calls, "the really interesting part" of computing, which are the ideas behind the technology. They're powerful ideas, and the foundations for everything that computers do, but they are little discussed. This book will not tell you how to use your computer, but it will give you a conceptual tour of how it works. Some of the ideas, like modularity which are so embedded in what we do as humans, can also give us insight into our own daily activities, how we interact with other people, and in some cases even what's going on in our heads. Computing is all around us, and, to quote Richard Hamming, the influential mathematician and computer scientist, "The purpose of computing is insight, not numbers," and it is this insight that informs the entire book.




On Computing


Book Description

A proposal that computing is not merely a form of engineering but a scientific domain on a par with the physical, life, and social sciences. Computing is not simply about hardware or software, or calculation or applications. Computing, writes Paul Rosenbloom, is an exciting and diverse, yet remarkably coherent, scientific enterprise that is highly multidisciplinary yet maintains a unique core of its own. In On Computing, Rosenbloom proposes that computing is a great scientific domain on a par with the physical, life, and social sciences. Rosenbloom introduces a relational approach for understanding computing, conceptualizing it in terms of forms of interaction and implementation, to reveal the hidden structures and connections among its disciplines. He argues for the continuing vitality of computing, surveying the leading edge in computing's combination with other domains, from biocomputing and brain-computer interfaces to crowdsourcing and virtual humans to robots and the intermingling of the real and the virtual. He explores forms of higher order coherence, or macrostructures, over complex computing topics and organizations. Finally, he examines the very notion of a great scientific domain in philosophical terms, honing his argument that computing should be considered the fourth great scientific domain. With On Computing, Rosenbloom, a key architect of the founding of University of Southern California's Institute for Creative Technologies and former Deputy Director of USC's Information Sciences Institute, offers a broader perspective on what computing is and what it can become.




Lauren Ipsum


Book Description

Lauren Ipsum is a whimsical journey through a land where logic and computer science come to life. Meet Lauren, an adventurer lost in Userland who needs to find her way home by solving a series of puzzles. As she visits places like the Push & Pop Café and makes friends with people like Hugh Rustic and the Wandering Salesman, Lauren learns about computer science without even realizing it—and so do you! Read Lauren Ipsum yourself or with someone littler than you, then flip to the notes at the back of the book to learn more about logic and computer science in the real world. Suggested for ages 10+







Vintage Game Consoles


Book Description

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.




The Science of Computing


Book Description

The identity of computing has been fiercely debated throughout its short history. Why is it still so hard to define computing as an academic discipline? Is computing a scientific, mathematical, or engineering discipline? By describing the mathematical, engineering, and scientific traditions of computing, The Science of Computing: Shaping a Discipli




Popular Mechanics


Book Description

Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.







Economics Beyond the Millennium


Book Description

Economics: Beyond the Millennium contains articles by leading authorities in various fields of economic theory and econometrics, each of whom gives an account of the current state of the art in their own field and indicate the direction that they think it will take in the next ten years. The fields covered are grouped into three categories: the microfoundations of macroeconomics, where Malinvaud evaluates the theory of resource allocation and Hildenbrand examines the empirical content of economic thories; markets and and organizations, where both Gabszewicz and D'Aspremont et al. look at imperfect competition and general equilibrium, Scotchmer and Thiess consider spatial economics, Ponssard the future of managerial economics, while Van Damme looks at the next stage of game theory; and econometrics, where Gourieroux reviews econometric modelling in general, Maravall looks at time series, Lubrand and Bauwens examine Bayesian analysis, and Blundell looks at the rapidly expanding area of microeconometrics.




Software Law and Its Application


Book Description

Robert Gomulkiewicz’s Software Law and Its Application, Third Edition?covers the statutes, cases, and regulations that provide legal protection for computer software with a practice-focused approach. Buy a new version of this textbook and receive access to the Connected eBook on CasebookConnect, including: lifetime access to the online ebook with highlight, annotation, and search capabilities, plus an outline tool and other helpful resources. Connected eBooks provide what you need most to be successful in your law school classes. Key Features: Practice-focused, Gomulkiewicz covers real-world timely issues, including open-source software Chapters begin with an overview to provide context and cover common scenarios, allowing students to learn by applying relevant texts as they would in law practice Discussion questions and in-class exercises provide opportunities for students to “practice law” in the classroom setting as business and litigation lawyers Lightly edited cases give students a case-reading experience closely approximating law practice and instructors relevant materials to draw on Beyond cases, students work with licenses, NDAs, and other documents commonly used in the software industry New to the Third Edition: Updated cases, including the Supreme Court’s important Google LLC v. Oracle America, Inc. case Updated materials on software patents Updates on business model innovation New references to background readings on the software industry Professors and students will benefit from: Learning how all forms of intellectual property apply in the software industry Understanding the role that software licensing plays in technological and business model innovation Considering business law and litigation scenarios commonly faced by lawyers in the software industry