The Magical World of Computers


Book Description

This book is the result of a laborious investigation into the knowledge of computers world. The beautiful illustrations of the chapters of this work are designed to get the attention of children. It is important to highlight that its chapters not only point to the child's familiarization and knowledge of the computer, but also to facilitate the acquisition of notions and concepts that constitute the necessary basis to encourage their curiosity and allow them to develop the necessary skills for learning of new technologies. The book "The Magical World of Computer" is intended for children between 6 and 12 years of age. It can be used as a book for learning how to use the computer in specific subjects or, simply, as a teaching tool outside the classroom for vacation courses or other courses whose objectives are oriented to begin in the management of this powerful tool. The book consists of ten (10) chapters, which are specified below: Chapter 1. My first steps with the computer. Chapter 2. The computer lab. Chapter 3. Knowing the monitor. Chapter 4. Knowing the keyboard. Chapter 5. Knowing the mouse. Chapter 6. Computer Accessories. Chapter 7. Knowing the Windows operating system. Chapter 8. Drawing with the Paint tool. Chapter 9. Creating Text with the WordPad tool. Chapter 10. Knowing the Internet World.The Magical World of Computers is a work that will not only catch the child but also the adult, just by looking at the didactic of its content and the magic of the illustrations. The magical world of computers, is a work that will not only capture the child's attention, but also the adult just by seeing the didactic of its content and the magic of the illustrations.




The History of Visual Magic in Computers


Book Description

If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.




The Magic of Computer Graphics


Book Description

Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.







Nine Algorithms That Changed the Future


Book Description

Nine revolutionary algorithms that power our computers and smartphones Every day, we use our computers to perform remarkable feats. A simple web search picks out a handful of relevant needles from the world's biggest haystack. Uploading a photo to Facebook transmits millions of pieces of information over numerous error-prone network links, yet somehow a perfect copy of the photo arrives intact. Without even knowing it, we use public-key cryptography to transmit secret information like credit card numbers, and we use digital signatures to verify the identity of the websites we visit. How do our computers perform these tasks with such ease? John MacCormick answers this question in language anyone can understand, using vivid examples to explain the fundamental tricks behind nine computer algorithms that power our PCs, tablets, and smartphones.




How Computers Work


Book Description

Computers are everywhere. Even a smartphone is a mini computer. With digital technologies so prevalent in today's world, it's important for young learners to know how they work. This book introduces kids to the design and function of the hardware and networks that digitally connect us. Utilizing colorful infographics and simple language, this book discusses the history of the first computers, different types of computers, and the important parts that make a computer run. It makes learning about computers easy for young readers, and it will inspire your budding engineers.




Ellie and the Magic Computer


Book Description

NOT AVAILABLE SEPARATELY




Internet Magic


Book Description

Clear step-by-step instructions and screen shots take children through fun projects from start to finish, successfully building up their knowledge of how to use particular programs and applications. The "Computer Wizards" guide children through each activity, with magic tips to help with projects.




Gaming Matters


Book Description

In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.




Ellie and the Magic Computer


Book Description

Do you believe in magic? Yes? No? Maybe? Follow Ellie's journey on the internet as she goes on a wild adventure. Maybe you'll discover that there is such a thing as magic!