The Second Age of Computer Science


Book Description

Between the genesis of computer science in the 1960s and the advent of the World Wide Web around 1990, computer science evolved in significant ways. The author has termed this period the "second age of computer science." This book describes its evolution in the form of several interconnected parallel histories.




The Second Age of Computer Science


Book Description

By the end of the 1960s, a new discipline named computer science had come into being. A new scientific paradigm--the 'computational paradigm'--was in place, suggesting that computer science had reached a certain level of maturity. Yet as a science it was still precociously young. New forces, some technological, some socio-economic, some cognitive impinged upon it, the outcome of which was that new kinds of computational problems arose over the next two decades. Indeed, by the beginning of the 1990's the structure of the computational paradigm looked markedly different in many important respects from how it was at the end of the 1960s. Author Subrata Dasgupta named the two decades from 1970 to 1990 as the second age of computer science to distinguish it from the preceding genesis of the science and the age of the Internet/World Wide Web that followed. This book describes the evolution of computer science in this second age in the form of seven overlapping, intermingling, parallel histories that unfold concurrently in the course of the two decades. Certain themes characteristic of this second age thread through this narrative: the desire for a genuine science of computing; the realization that computing is as much a human experience as it is a technological one; the search for a unified theory of intelligence spanning machines and mind; the desire to liberate the computational mind from the shackles of sequentiality; and, most ambitiously, a quest to subvert the very core of the computational paradigm itself. We see how the computer scientists of the second age address these desires and challenges, in what manner they succeed or fail and how, along the way, the shape of computational paradigm was altered. And to complete this history, the author asks and seeks to answer the question of how computer science shows evidence of progress over the course of its second age.




Science in the Age of Computer Simulation


Book Description

Computer simulation was first pioneered as a scientific tool in meteorology and nuclear physics in the period following World War II, but it has grown rapidly to become indispensible in a wide variety of scientific disciplines, including astrophysics, high-energy physics, climate science, engineering, ecology, and economics. Digital computer simulation helps study phenomena of great complexity, but how much do we know about the limits and possibilities of this new scientific practice? How do simulations compare to traditional experiments? And are they reliable? Eric Winsberg seeks to answer these questions in Science in the Age of Computer Simulation. Scrutinizing these issue with a philosophical lens, Winsberg explores the impact of simulation on such issues as the nature of scientific evidence; the role of values in science; the nature and role of fictions in science; and the relationship between simulation and experiment, theories and data, and theories at different levels of description. Science in the Age of Computer Simulation will transform many of the core issues in philosophy of science, as well as our basic understanding of the role of the digital computer in the sciences.




Computer Engineering for Babies


Book Description

An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.




The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies


Book Description

The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").




The Computer Age


Book Description

Computer scientists speculate on the role of computers in the life of current and future man, discussing individualized automation, trends in traditional computer uses and the underlying technologies, and the socioeconomic effects and expectations of theInformation Age




The Second Self, Twentieth Anniversary Edition


Book Description

A new edition of the classic primer in the psychology of computation, with a new introduction, a new epilogue, and extensive notes added to the original text. In The Second Self, Sherry Turkle looks at the computer not as a "tool," but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. "Technology," she writes, "catalyzes changes not only in what we do but in how we think." First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation. This twentieth anniversary edition allows us to reconsider two decades of computer culture—to (re)experience what was and is most novel in our new media culture and to view our own contemporary relationship with technology with fresh eyes. Turkle frames this classic work with a new introduction, a new epilogue, and extensive notes added to the original text. Turkle talks to children, college students, engineers, AI scientists, hackers, and personal computer owners—people confronting machines that seem to think and at the same time suggest a new way for us to think—about human thought, emotion, memory, and understanding. Her interviews reveal that we experience computers as being on the border between inanimate and animate, as both an extension of the self and part of the external world. Their special place betwixt and between traditional categories is part of what makes them compelling and evocative. (In the introduction to this edition, Turkle quotes a PDA user as saying, "When my Palm crashed, it was like a death. I thought I had lost my mind.") Why we think of the workings of a machine in psychological terms—how this happens, and what it means for all of us—is the ever more timely subject of The Second Self.




B C, Before Computers: On Information Technology from Writing to the Age of Digital Data


Book Description

I found it a delight to read. The author is not trying to write yet another book on the history of computer developments but rather to show that those developments rely on a long history of humans creating solutions to problems that arose as they became more and more sophisticated in their treatment of concepts of information and its manipulation. In many ways it resembles a work of philosophy more than a technical history, but relies on explaining that technical history to make his points. Michael R. Williams, Department of Computer Sciences, University of Calgary The idea that the digital age has revolutionized our day-to-day experience of the world is nothing new, and has been amply recognized by cultural historians. In contrast, Stephen Robertson’s BC: Before Computers is a work which questions the idea that the mid-twentieth century saw a single moment of rupture. It is about all the things that we had to learn, invent, and understand – all the ways we had to evolve our thinking – before we could enter the information technology revolution of the second half of the twentieth century. Its focus ranges from the beginnings of data processing, right back to such originary forms of human technology as the development of writing systems, gathering a whole history of revolutionary moments in the development of information technologies into a single, although not linear narrative. Treading the line between philosophy and technical history, Robertson draws on his extensive technical knowledge to produce a text which is both thought-provoking and accessible to a wide range of readers. The book is wide in scope, exploring the development of technologies in such diverse areas as cryptography, visual art and music, and the postal system. Through all this, it does not simply aim to tell the story of computer developments but to show that those developments rely on a long history of humans creating technologies for increasingly sophisticated methods of manipulating information. Through a clear structure and engaging style, it brings together a wealth of informative and conceptual explorations into the history of human technologies, and avoids assumptions about any prior knowledge on the part of the reader. As such the expert and the general reader alike will find it of interest.




Encyclopedia of Computer Science


Book Description




Computer Science Pure and Simple


Book Description

The Logo language has charmed kids for a generation. Many of todays programmers started out on Logo as kids! Program five games in Logo, make a multi-page Web site, and program spreadsheets MicroWorlds Logo disk required; buy separately.Computer Science Pure and Simple Book 2 gives fun-loving kids a chance to program their own gamesMadlibs, Maze, Hangman, City and Race, using this self-study student manual with answer key. This intermediate-level manual, for grade 7 and up, also guides the students through developing a two- to four-page Web site, along with spreadsheet programming and some work in DOS. This represents the second year of homeschool co-op work in St. Louis. High school students with computer skills should be able to start with Book 2, skipping Book 1. For use with a MicroWorlds disk. Retail $29.99.