Digital Computer User's Handbook


Book Description

Compendium of digital computer procedures - covers systems design, language functions, simulation, mathematical analysis and statistical methodologies, information storage and retrieval (supply) systems, linear programming, etc., and includes a glossary of sorting and merging terms, a list of computer equipment together with characteristics thereof and a directory of firms of the electronics industry manufacturing computers. Bibliographys and references after each chapter.







Theory and Design of Digital Computer Systems


Book Description

Knowledge: A little light expels much darkness _ Bahya ibn Paquda, Duties of the Heart During the early 1970s digital computer techniques concentrated on the computational and interfacing aspects of digital systems and the decade began as the age of both the mainframe computer and the minicomputer. Engineers and system designers needed to know the fundamentals of computer operation and how the practical limitations of the architectures of the day, the memory size, cost and performance could be overcome; it was for this reason that this book was first written. By 1980 the microprocessor revolution had arrived. As a result the microprocessor became a component of a system, rather than a system itself, and the need to understand the behaviour of the device became of even greater importance to the system designer. New developments in mainframe computers were few, with networks of minicomputers taking over their role in many instarices. The 1980 revision of this book took into account the major advances in semiconductor technology that had occurred since it was first published in 1972, and included material relevant to the microprocessor.




Computer Games and New Media Cultures


Book Description

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.




ACARS - A Users Guide


Book Description

Aircraft Communications Addressing and Reporting System (ACARS) is a digital datalink system for transmission of short,and relatively simple messages between aircraft and ground stations using the airband VHF radio link. The message protocol was designed by Aeronautical Radio Incorporated (ARINC) to replace their VHF voice service and deployed in 1978 using telex type format. SITA, a multinational information technology company, later augmented their worldwide data network by adding ground radio stations to provide ACARS service.




Handbook of Research on Digital Transformation, Industry Use Cases, and the Impact of Disruptive Technologies


Book Description

Companies from various sectors of the economy are confronted with the new phenomenon of digital transformation and are faced with the challenge of formulating and implementing a company-wide strategy to incorporate what are often viewed as “disruptive” technologies. These technologies are sometimes associated with significant and extremely rapid change, in some cases with even the replacement of established business models. Many of these technologies have been deployed in unison by leading-edge companies acting as the catalyst for significant process change and people skills enhancement. The Handbook of Research on Digital Transformation, Industry Use Cases, and the Impact of Disruptive Technologies examines the phenomenon of digital transformation and the impact of disruptive technologies through the lens of industry case studies where different combinations of these new technologies have been deployed and incorporated into enterprise IT and business strategies. Covering topics including chatbot implementation, multinational companies, cloud computing, internet of things, artificial intelligence, big data and analytics, immersive technologies, and social media, this book is essential for senior management, IT managers, technologists, computer scientists, cybersecurity analysts, academicians, researchers, IT consultancies, professors, and students.







The Oxford Handbook of Digital Technology and Society


Book Description

Required reading for anyone interested in the profound relationship between digital technology and society Digital technology has become an undeniable facet of our social lives, defining our governments, communities, and personal identities. Yet with these technologies in ongoing evolution, it is difficult to gauge the full extent of their societal impact, leaving researchers and policy makers with the challenge of staying up-to-date on a field that is constantly in flux. The Oxford Handbook of Digital Technology and Society provides students, researchers, and practitioners across the technology and social science sectors with a comprehensive overview of the foundations for understanding the various relationships between digital technology and society. Combining robust computer-aided reviews of current literature from the UK Economic and Social Research Council's commissioned project "Ways of Being in a Digital Age" with newly commissioned chapters, this handbook illustrates the upcoming research questions and challenges facing the social sciences as they address the societal impacts of digital media and technologies across seven broad categories: citizenship and politics, communities and identities, communication and relationships, health and well-being, economy and sustainability, data and representation, and governance and security. Individual chapters feature important practical and ethical explorations into topics such as technology and the aging, digital literacies, work-home boundary, machines in the workforce, digital censorship and surveillance, big data governance and regulation, and technology in the public sector. The Oxford Handbook of Digital Technology and Society will equip readers with the necessary starting points and provocations in the field so that scholars and policy makers can effectively assess future research, practice, and policy.







NBS Handbook


Book Description