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Historians of Technology in the Real World: Reflections on the Pursuit of Policy-Oriented History
Historians of Technology in the Real World: Reflections on the Pursuit of Policy-Oriented History Richard F. Hirsh Technology and Culture, Volume 52, Number 1, January 2011, pp. 6-20 (Article) Published by The Johns Hopkins University Press DOI: 10.1353/tech.2011.0039 For additional information about this article http://muse.jhu.edu/journals/tech/summary/v052/52.1.hirsh.html Access provided by Virginia Polytechnic Inst. __ACCESS_STATEMENT__ St.University __ACCESS_STATEMENT__ (Viva) (6 Feb 2014 13:11 GMT) 02_52.1hirsh 6–20:03_49.3dobraszczyk 568– 1/22/11 7:49 AM Page 6 Historians of Technology in the Real World Reflections on the Pursuit of Policy-Oriented History RICHARDF.HIRSH Nearly all historians writing about their craft begin by explaining the value of studying the past. According to the authors of a popular primer, history represents a collective memory that provides an awareness of past events, helping us shape our present and future.1 History has great practical signif- icance, notes another academic, because “intelligent action” draws on past experience.2 As a consequence of the way pedagogues extol the relevance of their work, many high-school students can paraphrase Santayana’s dictum that “[t]hose who cannot remember the past are condemned to repeat it.”3 Despite widespread acceptance of the notion that history provides tan- gible benefits, historians usually remain reluctant to apply “lessons” to real- world situations, especially in the realms of public and business policy. Eager to be viewed as unbiased, dispassionate observers of events, most aca- demic historians seem happy to write primarily for their peers. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Core Literature of WTMC
Core Literature of WTMC Core Literature of WTMC 2018 edition INTRODUCTION Core Literature of WTMC The Dutch national research school WTMC seeks to The second list, of introductions, is in particular useful for analyse, understand and explain the manifold and intricate new entrants in the field. The classics, of course, are also relationships between science, technology and modern informative, but may require more background knowledge. culture. This, of course, is an interdisciplinary effort that The introductions provide an overview of the main draws from and contributes to various research traditions, perspectives, methods and findings of the research field of each with their own literatures. In this overview we list the WTMC. core literature of the research school WTMC. The third category, the research clusters, proposes more The aim of this list is threefold: specific literature for the many lines of research in WTMC. • it provides an introduction to the intellectual and academic Within each of the clusters some key references are aspirations of WTMC; suggested to orient the researcher interested in these more • it helps PhD students to locate their studies within a broader specific areas of study. These references may also be used set of literatures; in the programs of the PhD workshops, depending on the • it supports the ongoing reflection of research agendas topic. Together, the research clusters are a demonstration of within WTMC. the richness and excitement of the research school WTMC. The list of core literature is organised into four categories: The overview ends with a list of journals that are important classics, introductions, research clusters, and journals. -
Sound Studies: New Technologies and Music
Sound Studies: New Technologies and Music Trevor Pinch and Karin Bijsterveld Developments in sound technologies over the last 50 years have dramat- ically changed the way that music is produced and consumed. In the 19th century most music was experienced as live performance. Today most music is listened to individually through technologically mediated devices, such as a personal stereo or a personal computer that enables the down- loading of MP3 files over the Internet, and in the past few decades music has been produced with new electronic instruments such as the Theremin, the Hammond Organ, the electric guitar, the synthesizer, and the digital sampler. Technologies such as the phonograph, tape-recorder, and com- pact disk have enabled ‘sound’ to be produced, controlled, and manipu- lated independently from musicians. In today’s recording studios the sound engineers can be as important in the production of ‘the sound’ as are the musicians themselves. But how can such changes be understood and what do they mean for listeners and for science and technology studies (S&TS)? The papers in this special issue address such issues. The papers were first presented at an international workshop, ‘Sound Matters: New Tech- nology in Music’, held at the University of Maastricht, the Netherlands, in November 2002. The scholars at the workshop were drawn from such diverse fields as ethnomusicology, history, anthropology, cultural studies, sociology, and S&TS. All were working on some aspect of what we might call ‘auditory culture’. For such scholars, sound matters. The topic of the workshop was new technologies and music. The papers covered a range of technological innovations in the way in which music was produced and consumed. -
Applying Library Values to Emerging Technology Decision-Making in the Age of Open Access, Maker Spaces, and the Ever-Changing Library
ACRL Publications in Librarianship No. 72 Applying Library Values to Emerging Technology Decision-Making in the Age of Open Access, Maker Spaces, and the Ever-Changing Library Editors Peter D. Fernandez and Kelly Tilton Association of College and Research Libraries A division of the American Library Association Chicago, Illinois 2018 The paper used in this publication meets the minimum requirements of Ameri- can National Standard for Information Sciences–Permanence of Paper for Print- ed Library Materials, ANSI Z39.48-1992. ∞ Cataloging-in-Publication data is on file with the Library of Congress. Copyright ©2018 by the Association of College and Research Libraries. All rights reserved except those which may be granted by Sections 107 and 108 of the Copyright Revision Act of 1976. Printed in the United States of America. 22 21 20 19 18 5 4 3 2 1 Contents Contents Introduction .......................................................................................................ix Peter Fernandez, Head, LRE Liaison Programs, University of Tennessee Libraries Kelly Tilton, Information Literacy Instruction Librarian, University of Tennessee Libraries Part I Contemplating Library Values Chapter 1. ..........................................................................................................1 The New Technocracy: Positioning Librarianship’s Core Values in Relationship to Technology Is a Much Taller Order Than We Think John Buschman, Dean of University Libraries, Seton Hall University Chapter 2. ........................................................................................................27 -
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004 September 20, 2004 – Los Angeles, CA – Square Enix Co., Ltd., a leading developer and publisher of interactive entertainment software including two of the world’s most popular franchises FINAL FANTASY® and DRAGON QUESTTM announced today that DRAGON QUESTTM VIII for the PlayStation®2, will be released November 27, 2004 in Japan. The DRAGON QUESTTM Series is one of the leading RPGs in Japan. The series was first released in 1986 and has sold 35.89 million units worldwide. DRAGON QUESTTM VIII, using cutting-edge graphics and a new game system, will be released for the PlayStation®2 as a completely new DRAGON QUESTTM, four years after the last DRAGON QUESTTM VII. In addition, the company will prepare a playable version for the 2004 Tokyo Game Show which will be held September 24-26, 2004. This will be the premiere of a DRAGON QUESTTM VIII playable. DRAGON QUESTTM VIII Features Cutting-edge graphics The world of DRAGON QUESTTM VIII is created with breakthrough 3D graphics. The world, which includes fields, towns and dungeons, will allow players to move around seamlessly. The graphics are of a high-quality animation, and players can feel as if they are walking around inside the world created by Character Designer, Akira Toriyama. The battle scenes and monsters make users feel as if they were actually facing them All of the monsters and characters are transformed with 3D graphics. Battle scenes provide a strong presence of characters and monsters due to its stunning visuals. Moreover, both new and familiar monsters have been recreated with uniquely detailed animation. -
Some Notes on Theories of Technology, Society and Innovation Systems for S&T Policy Studies
1 Some notes on theories of Technology, Society and Innovation Systems for S&T policy studies Mónica Salazar-Acosta and Adam Holbrook CPROST Report 08-02 2 3 Some notes on theories of technology, society and innovation systems for science and technology policy studies Mónica Salazar-Acosta and Adam Holbrook, with editorial comments by Glenda Shaw-Garlock CENTRE FOR POLICY RESEARCH ON SCIENCE AND TECHNOLOGY SIMON FRASER UNIVERSITY Vancouver BC Report 08-02 Introduction Does technology shape society, or does society influence our technological choices? Is technological determinism a theory of society or a theory of technology? The debate on Science, Technology and Society (STS) studies has been animated by two opposite views on technology: one that affirms that technology shapes society, and the other that society shapes technology. The former, is commonly associated with the notion of technological determinism; while the latter could be labeled ‘social shaping of technology’ which covers various approaches, such as social constructivism and actor-network theory. Neither provides an overall view: one looks at the forest and the other at the trees, but both have failed to give us a comprehensive view of technological change and the major forces driving social change. What follows is an examination of technological determinism – the shaping of society by technology - and the influence of society on the evolution of technology . It does not pretend to be exhaustive or representative of the most recent scholarship on the subject. A good, recent, -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Super Mario 64 Was Proclaimed by Many As "The Greatest Video Game
The People Behind Mario: When Hiroshi Yamauchi, president of Nintendo Co., Ltd. (NCL), hired a young art student as an apprentice in 1980, he had no idea that he was changing video games forever. That young apprentice was none other than the highly revered Shigeru Miyamoto, the man behind Mario. Miyamoto provided the inspiration for each Mario game Nintendo produces, as he still does today, with the trite exception of the unrelated “Mario-based” games produced by other companies. Just between the years 1985 and 1991, Miyamoto produced eight Mario games that went on to collectively sell 70 million copies. By record industry standards, Miyamoto had gone 70 times platinum in a brief six years. When the Nintendo chairman Gunpei Yokoi was assigned to oversee Miyamoto when he was first hired, Yokoi complained that “he knows nothing about video games” (Game Over 106). It turned out that the young apprentice knew more about video games than Yokoi, or anyone else in the world, ever could. Miyamoto’s Nintendo group, “R&D4,” had the assignment to come up with “the most imaginative video games ever” (Game Over 49), and they did just that. No one disagrees when they hear that "Shigeru is to video gaming what John Lennon is to Music!" (www.nintendoland.com) As soon as Miyamoto and Mario entered the scene, America, Japan, and the rest of the world had become totally engrossed in “Mario Mania.” Before delving deeply into the character that made Nintendo a success, we must first take a look at Nintendo, and its leader, Hiroshi Yamauchi. -
The Birth of “Final Fantasy”: Square Corporation
岡山大学経済学会雑誌37(1),2005,63~88 The Birth of “Final Fantasy”: Square Corporation Daiji Fujii 1. Introduction “Final Fantasy” was one of the million selling series of role playing games (RPGs). Square Corporation, which might be known as Square Soft outside Japan, had been known as the Japanese software developer to release this series approximately every year. Square enjoyed large annual turnovers from the series and diversified their businesses including a CG movie production. Journalism shed a spotlight on this software factory as a member of the “Winners Club” in Japan’s economy under the futureless recession in the 1990s. This heroic entrepreneurial company and its biggest rival, Enix Corporation Limited, known to be the publisher of “Dragon Quest” series (“Dragon Warrior” in North America), the other one of the twin peaks of Japanese RPG titles, announced to become one in November, 2002. The news became a national controversy, because the home video game was expected to be the last remedy to Japan’s trade imbalance of software industry. According to the report published by Japan’s industry consortium, Computer Entertainment Supplier’s Association (CESA), the top 30 titles in terms of the total shipment between 1983−2002 included 13 RPG titles released by both Square and Enix, second to Nintendo’s 14 titles of various genres (See table 1). Independent software firms had had powerful impacts upon Nintendo, which had the combination of Nintendo Entertainment System (NES) as a dominant platform and “Mario” as a killer content. In 1996, Nintendo’s hegemony in the platform market was rooted out by the re−alliances amongst software suppliers and almost dying PlayStation of Sony Computer Entertainment (SCE). -
Website Listing Ajax
Liste des jeux (64Go) Cliquez sur le nom des consoles pour descendre au bon endroit Console Nombre de jeux Atari ST 274 Atari 800 5627 Atari 2600 457 Atari 5200 101 Atari 7800 51 C64 150 Channel F 34 Coleco Vision 151 Family Disk System 43 FBA Libretro (arcade) 647 Game & watch 58 Game Boy 621 Game Boy Advance 951 Game Boy Color 501 Game gear 277 Lynx 84 Mame (arcade) 808 Nintento 64 78 Neo-Geo 152 Neo-Geo Pocket Color 81 Neo-Geo Pocket 9 NES 1812 Odyssey 2 125 Pc Engine 291 Pc Engine Supergraphx 97 Pokémon Mini 26 PS1 54 PSP 2 Sega Master System 288 Sega Megadrive 1030 Sega megadrive 32x 30 Sega sg-1000 59 SNES 1461 Stellaview 66 Sufami Turbo 15 Thomson 82 Vectrex 75 Virtualboy 24 Wonderswan 102 WonderswanColor 83 Total 16877 Atari ST Atari ST 10th Frame Atari ST 500cc Grand Prix Atari ST 5th Gear Atari ST Action Fighter Atari ST Action Service Atari ST Addictaball Atari ST Advanced Fruit Machine Simulator Atari ST Advanced Rugby Simulator Atari ST Afterburner Atari ST Alien World Atari ST Alternate Reality - The City Atari ST Anarchy Atari ST Another World Atari ST Apprentice Atari ST Archipelagos Atari ST Arcticfox Atari ST Artificial Dreams Atari ST Atax Atari ST Atomix Atari ST Backgammon Royale Atari ST Balance of Power - The 1990 Edition Atari ST Ballistix Atari ST Barbarian : Le Guerrier Absolu Atari ST Battle Chess Atari ST Battle Probe Atari ST Battlehawks 1942 Atari ST Beach Volley Atari ST Beastlord Atari ST Beyond the Ice Palace Atari ST Black Tiger Atari ST Blasteroids Atari ST Blazing Thunder Atari ST Blood Money Atari ST BMX Simulator Atari ST Bob Winner Atari ST Bomb Jack Atari ST Bumpy Atari ST Burger Man Atari ST Captain Fizz Meets the Blaster-Trons Atari ST Carrier Command Atari ST Cartoon Capers Atari ST Catch 23 Atari ST Championship Baseball Atari ST Championship Cricket Atari ST Championship Wrestling Atari ST Chase H.Q.