Chapter 18 Magazines and Newsletters
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Canon Cat After of Release Before Macintosh
LORI EMERSON & FINN BRUNTON THE CANON CAT PROCESSING ADVANCED WORK In the fall of 2014, Finn Brunton, an assistant professor at NYU, contacted Lori Emerson, Director of the Media Archaeology Lab (MAL) at the University of Colorado, Boulder, about a rare fi nd he came across on ebay: a Canon Cat, which billed itself in 1986 as an “advanced work processor.” The MAL wasn’t immediately able to purchase the machine; however, Brunton purchased the Canon Cat with the agreement that he’d experiment with the Canon Cat for six months or so, sell it to the MAL, and then he and Emerson would co-write a piece – now, this piece – on the obscure machine from an ever-more distant past. Here, we hope to give you a glimpse into what computing could have been and still could be. 353 [SHIFT]+[DOCUMENT] [SHIFT]+[DOCUMENT] Who will the user be? The shape that early personal Jef Raskin began to work on designing the Canon Cat after computing takes rests in part on this question, with he left Apple in 1982, two years before release of Macintosh. its implicit temporal paradox. The scenario, or persona, The Cat was then introduced to the public by Canon in 1987 or model, or instance of the user threads through the for $1495 – roughly $3100 in 2015. Although the Cat was production of the machine, from input devices and discontinued after only six months, around 20,000 units performance criteria to software, industrial design, and were sold during this time. The Canon Cat fascinates me marketing. -
Tech Industry
EmailWire Tech Media Sector Distribution List Reach your target audience in the Technology industry. See next page for complete media list. Call 281-645-4086, go to www.EmailWire.Com EmailWire and IT-NewsWire are newswire services of GroupWeb Media LLC. The above logos are registered trademarks of respective media outlets. EmailWire Information Technology Media Sector Distribution List. Call 281-6454086 AI (Artificial Intelligence) magazine imageSource magazine Baseline Information Management magazine Business Solutions magazine Information Week magazine Cadalyst magazine Infosecurity magazine ChannelPro magazine InfoWorld magazine CIO magazine Issues in Science and Technology magazine CIO Insight magazine IT Professional magazine Cloud Computing magazine IT Solution Journal magazine CNET Laptop magazine Computer magazine Mac Life magazine Computer Link magazine MacRumors Computer Technology Review magazine Macworld Computer User magazine Make magazine Computerworld magazine Mass High Tech magazine Computor Edge magazine Maximum PC magazine Connected World magazine MIS Quarterly magazine CPU Computer Power User magazine Mission Critical magazine Creo Community Mobile Enterprise magazine CRN magazine NCTechNews Cyber Trend magazine Network Computing magazine D-Lib (Digital Library) magazine Network Products Guide magazine Datamation magazine Network World DevProConnections magazine Nuts & Volts magazine Enterprise Executive magazine Online magazine eWeek magazine PC magazine Federal Computer Week (FCW) magazine PC World magazine Field -
Steve Wozniak Was Born in 1950 Steve Jobs in 1955, Both Attended Homestead High School, Los Altos, California
Steve Wozniak was born in 1950 Steve Jobs in 1955, both attended Homestead High School, Los Altos, California, Wozniak dropped out of Berkeley, took a job at Hewlett-Packard as an engineer. They met at HP in 1971. Jobs was 16 and Wozniak 21. 1975 Wozniak and Jobs in their garage working on early computer technologies Together, they built and sold a device called a “blue box.” It could hack AT&T’s long-distance network so that phone calls could be made for free. Jobs went to Oregon’s Reed College in 1972, quit in 1974, and took a job at Atari designing video games. 1974 Wozniak invited Jobs to join the ‘Homebrew Computer Club’ in Palo Alto, a group of electronics-enthusiasts who met at Stanford 1974 they began work on what would become the Apple I, essentially a circuit board, in Jobs’ bedroom. 1976 chiefly by Wozniak’s hand, they had a small, easy-to-use computer – smaller than a portable typewriter. In technical terms, this was the first single-board, microprocessor-based microcomputer (CPU, RAM, and basic textual-video chips) shown at the Homebrew Computer Club. An Apple I computer with a custom-built wood housing with keyboard. They took their new computer to the companies they were familiar with, Hewlett-Packard and Atari, but neither saw much demand for a “personal” computer. Jobs proposed that he and Wozniak start their own company to sell the devices. They agreed to go for it and set up shop in the Jobs’ family garage. Apple I A main circuit board with a tape-interface sold separately, could use a TV as the display system, text only. -
Retrocomputing As Preservation and Remix
Retrocomputing as Preservation and Remix Yuri Takhteyev Quinn DuPont University of Toronto University of Toronto [email protected] [email protected] Abstract This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving old computing technology. Retrocomputing includes many activities that can be seen as constituting “preservation.” At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation. Keywords: retrocomputing, software preservation, remix Recovering #popsource In late March of 2012 Jordan Mechner received a shipment from his father, a box full of old floppies. Among them was a 3.5 inch disk labelled: “Prince of Persia / Source Code (Apple) / ©1989 Jordan Mechner (Original).” Mechner’s announcement of this find on his blog the next day took the world of nerds by storm.1 Prince of Persia, a game that Mechner single-handedly developed in the late 1980s, revolutionized computer games when it came out due to its surprisingly realistic representation of human movement. After being ported to DOS and Apple’s Mac OS in the early 1990s the game sold 2 million copies (Pham, 2001). -
Windows 10-New Features & Apps
Windows 10-New Features & Apps By Tom Krauser This article discusses some of the new features and apps that come packaged in Windows 10. It is only a brief summary of these features. For more information you can search the internet or check YouTube for instructional videos on your topic of interest. The following links provide some good basic information on Windows 10 and should be helpful to you. https://support.microsoft.com/en-us/products/windows?os=windows-10 https://support.microsoft.com/en-us/help/4043948/windows-10-whats-new-in-fall-creators-update-1709 The following article from PC World Magazine provides articles on a lot of new features in Windows 10. https://www.pcworld.com/tag/windows10/ The following article by CNET discusses some of new features in the latest update to Windows 10. https://www.cnet.com/how-to/windows-10-tips-best-features/ Alarms & Clocks: A combination of alarm clock, world clock, timer, and stopwatch. Set alarms and reminders, check times around the world, and time your activities, including laps and splits. The following link discusses how to set timers, alarms, and stopwatches: https://www.howtogeek.com/225211/how-to-set-timers-alarms-and-stopwatches-in-windows-10/ Camera: Many modern devices with Windows include a webcam and, to use it, you need an app that helps you take pictures, record videos or stream video while video chatting. For this purpose, Microsoft has built an app called Camera, which is available by default in Windows 10. Connect: Use Connect App to Cast Your Smartphone Screen to Your PC. -
Capstone Healthcare IT M&A Report Q1 2017
HEALTHCARE INFORMATION TECHNOLOGY Q1 2017 CONTACTS MERGERS AND ACQUISITIONS OVERVIEW David DeSimone The Healthcare Information Technology (HCIT) sector continued to be extremely attractive Director for mergers and acquisitions in 2016 with average EV/EBITDA multiples of 23.9x and (617) 619‐3324 average EV/Revenue multiples of 5.3x. While the number of transactions fell slightly from [email protected] the record high set in 2015, the average transaction value increased from $95.5 to $149.4 million. In part, this was due to Quintiles’ blockbuster acquisition of IMS Health in May, David Michaels which closed at $13.2 billion. Buyers spent a total of approximately $25.8 billion on Managing Director disclosed acquisitions in 2016 compared to $7.2 billion in 2015. (858) 926‐5950 [email protected] The HCIT market has profited over the past 2016 Buyer Breakdown: HCIT several years from the downstream demand of healthcare services. As more Americans seek medical attention (due to both the growing geriatric population and new STRATEGIC 21.4% 24.9% enrollees from the Affordable Care Act), Public companies are increasingly seeking digital Private solutions to improve operating efficiencies, 8.7% cut costs and assist in regulatory FINANCIAL compliances. Demand for data storage, Direct cloud technology, analytics, interoperability, Add‐on 45.1% cybersecurity, smart medical devices and electronic health record (EHR) management will help drive industry growth in 2017. Consumerization is also driving HCIT M&A activity. Individuals have become accustomed to paying for many of their healthcare expenses out‐of‐pocket and seek ways to empower their purchasing decisions through education and personalized care. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
Percy Parache 17244 Hadlow Pl, Fort Myers, Fl 33967
PERCY PARACHE 17244 HADLOW PL, FORT MYERS, FL 33967 PHONE EMAIL WEBSITE 407.914.3347 [email protected] percyparache.artstation.com/pages/private 3D MODELER AND TEXTURE ARTIST 3d modeler and texture artist with over 5 years experience in creating assets for simulations, games, architectural visualization, and television. Dedicated to team collaboration, constant learning, and delivering high quality assets. SKILLS SOFTWARE • 3D Modeling (High and low poly hard surface modeling) • Maya • Unreal Engine • Texturing (PBR – Physically Based Rendering) • 3d Studio Max • Unity • Rigging • Photoshop • Substance • Lighting • Zbrush • Quixel Suite • Marmoset Toolbag EXPERIENCE GameSim ORLANDO //3D ARTIST // 11/2018 – PRESENT • Lead artist on a large infrastructure visualization project for city development • Operated in Maya to clean, modify, and supplement 3D terrain and infrastructure geometry generated from CADD data • Modified aerial imagery textures, creating masks to hide unwanted features or adding new areas using Photoshop • Worked one on one with clients in weekly review cycles • Altered UE4 materials to match client requests • Authored multiple UE4 environment maps • Created camera shots using UE4 cinematic sequencer • Animated multiple environment props using cinematic sequencer • Rendered a great number of camera sequences in UE4 • Assumed the role of video editor using premiere pro Aegis Technologies ORLANDO // 3D MODELER // 10/2016 – 01/2018 • Modeled high quality military vehicles and weaponry for Army Game Studios • Modeled -
Hardware and Software Companies During the Microcomputer Revolution
Technology Companies Hardware and software houses of the microcomputer age James Tam Recall: Computers Before The Microprocessor James Tam Image: “A History of Computing Technology” (Williams) CPSC 409: The Microcomputer era The Microprocessor1, 2 • Intel was commissioned to design a special purpose system for a client. – Busicom (client): A Japanese hand-held calculator manufacturer – Prior to this the core money making business of Intel was manufacturing computer memory. • “Intel designed a set of four chips known as the MCS-4.”1 – The CPU for the chip was the 4004 (1971) – Also it came with ROM, RAM and a chip for I/O – It was found that by designing a general purpose computer and customizing it through software that this system could meet the client’s needs but reach a larger market. – Clock: 108 kHz3 1 http://www.intel.com/content/www/us/en/history/museum-story-of-intel-4004.html 2 https://spectrum.ieee.org/tech-history/silicon-revolution/chip-hall-of-fame-intel-4004-microprocessor James Tam 3 http://www.intel.com/pressroom/kits/quickreffam.htm The Microprocessor1,2 (2) • Intel negotiated an arrangement with Busicom so it could freely sell these chips to others. – Busicom eventually went bankrupt! – Intel purchased the rights to the chip and marketed it on their own. James Tam CPSC 409: The Microcomputer era The Microprocessor (3) • 8080 processor: second 8 bit (data) microprocessor (first was 8008). – Clock speed: 2 MHz – Used to power the Altair computer – Many, many other processors came after this: • 80286, 80386, 80486, Pentium Series I – IV, Celeron, Core • The microprocessors development revolutionized computers by allowing computers to be more widely used. -
The Ultimate C64 Overview Michael Steil, 25Th Chaos Communication Congress 2008
The Ultimate C64 Overview Michael Steil, http://www.pagetable.com/ 25th Chaos Communication Congress 2008 Retrocomputing is cool as never before. People play Look and Feel C64 games in emulators and listen to SID music, but few people know much about the C64 architecture A C64 only needs to be connected to power and a TV and its limitations, and what programming was like set (or monitor) to be fully functional. When turned back then. This paper attempts to give a comprehen- on, it shows a blue-on-blue theme with a startup mes- sive overview of the Commodore 64, including its in- sage and drops into a BASIC interpreter derived from ternals and quirks, making the point that classic Microsoft BASIC. In order to load and save BASIC computer systems aren't all that hard to understand - programs or use third party software, the C64 re- and that programmers today should be more aware of quires mass storage - either a “datasette” cassette the art that programming once used to be. tape drive or a disk drive like the 5.25" Commodore 1541. Commodore History Unless the user really wanted to interact with the BA- SIC interpreter, he would typically only use the BA- Commodore Business Machines was founded in 1962 SIC instructions LOAD, LIST and RUN in order to by Jack Tramiel. The company specialized on elec- access mass storage. LOAD"$",8 followed by LIST tronic calculators, and in 1976, Commodore bought shows the directory of the disk in the drive, and the chip manufacturer MOS Technology and decided LOAD"filename",8 followed by RUN would load and to have Chuck Peddle from MOS evolve their KIM-1 start a program. -
The History of Apple Inc
The History of Apple Inc. Veronica Holme-Harvey 2-4 History 12 Dale Martelli November 21st, 2018 Apple Inc is a multinational corporation that creates many different types of electronics, with a large chain of retail stores, “Apple Stores”. Their main product lines are the iPhone, iPad, and Macintosh computer. The company was founded by Steve Jobs and Steve Wozniak and was created in 1977 in Cupertino, California. Apple Inc. is one of the world’s largest and most successful companies, recently being the first US company to hit a $1 trillion value. They shaped the way computers operate and look today, and, without them, numerous computer products that we know and love today would not exist. Although Apple is an extremely successful company today, they definitely did not start off this way. They have a long and complicated history, leading up to where they are now. Steve Jobs was one of the co-founders of Apple Inc. and one of first developers of the personal computer era. He was the CEO of Apple, and is what most people think of when they think ”the Apple founder”. Besides this, however, Steve Jobs was also later the chairman and majority shareholder of Pixar, and a member of The Walt Disney Company's board of directors after Pixar was bought out, and the founder, chairman, and CEO of NeXT. Jobs was born on February 24th, 1955 in San Francisco, California. He was raised by adoptive parents in Cupertino, California, located in what is now known as the Silicon Valley, and where the Apple headquarters is still located today. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding