Not Your Usual TPUG Newsletter
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Las Netbook En Educación
Las Netbook en Educación PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sun, 10 Jun 2012 00:15:15 UTC Contents Articles Historia de las computadoras personales 1 Internet 19 Netbook 28 Tecnologías de la información y la comunicación 31 Web 2.0 53 Docencia 2.0 57 Conectar Igualdad 58 References Article Sources and Contributors 60 Image Sources, Licenses and Contributors 61 Article Licenses Licencia 63 Historia de las computadoras personales 1 Historia de las computadoras personales La historia de las computadoras personales comenzó en los años 1970. Una computadora personal esta orientado al uso individual y se diferencia de una computadora mainframe, donde las peticiones del usuario final son filtradas a través del personal de operación o un sistema de tiempo compartido, en el cual un procesador grande es compartido por muchos individuos. Después del desarrollo del microprocesador, las computadoras personales llegaron a ser más económicos y se popularizaron. Niños jugando en una computadora Amstrad CPC 464 en los años 1980 Las primeras computadoras personales, generalmente llamados microcomputadoras, fueron vendidos a menudo como kit electrónicos y en números limitados. Fueron de interés principalmente para los aficionados y técnicos. Etimología Originalmente el término "computadora personal" apareció en un artículo del New York Times el 3 de noviembre de 1962, informando de la visión de John W. Mauchly sobre el futuro de la computación, según lo detallado en una -
From Electronic to Video Gaming (Computing in Canada: Historical
From Electronic to Video Gaming (Computing in Canada: Historical Assessment Update) Sharing the Fun: Video Games in Canada, 1950-2015 Canada Science and Technology Museum Version 2 — January 30, 2015 Jean-Louis Trudel 1 Introduction Why is the playing of games so important? Even today, the approximately two billion dollars generated in GDP for the Canadian economy by the indigenous video game industry is far outweighed by the $155 billion in annual revenues of the overall information and communications technology (ICT) field. Similarly, while the video game industry may claim about 16,000 employees, the entire ICT sector employs over 520,000 Canadians. 1 Yet, 65 video game and computer science programs have sprung up in Canadian colleges and universities to cater to this new field where 97% of new graduate hires happen within Canada. 2 Furthermore, electronic gaming has become a pervasive form of entertainment, with 61% of Canadian households reporting by 2012 that they owned at least one game console and about 30% of Canadians playing every single day. 3 With the increasing adoption of mobile platforms (smartphones, tablets) available for use throughout the day, that percentage is expected to rise. Indeed, by 2014, 54% of Canadians had played a computer or video game within the past four weeks. 4 Therefore, paying attention to an industry that is able to capture the attention of so many Canadians on a regular basis is a recognition of its catering to a very deep-seated human instinct, sometimes identified as a neotenous feature rooted in early hominid evolution. Playfulness has long been recognized as a basic wellspring of human existence. -
GAME DEVELOPER TOP 50 the Best Ideas Evolve
THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. -
Connecterdeuxordinate
Full Circle LE MAGAZINE INDÉPENDANT DE LA COMMUNAUTÉ UBUNTU LINUX Numéro 113 - Septembre 2016 Photo : wonker (Flickr.com) CCOONNNNEECCTTEERRDDEEUUXXOORRDDIINNAATTEEUURRSSAAVVEECCLLIINNUUXX UTILISATION SIMPLE D'UN PROTOCOLE DE TRANSFERT DE FICHIERS full circle magazine n° 113 1 Full Ciircle Magaziine n''est affiiliié en aucune maniière à Canoniical Ltd.. sommaire ^ Tutoriels Full Circle LE MAGAZINE INDÉPENDANT DE LA COMMUNAUTÉ UBUNTU LINUX Python p.1 5 ActusUbuntu p.04 Connecter2 PCsousLinux p.19 Command&Conquer p.14 LecultedeChrome p.30 BoucleLinux p.32 Programmeravec FreePascal p.21 LaboLinux p.32 DispositifsUbuntu p.36 Monopinion p.39 p.XX Critique p.37 Courriers p.45 MyStory p.37 Inkscape p.25 Q. et R. p.41 JeuxUbuntu p.44 p.XX Graphismes Les articles contenus dans ce magazine sont publiés sous la licence Creative Commons Attribution-Share Alike 3.0 Unported license. Cela signifie que vous pouvez adapter, copier, distribuer et transmettre les articles mais uniquement sous les conditions suivantes : vous devez citer le nom de l'auteur d'une certaine manière (au moins un nom, une adresse e-mail ou une URL) et le nom du magazine (« Full Circle Magazine ») ainsi que l'URL www.fullcirclemagazine.org (sans pour autant suggérer qu'ils approuvent votre utilisation de l'œuvre). Si vous modifiez, transformez ou adaptez cette création, vous devez distribuerla création qui en résulte sous la même licence ou une similaire. Full Circle Magazine est entièrement indépendantfull de circle Canonical, magazine le sponsor n° 113 des projets2 Ubuntu. Vous ne devez en aucun cas présumer que les avis et les opinions exprimés ici ont reçu l'approbation de Canonical.