A History of the Amiga, Part 1: Genesis
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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Getting Started
4620rlin.fm Page 1 Thursday, April 8, 1999 5:42 PM Getting Started &UHDWLYH6RXQG%ODVWHU/LYH &UHDWLYH$XGLR6RIWZDUH Information in this document is subject to change without notice and does not represent a commitment on the part of Creative Technology Ltd. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, for any purpose without the written permission of Creative Technology Ltd. The software described in this document is furnished under a license agreement and may be used or copied only in accordance with the terms of the license agreement. It is against the law to copy the software on any other medium except as specifically allowed in the license agreement. The licensee may make one copy of the software for backup purposes. Copyright © 1998-1999 by Creative Technology Ltd. All rights reserved. Version 2.00 April 1999 Sound Blaster and Blaster are registered trademarks, and the Sound Blaster Live! logo, the Sound Blaster PCI logo, EMU10K1, Environmental Audio, and Creative Multi Speaker Surround are trademarks of Creative Technology Ltd. in the United States and/or other countries. E-Mu and SoundFont are registered trademarks of E-mu Systems, Inc.. SoundWorks is a registered trademark, and MicroWorks, PCWorks and FourPointSurround are trademarks of Cambridge SoundWorks, Inc.. Microsoft, MS-DOS, and Windows are registered trademarks of Microsoft Corporation. All other products are trademarks or registered trademarks of their respective owners. This product is covered by one or more of the following U.S. patents: 4,506,579; 4,699,038; 4,987,600; 5,013,105; 5,072,645; 5,111,727; 5,144,676; 5,170,369; 5,248,845; 5,298,671; 5,303,309; 5,317,104; 5,342,990; 5,430,244; 5,524,074; 5,698,803; 5,698,807; 5,748,747; 5,763,800; 5,790,837. -
Multimedia Systems DCAP303
Multimedia Systems DCAP303 MULTIMEDIA SYSTEMS Copyright © 2013 Rajneesh Agrawal All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara CONTENTS Unit 1: Multimedia 1 Unit 2: Text 15 Unit 3: Sound 38 Unit 4: Image 60 Unit 5: Video 102 Unit 6: Hardware 130 Unit 7: Multimedia Software Tools 165 Unit 8: Fundamental of Animations 178 Unit 9: Working with Animation 197 Unit 10: 3D Modelling and Animation Tools 213 Unit 11: Compression 233 Unit 12: Image Format 247 Unit 13: Multimedia Tools for WWW 266 Unit 14: Designing for World Wide Web 279 SYLLABUS Multimedia Systems Objectives: To impart the skills needed to develop multimedia applications. Students will learn: z how to combine different media on a web application, z various audio and video formats, z multimedia software tools that helps in developing multimedia application. Sr. No. Topics 1. Multimedia: Meaning and its usage, Stages of a Multimedia Project & Multimedia Skills required in a team 2. Text: Fonts & Faces, Using Text in Multimedia, Font Editing & Design Tools, Hypermedia & Hypertext. 3. Sound: Multimedia System Sounds, Digital Audio, MIDI Audio, Audio File Formats, MIDI vs Digital Audio, Audio CD Playback. Audio Recording. Voice Recognition & Response. 4. Images: Still Images – Bitmaps, Vector Drawing, 3D Drawing & rendering, Natural Light & Colors, Computerized Colors, Color Palletes, Image File Formats, Macintosh & Windows Formats, Cross – Platform format. 5. Animation: Principle of Animations. Animation Techniques, Animation File Formats. 6. Video: How Video Works, Broadcast Video Standards: NTSC, PAL, SECAM, ATSC DTV, Analog Video, Digital Video, Digital Video Standards – ATSC, DVB, ISDB, Video recording & Shooting Videos, Video Editing, Optimizing Video files for CD-ROM, Digital display standards. -
Vector Synthesis: a Media Archaeological Investigation Into Sound-Modulated Light
VECTOR SYNTHESIS: A MEDIA ARCHAEOLOGICAL INVESTIGATION INTO SOUND-MODULATED LIGHT Submitted for the qualification Master of Arts in Sound in New Media, Department of Media, Aalto University, Helsinki FI April, 2019 Supervisor: Antti Ikonen Advisor: Marco Donnarumma DEREK HOLZER [BLANK PAGE] Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Derek Holzer Title of thesis Vector Synthesis: a Media-Archaeological Investigation into Sound-Modulated Light Department Department of Media Degree programme Sound in New Media Year 2019 Number of pages 121 Language English Abstract Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. This text explores the military and techno-scientific legacies at the birth of modern computing, and charts attempts by artists of the subsequent two decades to decouple these tools from their destructive origins. Using this history as a basis, the author then describes a media archaeological, real time performance system using audio synthesis and vector graphics display techniques to investigate direct, synesthetic relationships between sound and image. Key to this system, realized in the Pure Data programming environment, is a didactic, open source approach which encourages reuse and modification by other artists within the experimental audiovisual arts community. Keywords media art, media-archaeology, audiovisual performance, open source code, cathode- ray tubes, obsolete technology, synesthesia, vector graphics, audio synthesis, video art [BLANK PAGE] O22 ABSTRACT Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. -
Technology and Interactive Multimedia. Identifying Emerging Issues and Trends in Technology for Special Education
DOCUMENT RESUME ED 350 767 EC 301 574 AUTHOR Ashton, Ray TITLE Technology and Interactive Multimedia. Identifying Emerging Issues and Trends in Technology for Special Education. INSTITUTION COSMOS Corp., Washington, DC. SPONS AGENCY Special Education Programs (ED/OSERS), Washington, DC. PUB DATE Jun 92 CONTRACT HS90008001 NOTE 48p.; For related documents, see EC 301 540, EC 301 567-573. PUB TYPE Information Analyses (070) Viewpoints (Opinion/Position Papers, Essays, etc.) (120) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS Audiodisks; Computer Assisted Instruction; *Disabilities; *Educational Technology; *Electronic Equipment; Hypermedia; Interactive Video; *Microcomputers; *Optical Disks; Research and Development; Special Education; *Technological Advancement; Technology Transfer; Telecommunications; Television; Theory Practice Relationship; Trend Analysis; Videodisks ABSTRACT As 'art of a 3-year study to identify emerging issues and trends in technology for special education, this paper addresses the role of interactive multimedia, especially the digital, optical compact disc technologies, in providing instructional services to special education students. An overview identifies technological and economic trends, focusing on the convergence of the personal computer industry with the consumer electronic industry resulting in an exploding multimedia market. The current technology is then reviewed for the following areas: personal computers, digital audio tape, interactive videodisc, compact disc read only memory, digital video interactive, Commodore Dynamic Total Vision, compact disc interactive, magneto-optic systems, digital compact cassettes, compact disc recordable/erasable technology, blue (focusable) lasers, high definition television, virtual reality, and communications. Key trends identified for the year 2000 and beyond include improved data compression and storage technology as the underlying enabling technology, multifunction hardware platforms as the norm, cross platform compatibility, and increasing importance of product contents. -
Spiele- Hardware
260 SEITEN SONDERHEFT 2/16 Deutschland 14,95 Österreich 16,90 Schweiz SFR 25,80 ALT! Die beste Retro spiele- hardware Die wichtigsten Homecomputer, Konsolen & Handhelds von 1977 bis 2001 ALLE INFOS ZU Atari ● RCA Studio ● Apple II ● Microvision ● Atari 8-Bit ● Mattel Intellivision ● Commodore VC 20 ● BBC ● Sinclair Spectrum ● Commodore 64 ● ColecoVision ● MSX-Computer ● Schneider CPC ● NES ● Sega Master System ● Atari ST ● Amiga 500 ● Sega Mega Drive ● Nintendo Game Boy ● Atari Lynx ● Turbo Grafx 1 ● Sega Game Gear ● Neo Geo ● SNES ● 3DO ● Sony PlayStation ● Sega Saturn ● Nintendo 64 ● Bandai Wonderswan ● Sega Dreamcast ● Sony PlayStation 2 ● Nintendo Gamecube ● Xbox ● Nintendo GBA ● Retron 5 ... ARCADE | ATARI | COMMODORE | MSX | NEO GEO | NINTENDO | SCHNEIDER | SEGA | SINCLAIR | SONY powered by Die beste Retro Sonderheft 02/2016 spiele- hardware ie Retro-Liebe, und wir reden natürlich von der Liebe zu Retrospielen, ist teils pure Weißt- du-noch-Nostalgie, teils aktiv gelebtes Hobby: Dank Emulatoren und Download-Veröffentli- chungen auf modernen Plattformen war es wohl noch nie so einfach wie heute, die alten Klassiker zu spielen – noch nicht einmal „damals“! Am meisten aber machen Retro-Games Dnatürlich auf Retro-Plattformen Spaß. Denn selbst der beste Bildschirmfi lter schafft es nicht, Sprites, Farben und, ja, auch das Flimmern, so darzustellen, wie damals ein Röhren-Fernseher oder VGA- Monitor. Ganz zu schweigen von den Original-Eingabegeräten und -Speicherkarten. Oder dem rein haptisch befriedigenden Erlebnis, ein Modul in seinen Schacht zu wuchten. Oder der Vorfreude beim Installieren von Sechs-Disks-Spielen auf dem Home Computer... In diesem Sonderheft des deutschen Retro Gamer wollen wir euch die besten Spiele-Plattformen ausführlich vorstellen, mit einer liebevollen Auswahl bereits erschienener, aber auch ganz neuer Artikel. -
A History of the Amiga by Jeremy Reimer
A history of the Amiga By Jeremy Reimer 1 part 1: Genesis 3 part 2: The birth of Amiga 13 part 3: The first prototype 19 part 4: Enter Commodore 27 part 5: Postlaunch blues 39 part 6: Stopping the bleeding 48 part 7: Game on! 60 Shadow of the 16-bit Beast 71 2 A history of the Amiga, part 1: Genesis By Jeremy Reimer Prologue: the last day April 24, 1994 The flag was flying at half-mast when Dave Haynie drove up to the headquarters of Commodore International for what would be the last time. Dave had worked for Commodore at its West Chester, Pennsylvania, headquarters for eleven years as a hardware engineer. His job was to work on advanced products, like the revolutionary AAA chipset that would have again made the Amiga computer the fastest and most powerful multimedia machine available. But AAA, like most of the projects underway at Commodore, had been canceled in a series of cost-cutting measures, the most recent of which had reduced the staff of over one thousand people at the factory to less than thirty. "Bringing your camera on the last day, eh Dave?" the receptionist asked in a resigned voice."Yeah, well, they can't yell at me for spreading secrets any more, can they?" he replied. Dave took his camera on a tour of the factory, his low voice echoing through the empty hallways. "I just thought about it this morning," he said, referring to his idea to film the last moments of the company for which he had given so much of his life. -
The Spectacular Rise and Fall of Commodore
C H A P T E R 1199 TThhee SSaavviioorr ooff CCoommmmooddoorree 11998822 -- 11998855 ommodore failed to capitalize on the unmatched success of the C64, which was a games market. The C128 had virtually no game C development and did not transition C64 users into more powerful computers. It was time for Commodore to enter the 16-bit market. Jay Miner he man who originated the idea for Commodore’s next generation Thardware did not work for Commodore. In fact, he was working for Commodore’s nemesis, Atari, when he conceived of the revolutionary new computer. Jay Glenn Miner was born May 31, 1932 in Prescott, Arizona. This made him part of Chuck Peddle and Jack Tramiel’s generation, rather than the generation that had created Commodore’s most recent hits. A few years after his birth, Miner’s family moved to Southern California. After graduating high school, he signed up for the Coast Guard, which took him to Groton, Connecticut for military training. While there, he met Caroline Poplawski and married her in 1952. Like Tramiel, Miner served in the military during the Korean War. Miner received his first taste of electronics at Groton in the Coast Guard’s Electronics Technician School. After completing the six-month course, he joined the North Atlantic Weather Patrol where he jumped from island to island by boat and helicopter, repairing damaged radar stations and radio installations. With little to distract him, he immersed his young mind in electronics. After serving three years in the barren North Atlantic, Miner enrolled at the University of California, Berkeley in engineering. -
Introduction to Multimedia Block – I: Introduction to Computers & Networks
DMA-01 Introduction to Multimedia Block – I: Introduction to Computers & Networks Odisha State Open University Introduction to Multimedia This course has been developed with the support of the Commonwealth of Learning (COL). COL is an intergovernmental organisation created by Commonwealth Heads of Government to promote the development and sharing of open learning and distance education knowledge, resources and technologies. Odisha State Open University, Sambalpur (OSOU) is the first Open and Distance learning institution in the State of Odisha, where students can pursue their studies through Open and Distance Learning (ODL) methodologies. Degrees, Diplomas, or Certificates awarded by OSOU are treated as equivalent to the degrees, diplomas, or certificates awarded by other national universities in India by the University Grants Commission. © 2018 by the Commonwealth of Learning and Odisha State Open University. Except where otherwise noted, Introduction to Multimedia is made available under Creative Commons Attribution- ShareAlike 4.0 International (CC BY-SA 4.0) License: https://creativecommons.org/licenses/by- sa/4.0/legalcode For the avoidance of doubt, by applying this license the Commonwealth of Learning does not waive any privileges or immunities from claims that it may be entitled to assert, nor does the Commonwealth of Learning submit itself to the jurisdiction, courts, legal processes or laws of any jurisdiction. The ideas and opinions expressed in this publication are those of the author/s; they are not necessarily those of Commonwealth of Learning and do not commit the organisation Odisha State Open University Commonwealth of Learning G.M. University Campus 4710 Kingsway, Suite 2500, Sambalpur Burnaby, V5H 4M2, British, Odisha Columbia India Canada Fax: +91-0663-252 17 00 Fax: +1 604 775 8210 E-mail: [email protected] Email: [email protected] Website: www.osou.ac.in Website: www.col.org Acknowledgements The Odisha State Open University and COL, Canada wishes to thank those Resource Persons below for their contribution to this DMA-01: Concept / Advisor Dr. -
Bulletin No 23 Sommaire
ACONIT Bulletin N°23 (Février-Mars 2006) Le Mot du Trésorier La Mallette Pédagogique Histoire de Commodore et Amiga La Loi de Moore et Etude de Kurtzweil ACONIT Bulletin No 23 Sommaire Le Mot du Vice-Président p3 Le Mot du Trésorier p4-p5 La Vie de l’Association p6 La Mallette Pédagogique p6 à p7 Tramiel, Peddle et Miner: Histoire de Commodore et Amiga P8 à p13 Loi de Moore et Etude Kurtzweil p14 p15 Couverture: Laetitia Giorgino et Emilie Terrasse Détail du calculateur analogique SEA OME 40 2 Février-Mars 2006 Le Mot du Vice-Président Je circulais samedi dernier dans les locaux d’ACONIT, je regardais les machines, les vitrines, les livres, le labo, la salle de consultation… et je me disais : « il y a ici du travail pour 40 personnes ». Ne pensez pas que je me plaignais, j’y voyais au contraire le signe d’un formidable potentiel de développement. Au cours de ces deux dernières années, nous avons établi les contacts avec le Musée des Arts et Métiers, nous avons négocié le protocole d’accord avec les collectivités locales et assuré le changement de locaux. L’association connaît aujourd’hui une (relative) stabilité ;et bénéficie de locaux et d’outils permettant un bon travail. L’association va renouveler son bureau lors de l’AG du 17 mars. La nouvelle équipe va pouvoir développer les activités d’ACONIT, tenir sa place dans le projet natio- nal de sauvegarde du patrimoine scientifique et technique contemporain, travailler avec les universités et centres de recherche grenoblois. Les tâches sont nombreuses, multiples… Venez nous aider, ou travaillez avec nous « en réseau », les NTIC* sont là pour ça ! Avec toute ma confiance dans l’avenir de l’ACONIT… Ph. -
Multimedia System Q1.Introduction to Multiledia & Stages of Multimedia Project? Ans-: Multimedia Refers to Content That Uses
Multimedia System Q1.Introduction to multiledia & stages of multimedia project? Ans-: Multimedia refers to content that uses a combination of different content forms. This contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio, still images, animation, video, or interactivity content forms. Multimedia is usually recorded and played, displayed, or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia devices are electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art; by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia. Hypermedia can be considered one particular multimedia application. Multimedia is the presentation of computer controlled,interactive and intractive information using the combination of text, sound, pictures, animations and video. The term Multimedia can be define as Medium with multiple content forms. 3-stage process for multimedia projects A multimedia product is made up of many ingredients from existing print products or from a multitude of software. Each product has its own set of requirements. Orient InfoSolutions undertakes multimedia projects with a well thought out three-stage process involving: Pre-Production Production Post-Production 1.Pre-Production Resource Organization The product's content is arranged into categories or groups. From this organization, comes the interface, which leads the user to the information. Flowcharting The flowchart is a visual outline of the content. -
Retrocomputer Magazine Atari ST520/ST1040: La Prova Hardware
Jurassic News Atari ST520/ST1040: la prova hardware Commodore Club: Storia dell’Amiga Asymetrix ToolBook Emulare l’Olivetti P101 Cosenza Il linguaggio Insert Coin 2011 BASIC Il racconto: Lassù sulla montagna... Retrocomputing: prestidigitazione Retrocomputer Magazine Anno 7 - Numero 39 - Gennaio 2012 Collophon I dati editoriali della rivista Jurassic News Jurassic News Rivista aperiodica di Retrocomputer Jurassic News Coordinatore editoriale: Tullio Nicolussi [Tn] E’ una fanzine dedicata al retro- Redazione: computing nella più ampia accezione del [email protected] termine. Gli articoli trattano in generale dell’informatica a partire dai primi anni Hanno collaborato a questo numero: Besdelsec [Bs] ‘80 e si spingono fino ...all’altro ieri. Lorenzo [L2] La pubblicazione ha carattere Sonicher [Sn] puramente amatoriale e didattico, tutte Salvatore Macomer [Sm] Lorenzo Paolini [Lp] le informazioni sono tratte da materiale Giovanni [jb72] originale dell’epoca o raccolte su Internet. Antonio Tierno Felice Pescatore Normalmente il materiale originale, anche se “giurassico” in termini Diffusione: informatici, non è privo di restrizioni di La rivista viene diffusa in formato utilizzo, pertanto non sempre è possibile PDF via Internet agli utenti registrati sul sito: riportare per intero articoli, foto, schemi, listati, etc…, che non siano esplicitamente www.jurassicnews.com. liberi da diritti. La registrazione è gratuita e E’ possibile che parti del materiale anonima; si gradisce comunque pubblicato derivi da siti internet che non una registrazione nominativa. sono citati direttamente negli articoli. Contatti: Questo per la difficoltà di attribuzione del [email protected] materiale alla fonte originale; eventuali segnalazioni e relative notifiche sono Copyright: benvenute. I marchi citati sono di copyrights dei rispettivi proprietari.