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Goose Game (2019) a Viewer
Digital Media, Society, and Culture Angus A. A. Mol AMS2019 • T.L. van der Linden Ah… The Memories • Iman and Caressa ask Is Fake News Conquering the World? • Zeynep On Podcasts • Liona on The Joker: A Story of Controversy • See also Alejandra on From Joker, With Love • Social Games • Bernardo on Gaming Friends in a Fight Against Solitude • Petra on Socializing in Online Games • Previously by Kevin (in DH2019): My Life Through Video Games DH2019 • Hiba on All is Fair in Love and Cookies • Philippe on a Da Vinci Robot • Sanem on What Color Are Bananas? • Connor has been Playing with Social Media • Kevin L. has been Playing in the Sandbox Video Games and other Digital Playgrounds Video games are ancient… Tennis for Two (Brookhaven, 1958) Nimrod (1951), world’s first The Sumerian Game(1964) videogame-playing computer Check it out (Hamurabi, BASIC version) Check it out Spacewar! (MIT, 1962) … Video Games are now! In the 20th Century, the moving image was the dominant cultural form. While music, architecture, the written word, and many other forms of expression flourished in the last century, the moving image came to dominate. Personal storytelling, news reporting, epic cultural narratives, political propaganda – all were expressed most powerfully through film and video. The rise of the moving image is tightly bound to the rise of information; film and video as media represent linear, non-interactive information that is accessed by Untitled Goose Game (2019) a viewer. The Ludic Century is an era of games. When information is put at play, game-like experiences replace linear media. -
Eugen Pfister, Tobias Winnerling , Digitale Spiele
ARCHIV-VERSION 1 von 46 Dokserver des Zentrums für Zeithistorische Forschung Potsdam e.V. http://zeitgeschichte-digital.de/Doks Eugen Pfister , Tobias Winnerling , Digitale Spiele, Version: 1.0, in: Docupedia-Zeitgeschichte, 10.01.2020 http://docupedia.de/zg/Pfister_Winnerling_digitale_spiele_v1_de_2020 DOI: http://dx.doi.org/10.14765/zzf.dok-1718 Copyright (c) 2020 Clio-online e.V. und Autor, alle Rechte vorbehalten. Dieses Werk entstand im Rahmen des Clio-online Projekts „Docupedia-Zeitgeschichte“ und darf vervielfältigt und veröffentlicht werden, sofern die Einwilligung der Rechteinhaber vorliegt. Bitte kontaktieren Sie: <[email protected]> 2 von 46 „Pong Paddle“ - Ataris Markteinführung von Pong-Geräten ab 1972 gilt – je nach Perspektive – als Ursprung Digitaler Spiele. Fotograf: Axel Tregoning, 12. Dezember 2006. Quelle: Wikimedia Commons, Lizenz: CC BY 2.0 Digitale Spiele von Eugen Pfister, Tobias Winnerling Einleitung Anlässlich des Erscheinens des Spiels Assassin’s Creed: Unity,[1] das im Paris der Französischen Revolution spielt, kam es in Frankreich 2014/15 zu einer heftigen politischen Kontroverse: Bereits am europäischen Erscheinungstag des Spiels, am 13. November 2014, hatte Jean-Luc Mélenchon, Europa-Abgeordneter der französischen Parti de Gauche, in einem Interview das im Spiel vermittelte Geschichtsbild und insbesondere die Verunglimpfung der Revolution – „le dénigrement de la grande Révolution“ – angeprangert:[2] Es handele sich um eine Neuauslegung der Geschichte zugunsten der Verlierer. Unterstützung fand Mélenchon -
History of Computer Art
Thomas Dreher History of Computer Art Impressum Thomas Dreher History of Computer Art First published on IASLonline Lessons/Lektionen in NetArt. URL: http://iasl.uni-muenchen.de/links/GCA_Indexe.html Copyright © (as defined in Creative Commons Attribution-NoDerivs-NonCommercial 1.0) by the author, October 2011–December 2012, 1st Update September 2015 (German version); August 2013-2014, 1st Update September 2015 (English version). This work may be copied in noncommercial contexts if proper credit is given to the author and IASL online. For other permission, please contact IASL online. Cover Illustrations: Draves, Scott: Electric Sheep, internet-connected personal computers, screensaver, 1999. Screenshots of two succesive phases (March-April 2012). Thomas Dreher History of Computer Art History of Computer Art Table of Contents I. Introduction II. Cybernetics II.1 Basics of Cybernetics II.1.1 Ballistics II.1.2 Stochastics II.1.3 Information II.1.4 Feedback II.1.5 Homeostasis II.2 Cybernetic Models II.2.1 Homeostat II.2.2 Memory II.2.3 Path Finding II.3 Cybernetic Sculptures II.3.1 Pioneer Works II.3.1.1 Gordon Pask´s "Musicolour System" II.3.1.2 Nicolas Schöffer´s "CYSP 1" II.3.2 "Cybernetic Serendipity" II.3.2.1 The Exhibition in London II.3.2.2 Edward Ihnatowicz´s "SAM" and "Senster" II.3.2.3 Gordon Pask´s "Colloquy of Mobiles" II.3.3 Light and Sound Installations of James Seawright and Vladimir Bonacic II.3.4 Nicolas Negroponte, the Architecture Machine Group and "Seek" III. Information aesthetics III.1 Computer Literature III.1.1 Word Processing III.1.2 Christopher Strachey´s "Love-letters" III.1.3 Stochastic Texts III.2 Computer Graphics III.2.1 Analog Graphics III.2.2 Digital Computer Graphics IV. -
The Production and Evaluation of Three Computer-Based Economics Games for the Sixth Grade. Final Report
REPORT RESUMES ED 011 227 24 EM 003 451 THE PRODUCTION AND EVALUATION OF THREECOMPUTER-BASED ECONOMICS GAMES FOR THE SIXTH GRADE. FINAL REPORT. BY- WING, RICHARD L. AND OTHERS WESTCHESTER COUNTY BOARD OF COOP. EDUC.SERVICES REPORT NUMBER CRP-2841 PUB DATE JUN 67 REPORT NUMBER BP5-.0320 GRANT OEG5-.10-203 EDRS PRICE MF-$0.75 HC -$7.72 191P. DESCRIPTORS- GAMES: *GRADE 6, *ECONOMICS, *COMPUTER ASSISTED INSTRUCTION, INDIVIDUAL INSTRUCTION, *SIMULATED ENVIRONMENT, CONVENTIONAL INSTRUCTION, RETENTION, *ACHIEVEMENT GAINS, INTELLIGENCE FACTORS, TIME FACTORS (LEARNING), IBM 7090 COMPUTER, IBM 1401 COMPUTER, IBM 1050 TERMINALS, FORTRAN THE PURPOSE OF THE EXPERIMENT WAS TO PRODUCE AND EVALUATE 3 COMMUTER .-BASED ECONOMICS GAMES AS A METHOD OF INDIVIDUALIZING INSTRUCTION FOR GRADE 6 STUDENTS. 26 EXPERIMENTAL SUBJECTS PLAYED 2 ECONOMICS GAMES, WHILE A CONTROL GROUP RECEIVED CONVENTIONAL INSTRUCTION ON SIMILAR MATERIAL. IN THE SUMERIAN GAME, STUDENTS SEATED AT THE TYPEWRITER TERMINALS PRETENDED TO BE PRIEST- RULERS IN ANCIENT SUMER. IN THE SIERRA LEONE GAME, THE STUDENT PLAYED AN A.I.D. OFFICER. THE THIRD GAME, FREE ENTERPRISE, HAS SEEN COMPLETED BUT NOT TESTED. F.ESULTS OBTAINED BY OBSERVATION, INTERVIEW, FRE-. AND FOSTTESTING OF STUDENTS SHOWED THAT (1) GRADE 6 STUDENTS ARE TECHNICALLY ABLE TO PLAY COMPUTER -BASED ECONOMICS GAMES,(2) THE GAMES WERE AT LEAST AS EFFECTIVE AS CONVENTIONAL INSTRUCTION,(3) THE CONTROL GROUP RETAINED AN UNDERSTANDING OF ECONOMIC PRINCIPLES LONGER THAN THE EXPERIMENTALS, (4) THE AVERAGE EXPERIMENTAL TIME WAS ABOUT HALF THE CONTROL LEARNING TIME,(5) STUDENTS WITH HIGHER INTELLIGENCE AND READING ABILITY GAINED MORE FROM THE GAMES, (6) STUDENTS SPENDING THE LEAST TIME AT THE CONFUTER MADE THE GREATEST GAINS, (7) STUDENT INTEREST WAS HIGH. -
Cold War Games: Operational Gaming and Interactive Programming in Historical and Contemporary Contexts
Cold War Games: Operational Gaming and Interactive Programming in Historical and Contemporary Contexts by Matthew Jason Wells A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Faculty of Information University of Toronto © Copyright by Matthew Wells 2017 Cold War Games: Operational Gaming and Interactive Programming in Historical and Contemporary Contexts Matthew Wells Doctor of Philosophy Faculty of Information University of Toronto 2017 Abstract With the emergence of STEM-centric educational strategies, particularly those that promote what is called "computational thinking," computer programming is being marketed as a critical skill with a fervour not seen since the 1980s. Products such as the Raspberry Pi computer and Arduino circuit board are very deliberately marketed as DIY computing tools, inheritors of the legacy left by companies such as Commodore and Tandy Corporation. At the same time, new programming languages and systems have emerged that very much target new learners, with MIT's Scratch system being foremost among them. The present study traces the historical roots of DIY computing by focusing on the concept of interactivity, and especially interactive forms of digital gaming. Interactivity may take a variety of forms, but due to certain forces discussed in this study, a particularly limiting type of interactivity was picked up and popularized via the earliest personal computers. This model sharply divides the roles of programmer and user, and reduces the user largely to a supplier of data for pre-existing programs and games. ii This study will discuss and analyze a variant form of interactive computing that emerged in the late 1970s, and is typically known as the Interactive Programming System (IPS). -
August Clever Adaptive Strategy Coded in Just 44 Instructions
Morris wrote the program which won the game – it utilized a Friden EC-130 August clever adaptive strategy coded in just 44 instructions. Released Incidentally, Morris was also the August 1964 John Gilmore father of the author of the 1988 Morris Worm [Nov 2]. The Friden Calculating Machine Born: Aug. ??, 1955; Company was probably the first Darwin has sometimes been York, Pennsylvania to release a fully transistorized called the first software virus, desktop calculator, the EC-130. Gilmore was one of the founders but it only let its programs It sold for $2,200, about three of the Electronic Frontier ‘infect’ each other inside the times the price of comparable Foundation (EFF) [July 10]. He game. Probably, the first true electromechanical calculators of also set up the Cypherpunks virus was the Creeper [March the time. mailing list, and the USENET 15] from 1971. [Jan 29] alt.* hierarchy, which Darwin later inspired the became the home for topics that development of Core War [Aug mainstream USENET refused to 5]. handle, such as sex, drugs, and gourmet cooking. Gilmore co-authored the Bootstrap Protocol (RFC 951) The RAND Tablet with Bill Croft in 1985, which evolved into DHCP, the method Reported by which Ethernet [May 22] and August 1964 wireless networks assign an IP A Friden EC-130 at The National address to a device. The RAND Tablet was a graphical input device Museum of Computing at He worked on several GNU developed by the RAND Bletchley Park. Photo by Nigel projects, including the GNU Corporation [Oct 1], inspired by Tout. Debugger in the early 1990s, J. -
Dd1982dms.Pdf (8.038Mb)
NEEDS OF IOvvP, f\ Dissertation Presented to The School of Graduate Stud Drake University ---------. In Partial fil Hequirements Doctor of ion bv Dennis M. 9 1982 @ 1982 DENNIS MICHAEL SCHRAG All Rights Reserved 5~'('l03 NEEDS OF IOWA INSTRUCTIONAL MICROCOMPUTER USERS by Dennis M. Schrag Approved by Committee: NEEDS OF IOWA INSTRUCTIONAL MICROCOMPUTER USERS An abstract of a Dissertation by Dennis M. Schrag February 1982 Drake University Advisor: Robert L. Evans The problem. This study determined what Iowa in structional microcomputer users identified as their personal concerns, instructional design needs and technical assistance needs and the preferred mode and source of addressing those needs. By identifying the needs of the first generation of microcomputer users, support service providers may be better prepared to assist local district educators in better using microcomputer technology. Procedures. Three typical instructional microcom puter users nominated by each of the fifteen area education agency directors of educational services, were interviewed using a structured interview instrument. Findings. Personal concerns of instructional micro computer users were focused on the amount of time that was demanded to learn how to use hardware and in preparation of instructional software. Users consistently reported a desire to train their fellow faculty members on the use of the micro. Instructional design needs of the users included the desire to learn how to adjust available software to better address local circumstances, the development of a model cataloging system and individual program documentation format, additional software in the basic skills disciplines, and model curriculum guides for computer literacy courses. The area education agencies were identified as the preferred source of addressing these needs. -
And Others Computer Applications in Instruction
DOCUMENT RESUME ED 234 741 IR 010 807 AUTHOR Edwards, Judith B.; And Others TITLE Computer Applications in Instruction: A Teacher's Guide to Selection and Use INSTITUTION Northwest Regional Educational Lab., Portland, Oreg.; State Univ. of New York, Albany. Research Foundation. SPONS AGENCY National Inst. of Education (DREW), Washington, D.C.; National Science Foundation, Washington, D.C. REPORT NO ISBN-0-89466-280-5 PUB DATE 78 CONTRACT PES-7309325 NOTE 220p.; Foreword by Richard Otte. PUB TYPE Collected Works..- General (020) -- Guides - Non-Classroom Use (055) EDRS PRICE MF01/PC09 Plus Postage. DESCRIPTORS *Computer Assisted Instruction; *Computer Programs; Elementary Secondary Education;'Evaluation Criteria; Input Output Devices; *Media Selection; *Programed Instructional Materials; Programing; *Programing Languages IDENTIFIERS *Computer Uses in Education ABSTRACT Intended for upper elementary and secondary teachers in all subject areas, this guide provides- practical advice on \determining the appropriate application of computer technology and on the selection of specific, subject-related computer-based instruction units. Under the heading of hardware and software, topics discussed include communicating with a computer, computer size, getting and using user's programs, translators and programming languages, and the elements of a program. The computer is analyzed in terms of its uses as instructor, laboratory, calculator, object of instruction, and instructor's aide. The selection of computer-based instructional units is described from the beginning of the selection process through final decision making. Individual papers then focus on uses of the computer in the following specific areas: art education, business education, instruction for the deaf and hard of hearing, elementary school, language arts, mathematics curriculum and instruction, music education, physical education, secondary science, natural science, and the social sciences. -
Vývoj Umělé Inteligence V Interaktivních Médiích Diplomová
Vývoj umělé inteligence v interaktivních médiích Diplomová práce Studijní program: N6209 Systémové inženýrství a informatika Studijní obor: Manažerská informatika Autor práce: Bc. David Vejvoda Vedoucí práce: Ing. Petr Weinlich, Ph.D. Katedra informatiky Liberec 2020 Zadání diplomové práce Vývoj umělé inteligence v interaktivních médiích Jméno a příjmení: Bc. David Vejvoda Osobní číslo: E18000359 Studijní program: N6209 Systémové inženýrství a informatika Studijní obor: Manažerská informatika Zadávající katedra: Katedra informatiky Akademický rok: 2019/2020 Zásady pro vypracování: 1. Historie vývoje umělé inteligence ve videohrách 2. Analýza trendů a současných technologíích pro tvorbu umělé inteligence 3. Aplikace UI pro postavy ve 3D hře 4. Zhodnocení a doporučení Rozsah grafických prací: Rozsah pracovní zprávy: 65 normostran Forma zpracování práce: tištěná/elektronická Jazyk práce: Čeština Seznam odborné literatury: 1. BARTÁK, Roman. 2017. Co je nového v umělé inteligenci. Praha: Nová beseda. Co je nového. ISBN 978-80-906751-2-4. 2. FENG, Jie a Peter L. NEWTORN. 2016. Unreal Engine 4 AI Programming Essentials: Jie Feng, Peter L. Newton. Birmingham, Velká Británie: Packt Publishing Limited. ISBN 9781784393120. 3. DILLON, Roberto. 2011. The golden age of video games: the birth of a multi-billion dollar industry. Boca Raton, FL: A K Peters/CRC Press. ISBN 978-143-9873-236. 4. STANTON, Richard. 2015. A brief history of video games. Philadelphia, PA: Running Press Book Publishers, a member of the Perseus Books Group. ISBN 978-076-2456-154. 5. PROQUEST. 2019. Databáze článků ProQuest [online]. Ann Arbor, MI, USA: ProQuest. [cit. 2019- 09-26]. Dostupné z: http://knihovna.tul.cz Konzultant: Ing. Dana Nejedlová, Ph.D. Vedoucí práce: Ing.