Lecture 10. Computer at Home and the Per- Sonal Computing Paradigm
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The Portable Computing Quest
Chapter 1 The Portable Computing Quest In This Chapter ▶ Understanding portable computing ▶ Reviewing laptop history ▶ Recognizing the Tablet PC variation ▶ Getting to know the netbook ▶ Deciding whether you need a laptop figure, sometime a long time ago, one early proto-nerd had an idea. IWearing his thick glasses and a white lab coat, he stared at the large, vacuum tube monster he was tending. He wondered what it would be like to put wheels on the six-ton beast. What if they could wheel it outside and work in the sun? It was a crazy idea, yet it was the spark of a desire. Today that spark has flared into a full-blown portable computing industry. The result is the laptop, Tablet PC, or netbook computer you have in your lap, or which your lap is longing for. It’s been a long road — this chapter tells you about the journey by explaining the history of the portable computing quest. Laptop History You can’t make something portable simply by bolting a handle to it. Sure, it pleasesCOPYRIGHTED the marketing folk who understand MATERIAL that portability is a desirable trait: Put a handle on that 25-pound microwave oven and it’s suddenly “por- table.” You could put a handle on a hippopotamus and call it portable, but the thing already has legs, so what’s the point? My point is that true portability implies that a gizmo has at least these three characteristics: ✓ Lightweight ✓ No power cord ✓ Practical 005_578292-ch01.indd5_578292-ch01.indd 7 112/23/092/23/09 99:11:11 PPMM 8 Part I: The Laptop Shall Set You Free The ancient portable computer Long before people marveled over (solar pow- kids now learn to use the abacus in elementary ered) credit-card-size calculators, there existed school. -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
When High-Tech Was Low-Tech : a Retrospective Look at Forward-Thinking Technologies [Multiple Exhibits]
University of South Florida Scholar Commons Library and Community-based Exhibits Library Outreach 9-1-2003 When High-Tech was Low-Tech : A Retrospective Look at Forward-Thinking Technologies [Multiple exhibits] James Anthony Schnur, Follow this and additional works at: https://scholarcommons.usf.edu/npml_outreach_exhibits Scholar Commons Citation Schnur,, James Anthony, "When High-Tech was Low-Tech : A Retrospective Look at Forward-Thinking Technologies [Multiple exhibits]" (2003). Library and Community-based Exhibits. 43. https://scholarcommons.usf.edu/npml_outreach_exhibits/43 This Presentation is brought to you for free and open access by the Library Outreach at Scholar Commons. It has been accepted for inclusion in Library and Community-based Exhibits by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. When High-Tech was Low-Tech A Retrospective Look at Forward-Thinking Technologies Nelson Poynter Memorial Library University of South Florida St. Petersburg When High-Tech was Low-Tech When High-Tech was Low-Tech When High-Tech was Low-Tech The development of transistors after By the late 1970s, early “personal Before the widespread use of “floppy” World War II allowed manufacturers to computers” and game systems began to disks (in both 5¼ and 8 inch formats), build smaller, more sophisticated, and appear in homes. One of the most many early personal computers used less expensive devices. No longer did popular games of this period came from tape drives. “Personal computer consumers have to worry about Atari. This Ultra-Pong console, cassettes” usually held about 64,000 purchasing expensive tubes for heavy, released by Atari in 1977, included bytes of data and could take up to 30 bulky radios and televisions. -
Computer Monsters.Pdf
COMPUTER MONSTERS STEPHEN MANES AND PAUL SOMERSON A HARD/SOFT PRESS BOOK SCHOLASTIC INC. New York Toronto London Auckland Sydney Tokyo- No partofthis publication maybereproducedin whole orin part, or stored in a retrieval system, or transmitted in any form orbyanymeans, electronic, mechanical, photocopying, recording, or otherwise, without written permission ofthe publisher. For information regarding permission write to Scholastic Inc., 730 Broadway, New York, NY 10003. ISBN 0-590-33177-9 Copyright © 1984 by Hard/Soft Inc. All rights reserved. Published byScholastic Inc. Program adaptations by McMullen & McMullen, Inc. Designed byGene Siegel 121110987654321 6 45678/8 Printed in U.S.A. 14 lb Jean, paragon ofpatience I I Welcome, Human! Did you ever create your own personal monster? Would you like to match wits with obnoxious ogres and terrible trolls? Did you eversee vampiresand werewolves celebrate Halloween? Have you ever battled a dragon? With this bookand your home computeryou'll be able to do all these things—and a whole lotmore! Justbe sure to read our MONSTROUS TIPS AND TRICKS before you begin! MONSTROUS TIPS ANDTRICKS: The programming fiends answer your questions %u may be tempted to skip this section and go right on to the pro grams. You know what we say to that? DON'T!!!! Running BASIC programs is fun. So is typing them in. Butthere are times when programming can turn you into a monster. In this section, we'll give you lots oftips to help keep you from howling at the moon. Will these programsrunonmycomputer? If you havean IBM Personal Computer or IBMPCjr, the answer isYES! All you have to do is type in the Program Listing. -
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. -
What Are Covered Electronic Equipment
Definition Fact Sheet How is Covered Electronic Equipment (CEE) Categorized in Annual Registration? In the annual registration forms, CEE will be reported and categorized in four categories. The chart below illustrates the categorization of common CEE. Category Items Computer • Desktop computers • Laptops* • Small-scale server • Tablets* • Portable digital music players • E-readers* that have memory capability and are battery-powered *Only items with screens larger than 6 inches Computer peripheral • Computer monitors larger than • Speakers sold with computers 6 inches • Printers/scanners that are 100 • Keyboard pounds or less • Computer mouse Television • Televisions with screens larger than 6 inches Television peripheral • VCRs • Signal converter boxes • DVRs • Cable and satellite receivers • DVD players • Gaming consoles used with TVs How is CEE Defined? District of Columbia law (D.C. Official Code § 8-1041.01) defines CEE as: Computers and computer peripherals, including keyboards, electronic pointing devices, printers, computer monitors and display devices, laptops or other portable computers, and portable digital music players that have memory capability and are battery-powered, televisions, and television peripherals. The term “covered electronic equipment” does not include a motor vehicle, part of a motor vehicle, or a component part of a motor vehicle assembled by, or for, a vehicle manufacturer or franchised dealer, including replacement parts for use in a motor vehicle; telephones of any type, including mobile telephones, a -
Computer Entertainer / Video Game Update
ComputerEntertainer INCLUDES TiHii Wiidi© Cams Update > 5916 Lemona Avenue, Van Nuys, CA 91411 ©July, 1989 Volume 8, Number 4 $3.50 v ...CJE.S. News Continues! In This Issue... We Visit Accolade Epyx Goes to the Movies C.E.S. Wrap-Up Continues Stepping into the Epyx booth at CES gave sho wgoers a bit of the feeling of attending a Hollywood REVIEWS Include... movie premiere. The company showcased its lineup of new games with an entertaining video done Qix in the style of a movieland newsreel. Apropos of the newsreel presentation, Epyx showed SNOW ..../or Commodore 64 STRIKE, a flight simulation game with a theme as current as today's headlines. This action and DeathBringer strategy game for MS-DOS (MSR $44.95) and Commodore 64/128 ($34.95) puts players in the i Total Eclipse Fast Break cockpit of a fighter jet for a series of ten missions to destroy the heavily defended fields, refineries ...for Amiga and seagoing transport of South American drug lords. The missions take place over land and sea, MegaMan 2 as players must master aircraft carrier and airstrip takeoffs and landings, operate machine guns and Friday the 13th A/ heat-seeking missiles, and learn to maneuver over mountainous terrain in uncertain ...for Nintendo AT ATS Time Solders weather conditions while defending against local navy and air forces that support the drug kingpins. Alex Kidd: High-Tech World Epyx also showed underwater action that was realistic, current and believable in PROJECT ...for Sega NEPTUNE, a game that appeared to be a re-worked and refined version of the game previewed at the January CES under the title of "Undersea Commando." PROJECT NEPTUNE, which is TOP 15 COMPUTER GAMES involves 1. -
Aquarius Keyboard the Keyboard Soneof the Weaker Points of the Aquarius
Hardware The Aquarius Keyboard The keyboard soneof the weaker points of the Aquarius. Aquarius Though claimed to tea 'standard' QWERTY layout, it is only just deserving of the lame. It comes from a company There is no space bar, only one famous for their toys, but the SHIFT key, RETURN is in an unconventional pos tion and the Aquarius is a serious computer spacing isn't quite the same as at a bargain price or a typewriter With its Z80 processor and button-type keyboard, the Mattel Aquarius is in the Spectrum class of microcomputer. However, in many ways it is a much more flexible machine, largely RF Corrector because its built-in expansion bus has been well- TV-compatible output appears exploited by its designers. here — there is no provision for A variety of expansion modules can be monitor output connected through this bus, ranging from small RAMpacks of 4 Kbytes to a large expansion chassis. Perhaps the most useful of these is the `small expansion chassis', which has two slots for Power Connector extra memory or program packs, as well as two Power is applied here from a small transformer extra sound channels and two hand controllers. Plugging a 16 Kbyte RAMpack in one slot and a proprietary ROMpack, such as Finplan, in the other would give a quite versatile system. The 4 Kbytes of RAM built into the machine is Aquarius Printer hardly generous, but with expansion of up to 64 This low-cost printer uses a thermal printing mechanism and so requires special thermal paper. It can print at a rate of 80 Kbytes of RAM with the large expansion chassis, 40 columns. -
3. Computer Programs That Enable Lawfully Acquired Video Game
Comments on 37 CFR Part 201 - regarding: 3. Computer programs that enable lawfully acquired video game consoles to execute lawfully acquired software applications, where circumvention is undertaken for the purpose of enabling interoperability of such applications with computer programs on the gaming console. Proponent: The Electronic Frontier Foundation. 4. Computer programs that enable the installation and execution of lawfully obtained software on a personal computing device, where circumvention is performed by or at the request of the device’s owner. Proponent: Software Freedom Foundation. 5. Computer programs that enable wireless telephone handsets (‘‘smartphones’’) and tablets to execute lawfully obtained software applications, where circumvention is undertaken for the purpose of enabling interoperability of such applications with computer programs on the handset or tablet. Proponent: The Electronic Frontier Foundation. Submitted by: Dale Sinder These comments apply to all of classes 3,4, and 5. I am a recently retired Sr. Research Programmer from the University of Illinois at Urbana-Champaign. My professional education was in Electrical Engineering with both a BS and MS degree. I have worked in both the private sector and the public sector during my career. Over my 33 years as a software engineer I have worked on computers that were so large that they were not contained in a single room. Over time, computers became both smaller and more powerful. By the mid 1980s I was using a small computer on my desk to both program it and to connect to much larger computers to program them. I had a computer at home which I could use to both program it and large computers at work. -
The Influence of Occupational and Non- Occupational Factors on the Prevalence of Musculoskeletal Complaints in Users of Portable Computers
International Journal of Occupational Safety and Ergonomics (JOSE) 2010, Vol. 16, No. 3, 337–343 The Influence of Occupational and Non- Occupational Factors on the Prevalence of Musculoskeletal Complaints in Users of Portable Computers Marzena Malińska Joanna Bugajska Central Institute for Labour Protection – National Research Institute (CIOP-PIB), Poland Introduction. Portable computers are becoming an increasingly common main work tool; however, they are not properly adapted to the workstation. Musculoskeletal complaints are a very frequent complaint reported by workers who use computers in their work. Aim. The aim of the study was to assess the prevalence and intensity of pain in the musculoskeletal system in workers who regularly use a portable computer in their work and to determine the influence of working conditions and duration of work with a portable computer. Material and methods. The study covered 300 workers. Musculoskeletal complaints were assessed with the Nordic musculoskeletal questionnaire complemented with a visual analogue scale. Working conditions was assessed with a questionnaire developed as part of the study. Results and conclusions. The most prevalent faults in the organization of workstations were lack of a computer desk with an adjustable keyboard tray/ drawer, no adjustment of chair armrests and no possibility to use an additional keyboard. The most frequent complaints among computer operators were headaches, low-back pain and neck pain. The use of an additional keyboard reduced the intensity of shoulder pain. musculoskeletal complaints portable computer working conditions 1. INTRODUCTION comfort and to minimize musculoskeletal and eyesight load. Work with personal computers has recently Portable computers are special personal become very common. -
Contents This Week with My Coleco ADAM 0009.18
Contents This Week With My Coleco ADAM 0009.18 ............................................................................................ 9 I. Address Book Patch for ADAMserve. ............................................................................................... 9 II. SmartFiler Patch to Enable Database Creation Under ADAMserve/HARDDISK. .................. 10 III. Next Time. ....................................................................................................................................... 11 This Week With My Coleco ADAM 0009.10 .......................................................................................... 12 I. Finding a New Home for the TWWMCA Archive. .......................................................................... 12 II. Converting TWWMCA Plaintext to HTML. .................................................................................. 12 III. Sample HTML Converter Input and Output Text. .................................................................... 13 I. Administrivia. .................................................................................................................................... 17 II. Sample Numbered List. ................................................................................................................... 17 III. Sample Code Listing. ..................................................................................................................... 17 IV. Next Time. ...................................................................................................................................... -
Computer Science and the Foundation of Knowledge Model
© Jones & Bartlett Learning, LLC © Jones & Bartlett Learning, LLC NOT FOR SALE OR DISTRIBUTION NOT FOR SALE OR DISTRIBUTION chapter © Jones & Bartlett Learning, LLC © Jones & Bartlett Learning, LLC NOT FOR SALE OR DISTRIBUTION NOT3 FOR SALE OR DISTRIBUTION © Jones & Bartlett Learning, LLC © Jones & Bartlett Learning, LLC NOT FORComputer SALE OR DISTRIBUTION Science NOT FOR SALE OR DISTRIBUTION and the Foundation © Jones & Bartlett Learning, LLC © Jones & Bartlett Learning, LLC NOT FOR SALE ORof DISTRIBUTION Knowledge NOTModel FOR SALE OR DISTRIBUTION June Kaminski © Jones & Bartlett Learning, LLC © Jones & Bartlett Learning, LLC OBJECTIVESNOT FOR SALE OR DISTRIBUTION NOT FOR SALE OR DISTRIBUTION Key Terms 1. Describe the essential components of computer systems, including both Acquisition hardware and software. Applications © Jones &2. BartlettRecognize the Learning, rapid evolution LLC of computer systems and the benefit© Jonesof & BartlettArithmetic logicLearning, unit (ALU) LLC NOT FOR SALE keeping up-to-dateOR DISTRIBUTION with current trends and developments. NOT FOR SALEBasic input/output OR DISTRIBUTION system 3. Analyze how computer systems function as tools for managing information (BIOS) Binary system and generating knowledge. Bit 4. Define the concept of human–technology interfaces. Bus 5. Articulate how computers can support collaboration, networking, and Byte © Jones & Bartlett Learning, information LLC exchange. © Jones & Bartlett Learning,Cache memoryLLC NOT FOR SALE OR DISTRIBUTION NOT FOR SALE OR DISTRIBUTIONCentral processing unit (CPU) Communication software Introduction Compact disk read-only memory (CD-ROM) In this chapter, the discipline of computer science is introduced through a focus © Jones & Bartlett Learning, LLC Compact© Jones disk-recordable & Bartlett Learning, LLC on computers and the hardware and software that make up these evolving sys- NOT FOR SALE OR DISTRIBUTION NOT(CD-R) FOR SALE OR DISTRIBUTION tems.