Computing for Ordinary Mortals

Computing for Ordinary Mortals

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  • Author: Robert St. Amant
  • Publisher: Oxford University Press
  • ISBN: 0199775303
  • Category : Computers
  • Languages : en
  • Pages : 257

In Computing for Ordinary Mortals, cognitive scientist and AI expert Robert St. Amant explains what he calls, "the really interesting part" of computing, which are the ideas behind the technology. They're powerful ideas, and the foundations for everything that computers do, but they are little discussed. This book will not tell you how to use your computer, but it will give you a conceptual tour of how it works. Some of the ideas, like modularity which are so embedded in what we do as humans, can also give us insight into our own daily activities, how we interact with other people, and in some cases even what's going on in our heads. Computing is all around us, and, to quote Richard Hamming, the influential mathematician and computer scientist, "The purpose of computing is insight, not numbers," and it is this insight that informs the entire book.


On Computing

On Computing

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  • Author: Paul S. Rosenbloom
  • Publisher: MIT Press
  • ISBN: 0262304368
  • Category : Computers
  • Languages : en
  • Pages : 333

A proposal that computing is not merely a form of engineering but a scientific domain on a par with the physical, life, and social sciences. Computing is not simply about hardware or software, or calculation or applications. Computing, writes Paul Rosenbloom, is an exciting and diverse, yet remarkably coherent, scientific enterprise that is highly multidisciplinary yet maintains a unique core of its own. In On Computing, Rosenbloom proposes that computing is a great scientific domain on a par with the physical, life, and social sciences. Rosenbloom introduces a relational approach for understanding computing, conceptualizing it in terms of forms of interaction and implementation, to reveal the hidden structures and connections among its disciplines. He argues for the continuing vitality of computing, surveying the leading edge in computing's combination with other domains, from biocomputing and brain-computer interfaces to crowdsourcing and virtual humans to robots and the intermingling of the real and the virtual. He explores forms of higher order coherence, or macrostructures, over complex computing topics and organizations. Finally, he examines the very notion of a great scientific domain in philosophical terms, honing his argument that computing should be considered the fourth great scientific domain. With On Computing, Rosenbloom, a key architect of the founding of University of Southern California's Institute for Creative Technologies and former Deputy Director of USC's Information Sciences Institute, offers a broader perspective on what computing is and what it can become.


Lauren Ipsum

Lauren Ipsum

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  • Author: Carlos Bueno
  • Publisher: No Starch Press
  • ISBN: 1593276575
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 196

Lauren Ipsum is a whimsical journey through a land where logic and computer science come to life. Meet Lauren, an adventurer lost in Userland who needs to find her way home by solving a series of puzzles. As she visits places like the Push & Pop Café and makes friends with people like Hugh Rustic and the Wandering Salesman, Lauren learns about computer science without even realizing it—and so do you! Read Lauren Ipsum yourself or with someone littler than you, then flip to the notes at the back of the book to learn more about logic and computer science in the real world. Suggested for ages 10+


The Science of Computing

The Science of Computing

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  • Author: Matti Tedre
  • Publisher: CRC Press
  • ISBN: 1482217708
  • Category : Computers
  • Languages : en
  • Pages : 290

The identity of computing has been fiercely debated throughout its short history. Why is it still so hard to define computing as an academic discipline? Is computing a scientific, mathematical, or engineering discipline? By describing the mathematical, engineering, and scientific traditions of computing, The Science of Computing: Shaping a Discipli


History of Computing in the Twentieth Century

History of Computing in the Twentieth Century

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  • Author: Nicholas Metropolis
  • Publisher: Elsevier
  • ISBN: 1483296687
  • Category : Computers
  • Languages : en
  • Pages : 714

History of Computing in the Twentieth Century


Computing with Windows 7 for the Older and Wiser

Computing with Windows 7 for the Older and Wiser

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  • Author: Adrian Arnold
  • Publisher: John Wiley & Sons
  • ISBN: 0470980052
  • Category : Computers
  • Languages : en
  • Pages : 347

Computing with Windows® 7 for the Older & Wiser is a user friendly guide that takes you step-by-step through the basics of using a computer. Written in an easy-to-understand, jargon free language, it is aimed at complete beginners using PCs running on Microsoft Windows® 7. Inside, you will find step-by-step guidance on: Using the keyboard & the mouse Navigating files and folders Customising your desktop Using Email and the Internet Word processing Organising your digital photos Safely downloading files from the Internet Finding useful websites and much more


Vintage Game Consoles

Vintage Game Consoles

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  • Author: Bill Loguidice
  • Publisher: CRC Press
  • ISBN: 1135006504
  • Category : Computers
  • Languages : en
  • Pages : 814

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.


Literacy and Pacific Women

Literacy and Pacific Women

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  • Author: Joan Martin Teaiwa
  • Publisher: [email protected]
  • ISBN: 9789822240023
  • Category : Distance education
  • Languages : en
  • Pages : 164


Computing as Writing

Computing as Writing

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  • Author: Daniel Punday
  • Publisher: U of Minnesota Press
  • ISBN: 1452944997
  • Category : Literary Criticism
  • Languages : en
  • Pages : 203

This book examines the common metaphor that equates computing and writing, tracing it from the naming of devices (“notebook” computers) through the design of user interfaces (the “desktop”) to how we describe the work of programmers (“writing” code). Computing as Writing ponders both the implications and contradictions of the metaphor. During the past decade, analysis of digital media honed its focus on particular hardware and software platforms. Daniel Punday argues that scholars should, instead, embrace both the power and the fuzziness of the writing metaphor as it relates to computing—which isn’t simply a set of techniques or a collection of technologies but also an idea that resonates throughout contemporary culture. He addresses a wide array of subjects, including film representations of computing (Desk Set, The Social Network), Neal Stephenson’s famous open source manifesto, J. K. Rowling’s legal battle with a fan site, the sorting of digital libraries, subscription services like Netflix, and the Apple versus Google debate over openness in computing. Punday shows how contemporary authors are caught between traditional notions of writerly authority and computing’s emphasis on doing things with writing. What does it mean to be a writer today? Is writing code for an app equivalent to writing a novel? Should we change how we teach writing? Punday’s answers to these questions and others are original and refreshing, and push the study of digital media in productive new directions.


The Future of Software

The Future of Software

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  • Author: Derek Leebaert
  • Publisher: MIT Press
  • ISBN: 9780262621090
  • Category : Computers
  • Languages : en
  • Pages : 322

Continuing the trend-watching of Technology 2001, which discussed the technologies that could well define the computing and communications environment that lies ahead, The Future of Software assembles the observations of leading computer scientists, strategists, and planners in both business and academia, this time tackling software development. Despite the extraordinary advances during the past few years in computing power, Derek Leebaert and the other contributors see as the biggest challenge for the future the development of software that can fully exploit the the computer's ever-increasing capabilities. Each author addresses the particular aspect of software that is his or her specialty, examining how various developments and applications will transform the way we think about and use comptuters as we enter the next millennium. The topics include the history and evolution of software, the future of software and how it will change the way we live, software standardization, work group computing, computer supported collaboration, end-user programming, natural language and natural- intelligence capabilities and limitations, the Japanese software industry, software and the law, and the coordination of knowledge.