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This introduction to computers is noted for its lucid explanations of computing concepts, practical applications of technology theory, and emphasis on the historical and societal impacts of technological innovations. It features integrated coverage of management information systems, networking, email, and the Internet. Other coverage of cutting-edge topics includes Microsoft Office 2003, ethics, e-commerce, crime and security, privacy, communications trends and infrastructure, multimedia, buying and upgrading your computer system, and file management. For individuals seeking an introduction to computers.
For introductory courses in computer concepts or computer literacy often including instruction in Microsoft Office. Engages students with a refreshing and easy to learn from style, while maintaining an encyclopedic approach and popular magazine format.
NEW YORK TIMES BESTSELLER • Celebrated futurist Ray Kurzweil, hailed by Bill Gates as “the best person I know at predicting the future of artificial intelligence,” presents an “elaborate, smart, and persuasive” (The Boston Globe) view of the future course of human development. “Artfully envisions a breathtakingly better world.”—Los Angeles Times “Startling in scope and bravado.”—Janet Maslin, The New York Times “An important book.”—The Philadelphia Inquirer At the onset of the twenty-first century, humanity stands on the verge of the most transforming and thrilling period in its history. It will be an era in which the very nature of what it means to be human will be both enriched and challenged as our species breaks the shackles of its genetic legacy and achieves inconceivable heights of intelligence, material progress, and longevity. While the social and philosophical ramifications of these changes will be profound, and the threats they pose considerable, The Singularity Is Near presents a radical and optimistic view of the coming age that is both a dramatic culmination of centuries of technological ingenuity and a genuinely inspiring vision of our ultimate destiny.
In The Second Self, Sherry Turkle looks at the computer not as a "tool," but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. "Technology," she writes, "catalyzes changes not only in what we do but in how we think." First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation. This twentieth anniversary edition allows us to reconsider two decades of computer culture-to (re)experience what was and is most novel in our new media culture and to view our own contemporary relationship with technology with fresh eyes. Turkle frames this classic work with a new introduction, a new epilogue, and extensive notes added to the original text. Turkle talks to children, college students, engineers, AI scientists, hackers, and personal computer owners-people confronting machines that seem to think and at the same time suggest a new way for us to think-about human thought, emotion, memory, and understanding. Her interviews reveal that we experience computers as being on the border between inanimate and animate, as both an extension of the self and part of the external world. Their special place betwixt and between traditional categories is part of what makes them compelling and evocative. In the introduction to this edition, Turkle quotes a PDA user as saying, "When my Palm crashed, it was like a death. I thought I had lost my mind." Why we think of the workings of a machine in psychological terms-how this happens, and what it means for all of us-is the ever more timely subject of The Second Self. Book jacket.
What if you could someday put the manufacturing power of an automobile plant on your desktop? It may sound far-fetched-but then, thirty years ago, the notion of "personal computers" in every home sounded like science fiction. According to Neil Gershenfeld, the renowned MIT scientist and inventor, the next big thing is personal fabrication -the ability to design and produce your own products, in your own home, with a machine that combines consumer electronics with industrial tools. Personal fabricators (PF's) are about to revolutionize the world just as personal computers did a generation ago. PF's will bring the programmability of the digital world to the rest of the world, by being able to make almost anything-including new personal fabricators. In FAB , Gershenfeld describes how personal fabrication is possible today, and how it is meeting local needs with locally developed solutions. He and his colleagues have created "fab labs" around the world, which, in his words, can be interpreted to mean "a lab for fabrication, or simply a fabulous laboratory." Using the machines in one of these labs, children in inner-city Boston have made saleable jewelry from scrap material. Villagers in India used their lab to develop devices for monitoring food safety and agricultural engine efficiency. Herders in the Lyngen Alps of northern Norway are developing wireless networks and animal tags so that their data can be as nomadic as their animals. And students at MIT have made everything from a defensive dress that protects its wearer's personal space to an alarm clock that must be wrestled into silence. These experiments are the vanguard of a new science and a new era-an era of "post-digital literacy" in which we will be as familiar with digital fabrication as we are with the of information processing. In this groundbreaking book, the scientist pioneering the revolution in personal fabrication reveals exactly what is being done, and how. The technology of FAB will allow people to create the objects they desire, and the kind of world they want to live in.
Electric Dreams turns to the past to trace the cultural history of computers. Ted Friedman charts the struggles to define the meanings of these powerful machines over more than a century, from the failure of Charles Babbage’s “difference engine” in the nineteenth century to contemporary struggles over file swapping, open source software, and the future of online journalism. To reveal the hopes and fears inspired by computers, Electric Dreams examines a wide range of texts, including films, advertisements, novels, magazines, computer games, blogs, and even operating systems. Electric Dreams argues that the debates over computers are critically important because they are how Americans talk about the future. In a society that in so many ways has given up on imagining anything better than multinational capitalism, cyberculture offers room to dream of different kinds of tomorrow.
“This makes entertaining reading. Many accounts of the birth of personal computing have been written, but this is the first close look at the drug habits of the earliest pioneers.” —New York Times Most histories of the personal computer industry focus on technology or business. John Markoff’s landmark book is about the culture and consciousness behind the first PCs—the culture being counter– and the consciousness expanded, sometimes chemically. It’s a brilliant evocation of Stanford, California, in the 1960s and ’70s, where a group of visionaries set out to turn computers into a means for freeing minds and information. In these pages one encounters Ken Kesey and the phone hacker Cap’n Crunch, est and LSD, The Whole Earth Catalog and the Homebrew Computer Lab. What the Dormouse Said is a poignant, funny, and inspiring book by one of the smartest technology writers around.
Now available in two versions rather than three, this introduction to computers book is one that users will engage with -- maintaining the encyclopedic approach in the popular magazine style. It is refreshing, accurate, and easy to learn from-written to today's reader. The Eighth Edition moves the emphasis to connectivity and includes loads of new research to ensure that the statistics in the book are current. This edition emphasizes emerging technologies while de-emphasizing older technologies. The Introductory version is chapters 1-9 (with a Spotlight following each of chapters 1-7). Covers such topics as: Computers & Ethics, Internet/Web, E-commerce, Wired and Wireless Communications, Home Networks, System Software, File Management, Application Software, Microsoft Office, Inside the System Unit, Buying and Upgrading, Input, Output, and Storage, Multimedia Devices, Networks, and Privacy and Security. For anyone wanting a basic knowledge of computers to apply to their jobs or lives.