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How the Computer Changed History examines the development of the computer, how it works, and how it has become a standard machine used in businesses, homes, and industries. Features include essential facts, a glossary, selected bibliography, websites, source notes, and an index, plus a timeline and maps, charts, and diagrams. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.
A strikingly illustrated overview of the computing machines that have changed our world—from the abacus to the smartphone—and the people who made them, by the New York Times bestselling author and illustrator of Women in Science. “A beautifully illustrated journey through the history of computing, from the Antikythera mechanism to the iPhone and beyond—I loved it.”—Eben Upton, Founder and CEO of Raspberry Pi ONE OF THE BEST BOOKS OF THE YEAR: The New York Public Library Computers are everywhere and have impacted our lives in so many ways. But who created them, and why? How have they transformed the way that we interact with our surroundings and each other? Packed with accessible information, fun facts, and discussion starters, this charming and art-filled book takes you from the ancient world to the modern day, focusing on important inventions, from the earliest known counting systems to the sophisticated algorithms behind AI. The History of the Computer also profiles a diverse range of key players and creators—from An Wang and Margaret Hamilton to Steve Jobs and Sir Tim Berners-Lee—and illuminates their goals, their intentions, and the impact of their inventions on our everyday lives. This entertaining and educational journey will help you understand our most important machines and how we can use them to enhance the way we live. You’ll never look at your phone the same way again!
Relates what life was like before the invention of the television and explains how the invention developed through time into what it is today.
This compact history traces the computer industry from its origins in 1950s mainframes, through the establishment of standards beginning in 1965 and the introduction of personal computing in the 1980s. It concludes with the Internet’s explosive growth since 1995. Across these four periods, Martin Campbell-Kelly and Daniel Garcia-Swartz describe the steady trend toward miniaturization and explain its consequences for the bundles of interacting components that make up a computer system. With miniaturization, the price of computation fell and entry into the industry became less costly. Companies supplying different components learned to cooperate even as they competed with other businesses for market share. Simultaneously with miniaturization—and equally consequential—the core of the computer industry shifted from hardware to software and services. Companies that failed to adapt to this trend were left behind. Governments did not turn a blind eye to the activities of entrepreneurs. The U.S. government was the major customer for computers in the early years. Several European governments subsidized private corporations, and Japan fostered R&D in private firms while protecting its domestic market from foreign competition. From Mainframes to Smartphones is international in scope and broad in its purview of this revolutionary industry.
Computer: A History of the Information Machine traces the history of the computer and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers. This third edition provides updated analysis on software and computer networking, including new material on the programming profession, social networking, and mobile computing. It expands its focus on the IT industry with fresh discussion on the rise of Google and Facebook as well as how powerful applications are changing the way we work, consume, learn, and socialize. Computer is an insightful look at the pace of technological advancement and the seamless way computers are integrated into the modern world. Through comprehensive history and accessible writing, Computer is perfect for courses on computer history, technology history, and information and society, as well as a range of courses in the fields of computer science, communications, sociology, and management.
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
Examines the facts surrounding the 1973 federal trial that dealt with the dispute over which company invented the first "automatic electronic digital computer."
How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.
History of Computing in the Twentieth Century
"From the tiniest gadget to vast scientific simulators, computers are integral to our lives, and are developing at ever-increasing speed. The Computer traces the evolution of this vital machine from its earliest roots through its exciting application in code-breaking during the Second World War, from its initial use in the workplace and home, to is current status as a totally indispensable -- and increasingly portable - part of twenty-first century life. Highly illustrated, the book brings home the rapid reduction in computer size and growth in capacity, and its vast range of uses. From colossus to the iPad -- this book tells the whole extraordinary story." -- Back cover.