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As in all fields and disciplines of the humanities, Jewish Studies scholars find themselves confronted with the rapidly increasing availability of digital resources (data), new technologies to interrogate and analyze them (tools), and the question of how to critically engage with these developments. This volume discusses how the digital turn has affected the field of Jewish Studies. It explores the current state of the art and probes how digital developments can be harnessed to address the specific questions, challenges and problems that Jewish Studies scholars confront. In a field characterised by dispersed sources, and heterogeneous scripts and languages that speak to a multitude of cultures and histories, of abundance as well as loss, what is the promise of Digital Humanities methods--and what are the challenges and pitfalls? The articles in this volume were originally presented at the international conference #DHJewish - Jewish Studies in the Digital Age, which was organised at the Centre for Contemporary and Digital History (C2DH) at University of Luxembourg in January 2021. The first big international conference of its kind, it brought together more than sixty scholars and heritage practitioners to discuss how the digital turn affects the field of Jewish Studies.
Hacking Europe traces the user practices of chopping games in Warsaw, hacking software in Athens, creating chaos in Hamburg, producing demos in Turku, and partying with computing in Zagreb and Amsterdam. Focusing on several European countries at the end of the Cold War, the book shows the digital development was not an exclusively American affair. Local hacker communities appropriated the computer and forged new cultures around it like the hackers in Yugoslavia, Poland and Finland, who showed off their tricks and creating distinct “demoscenes.” Together the essays reflect a diverse palette of cultural practices by which European users domesticated computer technologies. Each chapter explores the mediating actors instrumental in introducing and spreading the cultures of computing around Europe. More generally, the “ludological” element--the role of mischief, humor, and play--discussed here as crucial for analysis of hacker culture, opens new vistas for the study of the history of technology.