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Family Computer Fun: Digital Ideas Using Your Photos, Movies, and Music will give you ideas for dozens of fun projects to enjoy with your family. The book starts with a quick tour of what's needed for the projects in the book, which doubles as a guide to buying a new PC or products to enhance your current one. Projects in the book include creating custom photos albums to share, editing photos to add effects or retouch, uploading home movies to edit and burn to DVDs, sharing video or photos over the Internet, and turning a PC into a home recording studio. Later chapters offer a quick guide to streaming video and audio to a TV and stereo in the living room. The author creates each project with tools that are both affordable and easy-to-use, and finishes with pointers to more advanced software should you want to explore further. Unlike other books on digital media, the activities in Family Computer Fun are designed with the family in mind, with software that anyone can use and projects that will be fun for the entire family to explore together.
Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.
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EBONY is the flagship magazine of Johnson Publishing. Founded in 1945 by John H. Johnson, it still maintains the highest global circulation of any African American-focused magazine.
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from Summer Games to International Karate to Simons’ BASIC, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.
If you’ve ever cringed at the sight of your ten-year-old waltzing through the neighbor’s front door without an invitation, or struggled to teach your teenager proper “netiquette” for navigating the complicated world of social networks, you know the importance of teaching kids that manners matter. Sheryl Eberly’s bestselling 365 Manners Kids Should Know gives clever and insightful advice for the myriad situations where consideration counts, but is sometimes forgotten. This new edition incorporates tips for every aspect of digital communication into her straight-forward format. Using a smart one-manner-a-day organization, parents, grandparents, and teachers alike can find practical ways to teach essential manners like: - When and where it’s appropriate to text - How to write a thank-you note - The proper way to handle an online bully - How to behave at events like birthday parties, weddings,and religious services Full of role-playing exercises, games, and other activities that adults can do with children, 365 Manners Kids Should Know explains not only what manners to teach, but also how—and at what ages—to present them.
Get your slice of Raspberry Pi With the invention of the unique credit card-sized single-board computer comes a new wave of hardware geeks, hackers, and hobbyists who are excited about the possibilities with the Raspberry Pi—and this is the perfect guide to get you started. With this down-to-earth book, you'll quickly discover why the Raspberry Pi is in high demand! There's a reason the Raspberry Pi sold a million units in its first year, and you're about to find out why! In Raspberry Pi For Dummies, 3rd Edition veteran tech authors Sean McManus and Mike Cook make it easier than ever to get you up and running on your Raspberry Pi, from setting it up, downloading the operating system, and using the desktop environment to editing photos, playing music and videos, and programming with Scratch—and everything in between. Covers connecting the Pi to other devices such as a keyboard, mouse, monitor, and more Teaches you basic Linux System Admin Explores creating simple hardware projects Shows you how to create web pages Raspberry Pi For Dummies, 3rd Edition makes computing as easy as pie!
Kids ask the darndest things . . . and here are the answers—all in one helpful book! Anyone who has ever been a kid, raised a kid, or spent any time with kids knows that asking questions is a critical part of being a kid. Kids have curious minds, and they come up with some very interesting questions. Why do dogs bark? Why is the sky blue? Why do people have to grow old? Questions like these are how kids find out about the world, and these questions deserve answers. But the truth is, adults don’t always know the answers. The Handy Answer Book for Kids (and Parents) comes to the rescue! Written with a child's imagination in mind, this easy-to-understand book is a launching pad for curious young minds and a life raft for parents at wits end. It addresses nearly 800 queries with enough depth and detail to both satisfy the curiosity of persistent young inquisitors and provide parents with a secure sense of a job well done. It'll equip every parent for those difficult, absurd, or sometimes funny questions from their kids, such as … Why do people speak different languages? Why do I cry? How can fish breathe underwater? Can people who die see and talk with living people after they are gone? Why do women in some countries wear veils? How did my life begin? How does a vacuum cleaner pick up dirt? How does my body know to wake up when morning comes? With numerous photos and illustrations, this tome is richly illustrated, and its helpful bibliography and extensive index add to its usefulness. A launching pad for inquisitive young minds and a life raft for parents who are at their wits’ end, The Handy Answer Book for Kids (and Parents) is a book that every parent needs, and every kid will covet!
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.