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This 25th anniversary edition of Steven Levy's classic book traces the exploits of the computer revolution's original hackers -- those brilliant and eccentric nerds from the late 1950s through the early '80s who took risks, bent the rules, and pushed the world in a radical new direction. With updated material from noteworthy hackers such as Bill Gates, Mark Zuckerberg, Richard Stallman, and Steve Wozniak, Hackers is a fascinating story that begins in early computer research labs and leads to the first home computers. Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.
Initially setting out to disprove God's existence, a scientist stumbles upon mysterious Biblical codes and patterns that point to God's fingerprint. Through his personal testimony, he proves that these incredible discoveries reveal undeniable, reproducible, objective evidence that God Exists. 52 embedded associations connect Samson to Jesus, in the same order, in just 96 verses in the Book of Judges. The probability of this happening by chance, is smaller than finding a single atom on Planet Earth by chance! Yet numerous other code sequences are also embedded in the lives of a Great Cloud of Witnesses including Joseph, Samson, David, Jonah, Elisha, Moses, and Joshua in the same order as those in the life of Christ. How could numerous independent authors have known about the steps of Christ in such detail, hundreds to over a thousand years in advance? The Author behind these accounts somehow can see events in the distant future. How can this be? Could He be the Omniscient One called God?
Illustrated throughout with cartoons by the author, this is an entertaining, personal story recalled with humor, and will appeal to those affected by autism spectrum disorders and general readers alike.
12 people touched by tragedy ; the families, victims and friends who felt the pain, sadness and hurt of the mass murder in Scotland.
"From model trains to board games, this book tells the story of how the attitudes and beliefs of a predominantly white culture of hobbyists still pervades geek culture today"--
1322 Two girls find the skeleton of a 10 year old girl, who disappeared 6 years ago. Baldwin and Simon investigate, and learn that the villagers have been concealing a serial killer. Shocking evidence suggests that the killer could be a cannibal - perhaps even a sanguisuga(a vampire).
Is the internet really powerful enough to allow a sixteen year old to become the biggest threat to world peace since Adolf Hitler? Are we all now susceptible to cyber-criminals who can steal from us without even having to leave the comfort of their own armchairs? These are fears which have been articulated since the popular development of the internet, yet criminologists have been slow to respond to them. Consequently, questions about what cybercrimes are, what their impacts will be and how we respond to them remain largely unanswered. Organised into three sections, this book engages with the various criminological debates that are emerging over cybercrime. The first section looks at the general problem of crime and the internet. It then describes what is understood by the term 'cybercrime' by identifying some of the challenges for criminology. The second section explores the different types of cybercrime and their attendant problems. The final section contemplates some of the challenges that cybercrimes give rise to for the criminal justice system.
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.