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History of Nordic Computing 2
  • Language: en
  • Pages: 337

History of Nordic Computing 2

The First Conference on the History of Nordic Computing (HiNC1) was organized in Trondheim, in June 2003. The HiNC1 event focused on the early years of computing, that is the years from the 1940s through the 1960s, although it formally extended to year 1985. In the preface of the proceedings of HiNC1, Janis Bubenko, Jr. , John Impagliazzo, and Arne Sølvberg describe well the peculiarities of early Nordic c- puting [1]. While developing hardware was a necessity for the first professionals, quite soon the computer became an industrial product. Computer scientists, among others, grew increasingly interested in programming and application software. P- gress in these areas from the 1960s to the ...

Medical Image Computing and Computer-Assisted Intervention - MICCAI'99
  • Language: en
  • Pages: 1331

Medical Image Computing and Computer-Assisted Intervention - MICCAI'99

  • Type: Book
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  • Published: 2006-09-10
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI'99, held in Cambridge, UK, in September 1999. The 133 revised full papers presented were carefully reviewed and selected from a total of 213 full-length papers submitted. The book is divided into topical sections on data-driven segmentation, segmentation using structural models, image processing and feature detection, surfaces and shape, measurement and interpretation, spatiotemporal and diffusion tensor analysis, registration and fusion, visualization, image-guided intervention, robotic systems, and biomechanics and simulation.

Hacking Europe
  • Language: en
  • Pages: 268

Hacking Europe

  • Type: Book
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  • Published: 2014-09-03
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  • Publisher: Springer

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.

Arto Salomaa: Mathematician, Computer Scientist, and Teacher
  • Language: en
  • Pages: 302

Arto Salomaa: Mathematician, Computer Scientist, and Teacher

This book outlines the scientific career of Arto Salomaa, a pioneer in theoretical computer science and mathematics. The author first interviewed the subject and his family and collaborators, and he then researched this fascinating biography of an intellectual who was key in the development of these fields. Early chapters progress chronologically from Academician Salomaa's origins, childhood, and education to his professional successes in science, teaching, and publishing. His most impactful direct research efforts have been in the areas of automata and formal languages. Beyond that he has influenced many more scientists and professionals through collaborations, teaching, and books on topics...

Game History and the Local
  • Language: en
  • Pages: 246

Game History and the Local

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Knowledge Management and Intellectual Property
  • Language: en
  • Pages: 319

Knowledge Management and Intellectual Property

  • Categories: Law

This diverse and insightful volume investigates changing patterns of knowledge management practices and intellectual property regimes across a range of different techno-scientific disciplines and cultures. The book links the practices and regimes of the past with those of contemporary and emerging forms, covering the mid-19th century to the present. The contributors are noted scholars from various disciplines including history of science and technology, intellectual property law, and innovation studies. The chapters offer original perspectives on how proprietary regimes in knowledge production processes have developed as a socio-political phenomenon of modernity, as well as providing an analysis of the way individuals, institutions and techno-sciences interact within this culture. With in-depth analysis, this book will appeal to academics and students of STS (Science, Technology and Society), history of science and technology, business history, innovation studies, law, science and technology policy as well as business studies. Historians of science and technology and business will also find much to interest them in this book.

Science Fiction and Computing
  • Language: en
  • Pages: 330

Science Fiction and Computing

  • Type: Book
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  • Published: 2011-09-29
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  • Publisher: McFarland

The prevalence of science fiction readership among those who create and program computers is so well-known that it has become a cliche, but the phenomenon has remained largely unexplored by scholars. What role has science fiction played in the actual development of computers and computing? And likewise, how has computing (including the related fields of robotics and artificial intelligence) affected the course of science fiction? The 18 essays in this critical work explore the interrelationship of these domains over the span of more than half a century.

The Routledge Handbook of Role-Playing Game Studies
  • Language: en
  • Pages: 588

The Routledge Handbook of Role-Playing Game Studies

This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...

Academic Year Abroad
  • Language: en
  • Pages: 704

Academic Year Abroad

  • Type: Book
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  • Published: 1996
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  • Publisher: Unknown

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Computers in Swedish Society
  • Language: en
  • Pages: 150

Computers in Swedish Society

This book reviews the shift in the historiography of computing from inventors and innovations to a user-perspective, and examines how the relevant sources can be created, collected, preserved, and disseminated. The text describes and evaluates a project in Sweden that documented the stories of around 700 people. The book also provides a critical discussion on the interpretation of oral evidence, presenting three case studies on how this evidence can inform us about the interaction of computing with large-scale transformations in economies, cultures, and societies. Features: describes a historiography aimed at addressing the question of how computing shaped and transformed Swedish society between 1950 and 1980; presents a user-centered perspective on the history of computing, after explaining the benefits of such an approach; examines the documentation of users, describing novel and innovative documentation methods; discusses the pros and cons of collaborative projects between academia and industry.