Author: Laine Nooney
Publisher: University of Chicago Press
ISBN: 0226816524
Category : Computers
Languages : en
Pages : 381
Book Description
"Skip the iPhone, iPod, and the Macintosh. If we want to understand how Apple Computer became an industry behemoth, we have to look elsewhere: at the 1977 Apple II. Designed by the prodigious engineer Steve Wozniak, and hustled into the marketplace by his Apple cofounder Steve Jobs, the Apple II would become one of the most prominent personal computers of this dawning American industry. The Apple II was a versatile piece of hardware, but its most compelling story isn't found in the feat of its engineering, the personalities of Apple's founders, or the way it set a stage for the company's multi-billion-dollar future. Instead, computer and video game historian Laine Nooney suggests that what made the Apple II iconic was its software. In software, we discover the material reasons people bought computers. Not to hack, but to play. Not to code, but to calculate. Not to program, but to print. The story of personal computing in the United States is not the story of the rise of the hacker. It is the story of the rise of the user. Offering a constellation of software creation stories, Nooney puts forth a new understanding of how the hobbyists' microcomputers of the 1970s became the personal computer we know today. From iconic software products like VisiCalc and The Print Shop to historic games like Mystery House and Snooper Troops, to long forgotten disk-cracking utilities, The Apple II Age offers an unprecedented look at the people, the industry, and the money that built the microcomputing milieu-and why so much of it converged around the unbeatable Apple II"--
The Apple II Age
Author: Laine Nooney
Publisher: University of Chicago Press
ISBN: 0226816524
Category : Computers
Languages : en
Pages : 381
Book Description
"Skip the iPhone, iPod, and the Macintosh. If we want to understand how Apple Computer became an industry behemoth, we have to look elsewhere: at the 1977 Apple II. Designed by the prodigious engineer Steve Wozniak, and hustled into the marketplace by his Apple cofounder Steve Jobs, the Apple II would become one of the most prominent personal computers of this dawning American industry. The Apple II was a versatile piece of hardware, but its most compelling story isn't found in the feat of its engineering, the personalities of Apple's founders, or the way it set a stage for the company's multi-billion-dollar future. Instead, computer and video game historian Laine Nooney suggests that what made the Apple II iconic was its software. In software, we discover the material reasons people bought computers. Not to hack, but to play. Not to code, but to calculate. Not to program, but to print. The story of personal computing in the United States is not the story of the rise of the hacker. It is the story of the rise of the user. Offering a constellation of software creation stories, Nooney puts forth a new understanding of how the hobbyists' microcomputers of the 1970s became the personal computer we know today. From iconic software products like VisiCalc and The Print Shop to historic games like Mystery House and Snooper Troops, to long forgotten disk-cracking utilities, The Apple II Age offers an unprecedented look at the people, the industry, and the money that built the microcomputing milieu-and why so much of it converged around the unbeatable Apple II"--
Publisher: University of Chicago Press
ISBN: 0226816524
Category : Computers
Languages : en
Pages : 381
Book Description
"Skip the iPhone, iPod, and the Macintosh. If we want to understand how Apple Computer became an industry behemoth, we have to look elsewhere: at the 1977 Apple II. Designed by the prodigious engineer Steve Wozniak, and hustled into the marketplace by his Apple cofounder Steve Jobs, the Apple II would become one of the most prominent personal computers of this dawning American industry. The Apple II was a versatile piece of hardware, but its most compelling story isn't found in the feat of its engineering, the personalities of Apple's founders, or the way it set a stage for the company's multi-billion-dollar future. Instead, computer and video game historian Laine Nooney suggests that what made the Apple II iconic was its software. In software, we discover the material reasons people bought computers. Not to hack, but to play. Not to code, but to calculate. Not to program, but to print. The story of personal computing in the United States is not the story of the rise of the hacker. It is the story of the rise of the user. Offering a constellation of software creation stories, Nooney puts forth a new understanding of how the hobbyists' microcomputers of the 1970s became the personal computer we know today. From iconic software products like VisiCalc and The Print Shop to historic games like Mystery House and Snooper Troops, to long forgotten disk-cracking utilities, The Apple II Age offers an unprecedented look at the people, the industry, and the money that built the microcomputing milieu-and why so much of it converged around the unbeatable Apple II"--
Sophistication & Simplicity
Author: Steven Weyhrich
Publisher:
ISBN: 9780986832277
Category : Computers
Languages : en
Pages : 0
Book Description
Despite humble beginnings, today Apple, Inc. enjoys unprecedented popularity and prosperity with its products, routinely selling over a million devices in a single day. It is a major innovator in the computing and consumer landscape, and as shown in this retrospective, the history of the Apple II computer plays a large part in the current successes of the company. The late 1970s saw the dawn of the Apple II, the company's first hit product. It provided the breathing room for Apple to become self-sustaining and ultimately blossom into one of the greatest business and technology successes in history. This account provides a unique view of early personal computing and Apple as a company, focusing almost exclusively on the role of the Apple II within that story. It extends outward to the products, publications, and early online services that made up the ecosystem for the platform during its active years, and follows the story to present-day enthusiasts who still find new things to do with a computer that got its start more than 35 years ago.
Publisher:
ISBN: 9780986832277
Category : Computers
Languages : en
Pages : 0
Book Description
Despite humble beginnings, today Apple, Inc. enjoys unprecedented popularity and prosperity with its products, routinely selling over a million devices in a single day. It is a major innovator in the computing and consumer landscape, and as shown in this retrospective, the history of the Apple II computer plays a large part in the current successes of the company. The late 1970s saw the dawn of the Apple II, the company's first hit product. It provided the breathing room for Apple to become self-sustaining and ultimately blossom into one of the greatest business and technology successes in history. This account provides a unique view of early personal computing and Apple as a company, focusing almost exclusively on the role of the Apple II within that story. It extends outward to the products, publications, and early online services that made up the ecosystem for the platform during its active years, and follows the story to present-day enthusiasts who still find new things to do with a computer that got its start more than 35 years ago.
Break Out
Author: David L. Craddock
Publisher: Schiffer Publishing
ISBN: 9780764353222
Category : Apple II (Computer)
Languages : en
Pages : 255
Book Description
"Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. Long before video games became a multi-billion-dollar industry, a small group of hackers created the Apple II, a PC that contained less memory than the average size of a Microsoft Word document and turned heads by outputting graphics in color. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia s trap-filled labyrinth, Break Out recounts the making of some of the Apple II s most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them."--Page 4 of cover.
Publisher: Schiffer Publishing
ISBN: 9780764353222
Category : Apple II (Computer)
Languages : en
Pages : 255
Book Description
"Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. Long before video games became a multi-billion-dollar industry, a small group of hackers created the Apple II, a PC that contained less memory than the average size of a Microsoft Word document and turned heads by outputting graphics in color. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia s trap-filled labyrinth, Break Out recounts the making of some of the Apple II s most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them."--Page 4 of cover.
Steve Jobs
Author: Walter Isaacson
Publisher: Simon and Schuster
ISBN: 1451648545
Category : Biography & Autobiography
Languages : en
Pages : 656
Book Description
Based on more than 40 interviews with Jobs conducted over two years--as well as interviews with more than 100 family members, friends, adversaries, competitors, and colleagues--Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.
Publisher: Simon and Schuster
ISBN: 1451648545
Category : Biography & Autobiography
Languages : en
Pages : 656
Book Description
Based on more than 40 interviews with Jobs conducted over two years--as well as interviews with more than 100 family members, friends, adversaries, competitors, and colleagues--Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.
The New Apple II User's Guide
Author: David Finnigan
Publisher:
ISBN: 9780615639871
Category : Apple II (Computer)
Languages : en
Pages : 774
Book Description
Publisher:
ISBN: 9780615639871
Category : Apple II (Computer)
Languages : en
Pages : 774
Book Description
Counting on Computers
Author: Carmen Flury
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111448908
Category : History
Languages : en
Pages : 339
Book Description
Counting on Computers: New Information Technologies and Curricular Change in East Germany, 1960s to 1990 is a compelling exploration of socialist ambitions for a computerised future and how computer technology was imagined to reshape education and socialist society in the German Democratic Republic (GDR). It delves into the positive visions of a computerised future embraced by the country's one-party leadership, and examines how these visions influenced educational policy and curricula as computers were introduced into workplaces and schools. The book provides readers with a comprehensive perspective on the historical development of computer education in the GDR, highlighting the crucial links between the integration of computers in different sectors of the educational system, as well as in society and the socialist economy at large. By uncovering this lesser-known aspect of East German history, the book sheds light on the intricate and multifaceted relationship between technology, ideology, and education.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111448908
Category : History
Languages : en
Pages : 339
Book Description
Counting on Computers: New Information Technologies and Curricular Change in East Germany, 1960s to 1990 is a compelling exploration of socialist ambitions for a computerised future and how computer technology was imagined to reshape education and socialist society in the German Democratic Republic (GDR). It delves into the positive visions of a computerised future embraced by the country's one-party leadership, and examines how these visions influenced educational policy and curricula as computers were introduced into workplaces and schools. The book provides readers with a comprehensive perspective on the historical development of computer education in the GDR, highlighting the crucial links between the integration of computers in different sectors of the educational system, as well as in society and the socialist economy at large. By uncovering this lesser-known aspect of East German history, the book sheds light on the intricate and multifaceted relationship between technology, ideology, and education.
The Intimate Life of Computers
Author: Reem Hilu
Publisher: U of Minnesota Press
ISBN: 1452972087
Category : Computers
Languages : en
Pages : 199
Book Description
A feminist perspective on the early history of personal computing, revealing how computers were integrated into the most intimate aspects of family life The Intimate Life of Computers shows how the widespread introduction of home computers in the 1980s was purposefully geared toward helping sustain heteronormative middle-class families by shaping relationships between users. Moving beyond the story of male-dominated computer culture, this book emphasizes the neglected history of the influence of women’s culture and feminist critique on the development of personal computing despite women’s underrepresentation in the industry. Proposing the notion of “companionate computing,” Reem Hilu reimagines the spread of computers into American homes as the history of an interpersonal, romantic, and familial medium. She details the integration of computing into family relationships—from helping couples have better sex and offering thoughtful simulations of masculine seduction to animating cute robot companions and giving voice to dolls that could talk to lonely children—underscoring how these computer applications directly responded to the companionate needs of their users as a way to ease growing pressures on home life. The Intimate Life of Computers is a vital contribution to feminist media history, highlighting how the emergence of personal computing dovetailed with changing gender roles and other social and cultural shifts. Eschewing the emphasis on technologies and institutions typically foregrounded in personal-computer histories, Hilu uncovers the surprising ways that domesticity and family life guided the earlier stages of our all-pervasive digital culture.
Publisher: U of Minnesota Press
ISBN: 1452972087
Category : Computers
Languages : en
Pages : 199
Book Description
A feminist perspective on the early history of personal computing, revealing how computers were integrated into the most intimate aspects of family life The Intimate Life of Computers shows how the widespread introduction of home computers in the 1980s was purposefully geared toward helping sustain heteronormative middle-class families by shaping relationships between users. Moving beyond the story of male-dominated computer culture, this book emphasizes the neglected history of the influence of women’s culture and feminist critique on the development of personal computing despite women’s underrepresentation in the industry. Proposing the notion of “companionate computing,” Reem Hilu reimagines the spread of computers into American homes as the history of an interpersonal, romantic, and familial medium. She details the integration of computing into family relationships—from helping couples have better sex and offering thoughtful simulations of masculine seduction to animating cute robot companions and giving voice to dolls that could talk to lonely children—underscoring how these computer applications directly responded to the companionate needs of their users as a way to ease growing pressures on home life. The Intimate Life of Computers is a vital contribution to feminist media history, highlighting how the emergence of personal computing dovetailed with changing gender roles and other social and cultural shifts. Eschewing the emphasis on technologies and institutions typically foregrounded in personal-computer histories, Hilu uncovers the surprising ways that domesticity and family life guided the earlier stages of our all-pervasive digital culture.
West of Eden
Author: Frank Rose
Publisher: Frank Rose
ISBN: 9780140093728
Category : Business & Economics
Languages : en
Pages : 372
Book Description
Award-winning journalist Frank Rose provides a riveting, behind-the-scenes account of a business and a technology in tormoil. The fall of Steve Jobs, the visionary entrepreneur who founded Apple Computer, is also the story of a freewheeling California youth culture on a collision course with corporate America.
Publisher: Frank Rose
ISBN: 9780140093728
Category : Business & Economics
Languages : en
Pages : 372
Book Description
Award-winning journalist Frank Rose provides a riveting, behind-the-scenes account of a business and a technology in tormoil. The fall of Steve Jobs, the visionary entrepreneur who founded Apple Computer, is also the story of a freewheeling California youth culture on a collision course with corporate America.
Insanely Great
Author: Steven Levy
Publisher: Penguin
ISBN: 0140291776
Category : Computers
Languages : en
Pages : 337
Book Description
The creation of the Mac in 1984 catapulted America into the digital millennium, captured a fanatic cult audience, and transformed the computer industry into an unprecedented mix of technology, economics, and show business. Now veteran technology writer and Newsweek senior editor Steven Levy zooms in on the great machine and the fortunes of the unique company responsible for its evolution. Loaded with anecdote and insight, and peppered with sharp commentary, Insanely Great is the definitive book on the most important computer ever made. It is a must-have for anyone curious about how we got to the interactive age.
Publisher: Penguin
ISBN: 0140291776
Category : Computers
Languages : en
Pages : 337
Book Description
The creation of the Mac in 1984 catapulted America into the digital millennium, captured a fanatic cult audience, and transformed the computer industry into an unprecedented mix of technology, economics, and show business. Now veteran technology writer and Newsweek senior editor Steven Levy zooms in on the great machine and the fortunes of the unique company responsible for its evolution. Loaded with anecdote and insight, and peppered with sharp commentary, Insanely Great is the definitive book on the most important computer ever made. It is a must-have for anyone curious about how we got to the interactive age.
Abstractions and Embodiments
Author: Janet Abbate
Publisher: JHU Press
ISBN: 1421444372
Category : Computers
Languages : en
Pages : 473
Book Description
"This anthology of original historical essays examines how social relations are enacted in and through computing using the twin frameworks of abstraction and embodiment. The book highlights a wide range of understudied contexts and experiences, such as computing and disability, working mothers as technical innovators, race and community formation, and gaming behind the Iron Curtain"--
Publisher: JHU Press
ISBN: 1421444372
Category : Computers
Languages : en
Pages : 473
Book Description
"This anthology of original historical essays examines how social relations are enacted in and through computing using the twin frameworks of abstraction and embodiment. The book highlights a wide range of understudied contexts and experiences, such as computing and disability, working mothers as technical innovators, race and community formation, and gaming behind the Iron Curtain"--