Author: Piotr Marecki
Publisher: Jagiellonian University Press
ISBN: 9788323348627
Category :
Languages : en
Pages : 152
Book Description
This book describes three phenomena in digital media. Firstly, it concerns the 8-bit personal computer ZX Spectrum produced by the British company Sinclair Research since 1982. As a publication about a specific platform, it falls into the mainstream category of platform studies and it pays special attention to how the computer was used for creative purposes. Secondly, the story about the platform will also be presented from the perspective of the community that flocked around it. Therefore, it is mainly a book about people who identify with the ZX Spectrum. We do not describe all the users of the platform here (players, people using apps), rather we adopt the demoscene criterion (which we explain below). And the last and third phenomenon discussed in our book deals with the decentering of digital media or discovering digital phenomena from beyond the hegemonic center. Therefore, even though the ZX Spectrum was created in Great Britain the use of the computer in the country of its birth will not interest us. Thanks to its creator, Sir Clive Sinclair, the ZX Spectrum was designed as a computer primarily for educational purposes. As it often happens, the work detached itself from its creator and took on a life of its own. In our narrative, we will focus on the acquisition (cloning) and creative use of the computer in Eastern and Central Europe.
ZX Spectrum Demoscene
Author: Piotr Marecki
Publisher: Jagiellonian University Press
ISBN: 9788323348627
Category :
Languages : en
Pages : 152
Book Description
This book describes three phenomena in digital media. Firstly, it concerns the 8-bit personal computer ZX Spectrum produced by the British company Sinclair Research since 1982. As a publication about a specific platform, it falls into the mainstream category of platform studies and it pays special attention to how the computer was used for creative purposes. Secondly, the story about the platform will also be presented from the perspective of the community that flocked around it. Therefore, it is mainly a book about people who identify with the ZX Spectrum. We do not describe all the users of the platform here (players, people using apps), rather we adopt the demoscene criterion (which we explain below). And the last and third phenomenon discussed in our book deals with the decentering of digital media or discovering digital phenomena from beyond the hegemonic center. Therefore, even though the ZX Spectrum was created in Great Britain the use of the computer in the country of its birth will not interest us. Thanks to its creator, Sir Clive Sinclair, the ZX Spectrum was designed as a computer primarily for educational purposes. As it often happens, the work detached itself from its creator and took on a life of its own. In our narrative, we will focus on the acquisition (cloning) and creative use of the computer in Eastern and Central Europe.
Publisher: Jagiellonian University Press
ISBN: 9788323348627
Category :
Languages : en
Pages : 152
Book Description
This book describes three phenomena in digital media. Firstly, it concerns the 8-bit personal computer ZX Spectrum produced by the British company Sinclair Research since 1982. As a publication about a specific platform, it falls into the mainstream category of platform studies and it pays special attention to how the computer was used for creative purposes. Secondly, the story about the platform will also be presented from the perspective of the community that flocked around it. Therefore, it is mainly a book about people who identify with the ZX Spectrum. We do not describe all the users of the platform here (players, people using apps), rather we adopt the demoscene criterion (which we explain below). And the last and third phenomenon discussed in our book deals with the decentering of digital media or discovering digital phenomena from beyond the hegemonic center. Therefore, even though the ZX Spectrum was created in Great Britain the use of the computer in the country of its birth will not interest us. Thanks to its creator, Sir Clive Sinclair, the ZX Spectrum was designed as a computer primarily for educational purposes. As it often happens, the work detached itself from its creator and took on a life of its own. In our narrative, we will focus on the acquisition (cloning) and creative use of the computer in Eastern and Central Europe.
The ZX Spectrum on Your PC
Author: Colin Woodcock
Publisher: Lulu.com
ISBN: 147169612X
Category : Computers
Languages : en
Pages : 205
Book Description
Thirty years on from its original release, the best selling Sinclair ZX Spectrum is now one of the most emulated computers in the world. Far from dead and forgotten, a thriving community of enthusiasts has kept the spirit of this little machine alive through an enormous range of emulators for just about every modern computer platform there is. For the PC in particular, the complexity of these emulators is simply amazing. Focusing primarily on the two most user-friendly Windows emulators, Spectaculator and ZX SPIN, The ZX Spectrum on Your PC explains all the main features of these applications. Illustrated walk-throughs will teach you everything from how cassettes are emulated to how to print from your virtual Spectrum. In no time at all, you'll find yourself enjoying all the old games and activities of your youth... on your PC! New revised Second Edition includes emulating the Spectrum on your mobile device.
Publisher: Lulu.com
ISBN: 147169612X
Category : Computers
Languages : en
Pages : 205
Book Description
Thirty years on from its original release, the best selling Sinclair ZX Spectrum is now one of the most emulated computers in the world. Far from dead and forgotten, a thriving community of enthusiasts has kept the spirit of this little machine alive through an enormous range of emulators for just about every modern computer platform there is. For the PC in particular, the complexity of these emulators is simply amazing. Focusing primarily on the two most user-friendly Windows emulators, Spectaculator and ZX SPIN, The ZX Spectrum on Your PC explains all the main features of these applications. Illustrated walk-throughs will teach you everything from how cassettes are emulated to how to print from your virtual Spectrum. In no time at all, you'll find yourself enjoying all the old games and activities of your youth... on your PC! New revised Second Edition includes emulating the Spectrum on your mobile device.
The Sinclair ZX Spectrum
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 125
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 125
Book Description
The ZX Spectrum ULA
Author: Chris Smith
Publisher:
ISBN: 9780956507105
Category : Computers
Languages : en
Pages : 324
Book Description
This book takes the reader through the design and implementation of the Sinclair ZX Spectrum's custom chip, revealing for the first time the decisions behind its design and its hidden secrets. By using it as case study, the techniques required to design an 8-bit microcomputer are explained, along with comprehensive details of the Ferranti ULA manufacturing process. If you have ever wanted to design your own computer or wondered what was behind the most successful microcomputer of the 1980s, then this is the book for you. For the first time, the inner working of the Sinclair ZX Spectrum's custom chip and heart of the computer, the Ferranti ULA, is exposed in minute detail. Packed with over 140 illustrations and circuit diagrams, this book takes the reader through the cutting edge technology that was the Ferranti ULA and the design of the ZX Spectrum home computer, illustrating the principles and techniques involved in creating a cost effective computer that required nothing more than a television set and a cassette recorder. The ZX Spectrum ULA is an essential read for the electronics hobbyist, student or electronic engineer wishing to design their own retro-style microcomputer or anyone with an interest in historical micro-electronic and digital design. All topics are explained in simple yet precise terms, building on their careful introduction towards the full functionality presented by the Sinclair computer. Some of the topics covered are: The architecture of the standard microcomputer, Ferranti and their ULA, manufacturing process and structure, The functional layout of the ZX Spectrum ULA, Video display generation, Memory contention and timing, ZX Spectrum design bugs such as "The Snow Effect," Hidden features, ULA version differences.
Publisher:
ISBN: 9780956507105
Category : Computers
Languages : en
Pages : 324
Book Description
This book takes the reader through the design and implementation of the Sinclair ZX Spectrum's custom chip, revealing for the first time the decisions behind its design and its hidden secrets. By using it as case study, the techniques required to design an 8-bit microcomputer are explained, along with comprehensive details of the Ferranti ULA manufacturing process. If you have ever wanted to design your own computer or wondered what was behind the most successful microcomputer of the 1980s, then this is the book for you. For the first time, the inner working of the Sinclair ZX Spectrum's custom chip and heart of the computer, the Ferranti ULA, is exposed in minute detail. Packed with over 140 illustrations and circuit diagrams, this book takes the reader through the cutting edge technology that was the Ferranti ULA and the design of the ZX Spectrum home computer, illustrating the principles and techniques involved in creating a cost effective computer that required nothing more than a television set and a cassette recorder. The ZX Spectrum ULA is an essential read for the electronics hobbyist, student or electronic engineer wishing to design their own retro-style microcomputer or anyone with an interest in historical micro-electronic and digital design. All topics are explained in simple yet precise terms, building on their careful introduction towards the full functionality presented by the Sinclair computer. Some of the topics covered are: The architecture of the standard microcomputer, Ferranti and their ULA, manufacturing process and structure, The functional layout of the ZX Spectrum ULA, Video display generation, Memory contention and timing, ZX Spectrum design bugs such as "The Snow Effect," Hidden features, ULA version differences.
Freax
Author: Tamás, Polgár
Publisher: CSW-Verlag
ISBN: 3941287974
Category : Computers
Languages : en
Pages : 521
Book Description
FREAX – the biggest book ever written about the history of the computer demoscene. The book tells the complete history of the Commodore 64 and the Amiga, both about the machines and about the underground subcultures around them, from the cracker- and warez-scene to the demoscene, from hacking and phreaking to the ASCII art scene. Interviews with scene celebrities, former key persons of the computer industry, citations from contemporary magazines and fanzines make the narrative history of the big adventure complete. The book contains 350 pages and is illustrated with 480 color photos and screenshots. This is the comprehensive guide to the golden era of home computers.
Publisher: CSW-Verlag
ISBN: 3941287974
Category : Computers
Languages : en
Pages : 521
Book Description
FREAX – the biggest book ever written about the history of the computer demoscene. The book tells the complete history of the Commodore 64 and the Amiga, both about the machines and about the underground subcultures around them, from the cracker- and warez-scene to the demoscene, from hacking and phreaking to the ASCII art scene. Interviews with scene celebrities, former key persons of the computer industry, citations from contemporary magazines and fanzines make the narrative history of the big adventure complete. The book contains 350 pages and is illustrated with 480 color photos and screenshots. This is the comprehensive guide to the golden era of home computers.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Early Home Computers
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 1165
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 1165
Book Description
From Pac-Man to Pop Music
Author: Ms Karen Collins
Publisher: Ashgate Publishing, Ltd.
ISBN: 1409494195
Category : Music
Languages : en
Pages : 351
Book Description
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Publisher: Ashgate Publishing, Ltd.
ISBN: 1409494195
Category : Music
Languages : en
Pages : 351
Book Description
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Hacker Culture A to Z
Author: Kim Crawley
Publisher: "O'Reilly Media, Inc."
ISBN: 1098145631
Category : Computers
Languages : en
Pages : 291
Book Description
Hacker culture can be esoteric, but this entertaining reference is here to help. Written by longtime cybersecurity researcher and writer Kim Crawley, this fun reference introduces you to key people and companies, fundamental ideas, and milestone films, games, and magazines in the annals of hacking. From airgapping to phreaking to zombie malware, grasping the terminology is crucial to understanding hacker culture and history. If you're just getting started on your hacker journey, you'll find plenty here to guide your learning and help you understand the references and cultural allusions you come across. More experienced hackers will find historical depth, wry humor, and surprising facts about familiar cultural touchstones. Understand the relationship between hacker culture and cybersecurity Get to know the ideas behind the hacker ethos, like "knowledge should be free" Explore topics and publications central to hacker culture, including 2600 Magazine Appreciate the history of cybersecurity Learn about key figures in the history of hacker culture Understand the difference between hackers and cybercriminals
Publisher: "O'Reilly Media, Inc."
ISBN: 1098145631
Category : Computers
Languages : en
Pages : 291
Book Description
Hacker culture can be esoteric, but this entertaining reference is here to help. Written by longtime cybersecurity researcher and writer Kim Crawley, this fun reference introduces you to key people and companies, fundamental ideas, and milestone films, games, and magazines in the annals of hacking. From airgapping to phreaking to zombie malware, grasping the terminology is crucial to understanding hacker culture and history. If you're just getting started on your hacker journey, you'll find plenty here to guide your learning and help you understand the references and cultural allusions you come across. More experienced hackers will find historical depth, wry humor, and surprising facts about familiar cultural touchstones. Understand the relationship between hacker culture and cybersecurity Get to know the ideas behind the hacker ethos, like "knowledge should be free" Explore topics and publications central to hacker culture, including 2600 Magazine Appreciate the history of cybersecurity Learn about key figures in the history of hacker culture Understand the difference between hackers and cybercriminals
From Pac-Man to Pop Music
Author: Karen Collins
Publisher: Routledge
ISBN: 1351217720
Category : Music
Languages : en
Pages : 208
Book Description
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Publisher: Routledge
ISBN: 1351217720
Category : Music
Languages : en
Pages : 208
Book Description
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.