Author: Joe Kasser
Publisher: TAB/Electronics
ISBN: 9780830613052
Category : Technology & Engineering
Languages : en
Pages : 312
Book Description
Microcomputers in Amateur Radio
Author: Joe Kasser
Publisher: TAB/Electronics
ISBN: 9780830613052
Category : Technology & Engineering
Languages : en
Pages : 312
Book Description
Publisher: TAB/Electronics
ISBN: 9780830613052
Category : Technology & Engineering
Languages : en
Pages : 312
Book Description
Ham Radio's Technical Culture
Author: Kristen Haring
Publisher: MIT Press
ISBN: 0262083558
Category : Amateur radio stations
Languages : en
Pages : 239
Book Description
A history of ham radio culture: how ham radio enthusiasts formed identity and community through their technical hobby, from the 1930s through the Cold War.
Publisher: MIT Press
ISBN: 0262083558
Category : Amateur radio stations
Languages : en
Pages : 239
Book Description
A history of ham radio culture: how ham radio enthusiasts formed identity and community through their technical hobby, from the 1930s through the Cold War.
The Modem World
Author: Kevin Driscoll
Publisher: Yale University Press
ISBN: 0300248148
Category : Social Science
Languages : en
Pages : 327
Book Description
The untold story about how the internet became social, and why this matters for its future "Whether you're reading this for a nostalgic romp or to understand the dawn of the internet, The Modem World will delight you with tales of BBS culture and shed light on how the decisions of the past shape our current networked world."--danah boyd, author of It's Complicated: The Social Lives of Networked Teens Fifteen years before the commercialization of the internet, millions of amateurs across North America created more than 100,000 small-scale computer networks. The people who built and maintained these dial-up bulletin board systems (BBSs) in the 1980s laid the groundwork for millions of others who would bring their lives online in the 1990s and beyond. From ham radio operators to HIV/AIDS activists, these modem enthusiasts developed novel forms of community moderation, governance, and commercialization. The Modem World tells an alternative origin story for social media, centered not in the office parks of Silicon Valley or the meeting rooms of military contractors, but rather on the online communities of hobbyists, activists, and entrepreneurs. Over time, countless social media platforms have appropriated the social and technical innovations of the BBS community. How can these untold stories from the internet's past inspire more inclusive visions of its future?
Publisher: Yale University Press
ISBN: 0300248148
Category : Social Science
Languages : en
Pages : 327
Book Description
The untold story about how the internet became social, and why this matters for its future "Whether you're reading this for a nostalgic romp or to understand the dawn of the internet, The Modem World will delight you with tales of BBS culture and shed light on how the decisions of the past shape our current networked world."--danah boyd, author of It's Complicated: The Social Lives of Networked Teens Fifteen years before the commercialization of the internet, millions of amateurs across North America created more than 100,000 small-scale computer networks. The people who built and maintained these dial-up bulletin board systems (BBSs) in the 1980s laid the groundwork for millions of others who would bring their lives online in the 1990s and beyond. From ham radio operators to HIV/AIDS activists, these modem enthusiasts developed novel forms of community moderation, governance, and commercialization. The Modem World tells an alternative origin story for social media, centered not in the office parks of Silicon Valley or the meeting rooms of military contractors, but rather on the online communities of hobbyists, activists, and entrepreneurs. Over time, countless social media platforms have appropriated the social and technical innovations of the BBS community. How can these untold stories from the internet's past inspire more inclusive visions of its future?
73 Amateur Radio
Author:
Publisher:
ISBN:
Category : Radio
Languages : en
Pages : 1272
Book Description
Publisher:
ISBN:
Category : Radio
Languages : en
Pages : 1272
Book Description
Getting Acquainted with Microcomputers
Author: Louis E. Frenzel
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 304
Book Description
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 304
Book Description
Newnes Amateur Radio Computing Handbook
Author: Joe Pritchard
Publisher: Elsevier
ISBN: 1483106098
Category : Mathematics
Languages : en
Pages : 374
Book Description
Newnes Amateur Radio Computing Handbook discusses the applications of computers in amateur radio and short wave listening. The book is comprised of 16 chapters that deal with the various concerns in amateur radio computing. The coverage of the text includes equipment, such as packet slow scan television (SSTV) and facsimile (FAX), packet radio, and commercial decoding equipment. The book also discusses the software used in amateur radio, such as satellite and geographical software, logkeeping and QSL software, and software for electronic design. The text will be of great use to individuals who want to utilize their computer in short wave radio listening.
Publisher: Elsevier
ISBN: 1483106098
Category : Mathematics
Languages : en
Pages : 374
Book Description
Newnes Amateur Radio Computing Handbook discusses the applications of computers in amateur radio and short wave listening. The book is comprised of 16 chapters that deal with the various concerns in amateur radio computing. The coverage of the text includes equipment, such as packet slow scan television (SSTV) and facsimile (FAX), packet radio, and commercial decoding equipment. The book also discusses the software used in amateur radio, such as satellite and geographical software, logkeeping and QSL software, and software for electronic design. The text will be of great use to individuals who want to utilize their computer in short wave radio listening.
Homebrew Gaming and the Beginnings of Vernacular Digitality
Author: Melanie Swalwell
Publisher: MIT Press
ISBN: 026236560X
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.
Publisher: MIT Press
ISBN: 026236560X
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.
InfoWorld
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
Book Description
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
Book Description
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
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"--
Computer, Student Economy Edition
Author: Martin Campbell-Kelly
Publisher: Routledge
ISBN: 0429973640
Category : Social Science
Languages : en
Pages : 368
Book Description
This book covers the way computing was handled before the arrival of electronic computers. It discusses manual information processing and early technologies. The book describes the development of software technology, the professionalization of programming, and the emergence of a software industry.
Publisher: Routledge
ISBN: 0429973640
Category : Social Science
Languages : en
Pages : 368
Book Description
This book covers the way computing was handled before the arrival of electronic computers. It discusses manual information processing and early technologies. The book describes the development of software technology, the professionalization of programming, and the emergence of a software industry.