Seeing the Past with Computers
Title | Seeing the Past with Computers PDF eBook |
Author | Kevin Kee |
Publisher | University of Michigan Press |
Pages | 255 |
Release | 2019-01-24 |
Genre | Computers |
ISBN | 0472131117 |
Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
Seeing the Past with Computers
Title | Seeing the Past with Computers PDF eBook |
Author | Kevin Kee |
Publisher | University of Michigan Press |
Pages | 255 |
Release | 2019-01-24 |
Genre | Computers |
ISBN | 0472124552 |
Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
A History of Modern Computing, second edition
Title | A History of Modern Computing, second edition PDF eBook |
Author | Paul E. Ceruzzi |
Publisher | MIT Press |
Pages | 468 |
Release | 2003-04-08 |
Genre | Technology & Engineering |
ISBN | 9780262532037 |
From the first digital computer to the dot-com crash—a story of individuals, institutions, and the forces that led to a series of dramatic transformations. This engaging history covers modern computing from the development of the first electronic digital computer through the dot-com crash. The author concentrates on five key moments of transition: the transformation of the computer in the late 1940s from a specialized scientific instrument to a commercial product; the emergence of small systems in the late 1960s; the beginning of personal computing in the 1970s; the spread of networking after 1985; and, in a chapter written for this edition, the period 1995-2001. The new material focuses on the Microsoft antitrust suit, the rise and fall of the dot-coms, and the advent of open source software, particularly Linux. Within the chronological narrative, the book traces several overlapping threads: the evolution of the computer's internal design; the effect of economic trends and the Cold War; the long-term role of IBM as a player and as a target for upstart entrepreneurs; the growth of software from a hidden element to a major character in the story of computing; and the recurring issue of the place of information and computing in a democratic society. The focus is on the United States (though Europe and Japan enter the story at crucial points), on computing per se rather than on applications such as artificial intelligence, and on systems that were sold commercially and installed in quantities.
Computers, Visualization, and History
Title | Computers, Visualization, and History PDF eBook |
Author | David J. Staley |
Publisher | M.E. Sharpe |
Pages | 219 |
Release | 2013-10-10 |
Genre | History |
ISBN | 0765633884 |
This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words.
The First Computers
Title | The First Computers PDF eBook |
Author | Raul Rojas |
Publisher | MIT Press |
Pages | 476 |
Release | 2002-07-26 |
Genre | Science |
ISBN | 9780262681377 |
This history of computing focuses not on chronology (what came first and who deserves credit for it) but on the actual architectures of the first machines that made electronic computing a practical reality. The book covers computers built in the United States, Germany, England, and Japan. It makes clear that similar concepts were often pursued simultaneously and that the early researchers explored many architectures beyond the von Neumann architecture that eventually became canonical. The contributors include not only historians but also engineers and computer pioneers. An introductory chapter describes the elements of computer architecture and explains why "being first" is even less interesting for computers than for other areas of technology. The essays contain a remarkable amount of new material, even on well-known machines, and several describe reconstructions of the historic machines. These investigations are of more than simply historical interest, for architectures designed to solve specific problems in the past may suggest new approaches to similar problems in today's machines. Contributors Titiimaea F. Ala'ilima, Lin Ping Ang, William Aspray, Friedrich L. Bauer, Andreas Brennecke, Chris P. Burton, Martin Campbell-Kelly, Paul Ceruzzi, I. Bernard Cohen, John Gustafson, Wilhelm Hopmann, Harry D. Huskey, Friedrich W. Kistermann, Thomas Lange, Michael S. Mahoney, R. B. E. Napper, Seiichi Okoma, Hartmut Petzold, Raúl Rojas, Anthony E. Sale, Robert W. Seidel, Ambros P. Speiser, Frank H. Sumner, James F. Tau, Jan Van der Spiegel, Eiiti Wada, Michael R. Williams
20th Century Computers and how They Worked
Title | 20th Century Computers and how They Worked PDF eBook |
Author | Jennifer Flynn |
Publisher | Alpha Computer |
Pages | 192 |
Release | 1993 |
Genre | Computers |
ISBN | 9781567612578 |
A visual tour of personal computer technology in the '90s, from the vantage point of a 24th-century Starfleet Academy course in computer history. This licensed Star Trek computer book focuses on the Next Generation characters and the starship Enterprise, using the characters as contributing authors who introduce topic areas and comment on these topics throughout the presentation of material.
A People’s History of Computing in the United States
Title | A People’s History of Computing in the United States PDF eBook |
Author | Joy Lisi Rankin |
Publisher | Harvard University Press |
Pages | 337 |
Release | 2018-10-08 |
Genre | Computers |
ISBN | 0674970977 |
Silicon Valley gets all the credit for digital creativity, but this account of the pre-PC world, when computing meant more than using mature consumer technology, challenges that triumphalism. The invention of the personal computer liberated users from corporate mainframes and brought computing into homes. But throughout the 1960s and 1970s a diverse group of teachers and students working together on academic computing systems conducted many of the activities we now recognize as personal and social computing. Their networks were centered in New Hampshire, Minnesota, and Illinois, but they connected far-flung users. Joy Rankin draws on detailed records to explore how users exchanged messages, programmed music and poems, fostered communities, and developed computer games like The Oregon Trail. These unsung pioneers helped shape our digital world, just as much as the inventors, garage hobbyists, and eccentric billionaires of Palo Alto. By imagining computing as an interactive commons, the early denizens of the digital realm seeded today’s debate about whether the internet should be a public utility and laid the groundwork for the concept of net neutrality. Rankin offers a radical precedent for a more democratic digital culture, and new models for the next generation of activists, educators, coders, and makers.