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computer history museum hours: A History of Personal Workstations Adele Goldberg, 1988 This distinctive book presents a history of an increasingly important class of computers, personal workstations. It is a history seen from the unique perspective of the people who pioneered their development. |
computer history museum hours: Core Memory , 2018-08 An unprecedented combination of computer history and striking images, Core Memory reveals modern technology's evolution through the world's most renowned computer collection, the Computer History Museum in the Silicon Valley. Vivid photos capture these historically important machines including the Eniac, Crays 1 3, Apple I and II while authoritative text profiles each, telling the stories of their innovations and peculiarities |
computer history museum hours: Fearless Genius Doug Menuez, 2014-06-03 An award-winning documentary photographer delivers a stunning visual history of the Silicon Valley technology boom, in which he was witness to key moments in the careers of Steve Jobs and more than seventy other leading innovators as they created today’s digital world. An eye-opening chronicle of the Silicon Valley technology boom, capturing key moments in the careers of Steve Jobs and more than seventy other leading innovators as they created today’s digital world In the spring of 1985, a technological revolution was under way in Silicon Valley, and documentary photographer Doug Menuez was there in search of a story—something big. At the same time, Steve Jobs was being forced out of his beloved Apple and starting over with a new company, NeXT Computer. His goal was to build a supercomputer with the power to transform education. Menuez had found his story: he proposed to photograph Jobs and his extraordinary team as they built this new computer, from conception to product launch. In an amazing act of trust, Jobs granted Menuez unlimited access to the company, and, for the next three years, Menuez was able to get on film the spirit and substance of innovation through the day-to-day actions of the world’s top technology guru. From there, the project expanded to include the most trailblazing companies in Silicon Valley, all of which granted Menuez the same complete access that Jobs had. Menuez photographed behind the scenes with John Warnock at Adobe, John Sculley at Apple, Bill Gates at Microsoft, John Doerr at Kleiner Perkins, Bill Joy at Sun Microsystems, Gordon Moore and Andy Grove at Intel, Marc Andreessen at Netscape, and more than seventy other leading companies and innovators. It would be fifteen years before Menuez stopped taking pictures, just as the dotcom bubble burst. An extraordinary era was coming to its close. With his singular behind-the-scenes access to these notoriously insular companies, Menuez was present for moments of heartbreaking failure and unexpected success, moments that made history, and moments that revealed the everyday lives of the individuals who made it happen. This period of rapid, radical change would affect almost every aspect of our culture and our lives in ways both large and small and would also create more jobs and wealth than any other time in human history. And Doug Menuez was there, a witness to a revolution. In more than a hundred photographs and accompanying commentary, Fearless Genius captures the human face of innovation and shows what it takes to transform powerful ideas into reality. |
computer history museum hours: Programmed Inequality Mar Hicks, 2018-02-23 This “sobering tale of the real consequences of gender bias” explores how Britain lost its early dominance in computing by systematically discriminating against its most qualified workers: women (Harvard Magazine) In 1944, Britain led the world in electronic computing. By 1974, the British computer industry was all but extinct. What happened in the intervening thirty years holds lessons for all postindustrial superpowers. As Britain struggled to use technology to retain its global power, the nation’s inability to manage its technical labor force hobbled its transition into the information age. In Programmed Inequality, Mar Hicks explores the story of labor feminization and gendered technocracy that undercut British efforts to computerize. That failure sprang from the government’s systematic neglect of its largest trained technical workforce simply because they were women. Women were a hidden engine of growth in high technology from World War II to the 1960s. As computing experienced a gender flip, becoming male-identified in the 1960s and 1970s, labor problems grew into structural ones and gender discrimination caused the nation’s largest computer user—the civil service and sprawling public sector—to make decisions that were disastrous for the British computer industry and the nation as a whole. Drawing on recently opened government files, personal interviews, and the archives of major British computer companies, Programmed Inequality takes aim at the fiction of technological meritocracy. Hicks explains why, even today, possessing technical skill is not enough to ensure that women will rise to the top in science and technology fields. Programmed Inequality shows how the disappearance of women from the field had grave macroeconomic consequences for Britain, and why the United States risks repeating those errors in the twenty-first century. |
computer history museum hours: The Man Behind the Microchip Leslie Berlin, 2006-11-13 This is the life of a giant of the high-tech industry - co-founder of Fairchild Semiconductor and Intel - and inventor of the integrated circuit, which is used in every modern computer, microwave, telephone and car. |
computer history museum hours: ENIAC in Action Thomas Haigh, Peter Mark Priestley, Crispin Rope, 2016-02-05 This work explores the conception, design, construction, use, and afterlife of ENIAC, the first general purpose digital electronic computer. |
computer history museum hours: Computer Structures C. Gordon Bell, Allen Newell, 1971 |
computer history museum hours: Ada Lovelace Christopher Hollings, Ursula Martin, Adrian Clifford Rice, 2018 Ada, Countess of Lovelace and daughter of Romantic poet Lord Byron, is sometimes referred to as the world's first computer programmer. But how did a young woman in the nineteenth century without a formal education become a pioneer of computer science? Drawing on previously unpublished archival material, including a remarkable correspondence course with eminent mathematician Augustus De Morgan, this book explores Ada Lovelace's development from her precocious childhood into a gifted, perceptive and knowledgeable mathematician who, alongside Mary Somerville, Michael Faraday and Charles Dickens, became part of Victorian London's social and scientific elite. Featuring images of the 'first programme' together with mathematical models and contemporary illustrations, the authors show how, despite her relatively short life and with astonishing prescience, Ada Lovelace explored key mathematical questions to understand the principles behind modern computing.--Page 4 de la couverture. |
computer history museum hours: The Big Score Michael Shawn Malone, 1985 |
computer history museum hours: Digital Resilience Ray Rothrock, 2018-04-19 In the Digital Age of the twenty-first century, the question is not if you will be targeted, but when. Are you prepared? If not, where does one begin? For an enterprise to be fully prepared for the immanent attack, it must be actively monitoring networks, taking proactive steps to understand and contain attacks, enabling continued operation during an incident, and have a full recovery plan already in place. Cybersecurity expert Ray Rothrock has provided for businesses large and small a must-have resource that highlights: the tactics used by today’s hackers, vulnerabilities lurking in networks, and strategies not just for surviving attacks, but thriving while under assault. Businesses and individuals will understand better the threats they face, be able to identify and address weaknesses, and respond to exploits swiftly and effectively. From data theft to downed servers, from malware to human error, cyber events can be triggered anytime from anywhere around the globe. Digital Resilience provides the resilience-building strategies your business needs to prevail--no matter what strikes. |
computer history museum hours: The Man Who Knew Sebastian Mallaby, 2017-12-05 WINNER OF THE 2016 FT & McKINSEY BUSINESS BOOK OF THE YEAR AWARD, this is the biography of one of the titans of financial history over the last fifty years. Born in 1926, Alan Greenspan was raised in Manhattan by a single mother and immigrant grandparents during the Great Depression but by quiet force of intellect, rose to become a global financial 'maestro'. Appointed by Ronald Reagan to Chairman of the Federal Reserve, a post he held for eighteen years, he presided over an unprecedented period of stability and low inflation, was revered by economists, adored by investors and consulted by leaders from Beijing to Frankfurt. Both data-hound and eligible society bachelor, Greenspan was a man of contradictions. His great success was to prove the very idea he, an advocate of the Gold standard, doubted: that the discretionary judgements of a money-printing central bank could stabilise an economy. He resigned in 2006, having overseen tumultuous changes in the world's most powerful economy. Yet when the great crash happened only two years later many blamed him, even though he had warned early on of irrational exuberance in the market place. Sebastian Mallaby brilliantly shows the subtlety and complexity of Alan Greenspan's legacy. Full of beautifully rendered high-octane political infighting, hard hitting dialogue and stories, The Man Who Knew is superbly researched, enormously gripping and the story of the making of modern finance. |
computer history museum hours: The Charisma Machine Morgan G. Ames, 2019-11-19 A fascinating examination of technological utopianism and its complicated consequences. In The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per Child project and explains why—despite its failures—the same utopian visions that inspired OLPC still motivate other projects trying to use technology to “disrupt” education and development. Announced in 2005 by MIT Media Lab cofounder Nicholas Negroponte, One Laptop per Child promised to transform the lives of children across the Global South with a small, sturdy, and cheap laptop computer, powered by a hand crank. In reality, the project fell short in many ways—starting with the hand crank, which never materialized. Yet the project remained charismatic to many who were captivated by its claims of access to educational opportunities previously out of reach. Behind its promises, OLPC, like many technology projects that make similarly grand claims, had a fundamentally flawed vision of who the computer was made for and what role technology should play in learning. Drawing on fifty years of history and a seven-month study of a model OLPC project in Paraguay, Ames reveals that the laptops were not only frustrating to use, easy to break, and hard to repair, they were designed for “technically precocious boys”—idealized younger versions of the developers themselves—rather than the children who were actually using them. The Charisma Machine offers a cautionary tale about the allure of technology hype and the problems that result when utopian dreams drive technology development. |
computer history museum hours: The Intel Trinity Michael S. Malone, 2014-07-15 Based on unprecedented access to the corporation’s archives, The Intel Trinity is the first full history of Intel Corporation—the essential company of the digital age— told through the lives of the three most important figures in the company’s history: Robert Noyce, Gordon Moore, and Andy Grove. Often hailed the “most important company in the world,” Intel remains, more than four decades after its inception, a defining company of the global digital economy. The legendary inventors of the microprocessor-the single most important product in the modern world-Intel today builds the tiny “engines” that power almost every intelligent electronic device on the planet. But the true story of Intel is the human story of the trio of geniuses behind it. Michael S. Malone reveals how each brought different things to Intel, and at different times. Noyce, the most respected high tech figure of his generation, brought credibility (and money) to the company’s founding; Moore made Intel the world’s technological leader; and Grove, has relentlessly driven the company to ever-higher levels of success and competitiveness. Without any one of these figures, Intel would never have achieved its historic success; with them, Intel made possible the personal computer, Internet, telecommunications, and the personal electronics revolutions. The Intel Trinity is not just the story of Intel’s legendary past; it also offers an analysis of the formidable challenges that lie ahead as the company struggles to maintain its dominance, its culture, and its legacy. With eight pages of black-and-white photos. |
computer history museum hours: The World of Digital Typesetting John W. Seybold, 1984 |
computer history museum hours: A Logic Named Joe Murray Leinster, 2005 Three complete novels, one of them a Hugo Award finalist, with a number of short stories. |
computer history museum hours: A History of Modern Computing, second edition Paul E. Ceruzzi, 2003-04-08 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. |
computer history museum hours: The Computing Universe Anthony J. G. Hey, Gyuri Pápay, 2015 This exciting and accessible book takes us on a journey from the early days of computers to the cutting-edge research of the present day that will shape computing in the coming decades. It introduces a fascinating cast of dreamers and inventors who brought these great technological developments into every corner of the modern world, and will open up the universe of computing to anyone who has ever wondered where his or her smartphone came from. |
computer history museum hours: Quantum Mechanics (A Ladybird Expert Book) Jim Al-Khalili, 2017-01-26 What is quantum mechanics? Learn from the experts in the ALL-NEW LADYBIRD EXPERT SERIES A clear, simple and entertaining introduction to the weird, mind-bending world of the very, very small. Written by physicist and broadcaster Professor Jim Al-Khalili, Quantum Mechanics explores all the key players, breakthroughs, controversies and unanswered questions of the quantum world. You'll discover: - How the sun shines - Why light is both a wave and a particle - The certainty of the Uncertainty Principle - Schrodinger's Cat - Einstein's spooky action - How to build a quantum computer - Why quantum mechanics drives even its experts completely crazy 'Jim Al-Khalili has done an admirable job of condensing the ideas of quantum physics from Max Planck to the possibilities of quantum computers into brisk, straightforward English' THE TIMES Learn about other topics in the Ladybird Experts series including The Big Bang, Gravity, Climate Change and Evolution. Written by the leading lights and most outstanding communicators in their fields, the Ladybird Expert books provide clear, accessible and authoritative introductions to subjects drawn from science, history and culture. For an adult readership, the Ladybird Expert series is produced in the same iconic small format pioneered by the original Ladybirds. Each beautifully illustrated book features the first new illustrations produced in the original Ladybird style for nearly forty years. |
computer history museum hours: Insanely Simple Ken Segall, 2012-04-26 'Simple can be harder than complex. You have to work hard to get your thinking clean to make it simple. But it's worth it in the end, because once you get there, you can move mountains' Steve Jobs, BusinessWeek, May 25, 1998 To Steve Jobs, Simplicity wasn't just a design principle. It was a religion and a weapon. The obsession with Simplicity is what separates Apple from other technology companies. It's what helped Apple recover from near death in 1997 to become the most valuable company on Earth in 2011, and guides the way Apple is organized, how it designs products, and how it connects with customers. It's by crushing the forces of Complexity that the company remains on its stellar trajectory. As creative director, Ken Segall played a key role in Apple's resurrection, helping to create such critical campaigns as 'Think Different' and naming the iMac. Insanely Simple is his insider's view of Jobs' world. It reveals the ten elements of Simplicity that have driven Apple's success - which you can use to propel your own organisation. Reading Insanely Simple, you'll be a fly on the wall inside a conference room with Steve Jobs, and on the receiving end of his midnight phone calls. You'll understand how his obsession with Simplicity helped Apple perform better and faster. |
computer history museum hours: What the Dormouse Said John Markoff, 2005-04-21 “This makes entertaining reading. Many accounts of the birth of personal computing have been written, but this is the first close look at the drug habits of the earliest pioneers.” —New York Times Most histories of the personal computer industry focus on technology or business. John Markoff’s landmark book is about the culture and consciousness behind the first PCs—the culture being counter– and the consciousness expanded, sometimes chemically. It’s a brilliant evocation of Stanford, California, in the 1960s and ’70s, where a group of visionaries set out to turn computers into a means for freeing minds and information. In these pages one encounters Ken Kesey and the phone hacker Cap’n Crunch, est and LSD, The Whole Earth Catalog and the Homebrew Computer Lab. What the Dormouse Said is a poignant, funny, and inspiring book by one of the smartest technology writers around. |
computer history museum hours: Machines of Loving Grace John Markoff, 2015-08-25 Robots are poised to transform today's society as completely as the Internet did twenty years ago. Pulitzer prize-winning New York Times science writer John Markoff argues that we must decide to design ourselves into our future, or risk being excluded from it altogether. In the past decade, Google introduced us to driverless cars; Apple debuted Siri, a personal assistant that we keep in our pockets; and an Internet of Things connected the smaller tasks of everyday life to the farthest reaches of the Web. Robots have become an integral part of society on the battlefield and the road; in business, education, and health care. Cheap sensors and powerful computers will ensure that in the coming years, these robots will act on their own. This new era offers the promise of immensely powerful machines, but it also reframes a question first raised more than half a century ago, when the intelligent machine was born. Will we control these systems, or will they control us? In Machines of Loving Grace, John Markoff offers a sweeping history of the complicated and evolving relationship between humans and computers. In recent years, the pace of technological change has accelerated dramatically, posing an ethical quandary. If humans delegate decisions to machines, who will be responsible for the consequences? As Markoff chronicles the history of automation, from the birth of the artificial intelligence and intelligence augmentation communities in the 1950s and 1960s, to the modern-day brain trusts at Google and Apple in Silicon Valley, and on to the expanding robotics economy around Boston, he traces the different ways developers have addressed this fundamental problem and urges them to carefully consider the consequences of their work. We are on the brink of the next stage of the computer revolution, Markoff argues, and robots will profoundly transform modern life. Yet it remains for us to determine whether this new world will be a utopia. Moreover, it is now incumbent upon the designers of these robots to draw a bright line between what is human and what is machine. After nearly forty years covering the tech industry, Markoff offers an unmatched perspective on the most drastic technology-driven societal shifts since the introduction of the Internet. Machines of Loving Grace draws on an extensive array of research and interviews to present an eye-opening history of one of the most pressing questions of our time, and urges us to remember that we still have the opportunity to design ourselves into the future—before it's too late. |
computer history museum hours: Valley of Genius Adam Fisher, 2014-11-04 This is the most important book on Silicon Valley I've read in two decades. It will take us all back to our roots in the counterculture, and will remind us of the true nature of the innovation process, before we tried to tame it with slogans and buzzwords. -- Po Bronson, #1 New York Times bestselling author of The Nudist on the Late Shift and Nurtureshock A candid, colorful, and comprehensive oral history that reveals the secrets of Silicon Valley -- from the origins of Apple and Atari to the present day clashes of Google and Facebook, and all the start-ups and disruptions that happened along the way. Rarely has one economy asserted itself as swiftly--and as aggressively--as the entity we now know as Silicon Valley. Built with a seemingly permanent culture of reinvention, Silicon Valley does not fight change; it embraces it, and now powers the American economy and global innovation. So how did this omnipotent and ever-morphing place come to be? It was not by planning. It was, like many an empire before it, part luck, part timing, and part ambition. And part pure, unbridled genius... Drawing on over two hundred in-depth interviews, Valley of Genius takes readers from the dawn of the personal computer and the internet, through the heyday of the web, up to the very moment when our current technological reality was invented. It interweaves accounts of invention and betrayal, overnight success and underground exploits, to tell the story of Silicon Valley like it has never been told before. Read it to discover the stories that Valley insiders tell each other: the tall tales that are all, improbably, true. |
computer history museum hours: Minitel Julien Mailland, Kevin Driscoll, 2017-06-23 The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon. A decade before the Internet became a medium for the masses in the United States, tens of millions of users in France had access to a network for e-mail, e-commerce, chat, research, game playing, blogging, and even an early form of online porn. In 1983, the French government rolled out Minitel, a computer network that achieved widespread adoption in just a few years as the government distributed free terminals to every French telephone subscriber. With this volume, Julien Mailland and Kevin Driscoll offer the first scholarly book in English on Minitel, examining it as both a technical system and a cultural phenomenon. Mailland and Driscoll argue that Minitel was a technical marvel, a commercial success, and an ambitious social experiment. Other early networks may have introduced protocols and software standards that continue to be used today, but Minitel foretold the social effects of widespread telecomputing. They examine the unique balance of forces that enabled the growth of Minitel: public and private, open and closed, centralized and decentralized. Mailland and Driscoll describe Minitel's key technological components, novel online services, and thriving virtual communities. Despite the seemingly tight grip of the state, however, a lively Minitel culture emerged, characterized by spontaneity, imagination, and creativity. After three decades of continuous service, Minitel was shut down in 2012, but the history of Minitel should continue to inform our thinking about Internet policy, today and into the future. |
computer history museum hours: Computer Come-Froms Douglas J Alford, Where did computers come-from? How did the roots of IC's and Apples, sprinkled with flower-power lead to personal computers? This is the true story behind our real-time, worldwide computer connections. |
computer history museum hours: Press Reset Jason Schreier, 2021-05-11 From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late. |
computer history museum hours: Makers of the Microchip Christophe Lecuyer, David C. Brock, 2010-09-03 The first years of the company that developed the microchip and created the model for a successful Silicon Valley start-up. In the first three and a half years of its existence, Fairchild Semiconductor developed, produced, and marketed the device that would become the fundamental building block of the digital world: the microchip. Founded in 1957 by eight former employees of the Schockley Semiconductor Laboratory, Fairchild created the model for a successful Silicon Valley start-up: intense activity with a common goal, close collaboration, and a quick path to the market (Fairchild's first device hit the market just ten months after the company's founding). Fairchild Semiconductor was one of the first companies financed by venture capital, and its success inspired the establishment of venture capital firms in the San Francisco Bay area. These firms would finance the explosive growth of Silicon Valley over the next several decades. This history of the early years of Fairchild Semiconductor examines the technological, business, and social dynamics behind its innovative products. The centerpiece of the book is a collection of documents, reproduced in facsimile, including the company's first prospectus; ideas, sketches, and plans for the company's products; and a notebook kept by cofounder Jay Last that records problems, schedules, and tasks discussed at weekly meetings. A historical overview, interpretive essays, and an introduction to semiconductor technology in the period accompany these primary documents. |
computer history museum hours: This Could Be Important: My Life and Times with the Artificial Intelligentsia Pamela McCorduck, 2019 In the autumn of 1960, twenty-year-old humanities student Pamela McCorduck encountered both the fringe science of early artificial intelligence, and C. P. Snow's Two Cultures lecture on the chasm between the sciences and the humanities. Each encounter shaped her life. Decades later her lifelong intuition was realized: AI and the humanities are profoundly connected. During that time, she wrote the first modern history of artificial intelligence, Machines Who Think, and spent much time pulling on the sleeves of public intellectuals, trying in futility to suggest that artificial intelligence could be important. Memoir, social history, group biography of the founding fathers of AI, This Could Be Important follows the personal story of one AI spectator, from her early enthusiasms to her mature, more nuanced observations of the field. |
computer history museum hours: We Are What We Sell Danielle Sarver Coombs, Bob Batchelor, 2014-01-15 For the last 150 years, advertising has created a consumer culture in the United States, shaping every facet of American life—from what we eat and drink to the clothes we wear and the cars we drive. In the United States, advertising has carved out an essential place in American culture, and advertising messages undoubtedly play a significant role in determining how people interpret the world around them. This three-volume set examines the myriad ways that advertising has influenced many aspects of 20th-century American society, such as popular culture, politics, and the economy. Advertising not only played a critical role in selling goods to an eager public, but it also served to establish the now world-renowned consumer culture of our country and fuel the notion of the American dream. The collection spotlights the most important advertising campaigns, brands, and companies in American history, from the late 1800s to modern day. Each fact-driven essay provides insight and in-depth analysis that general readers will find fascinating as well as historical details and contextual nuance students and researchers will greatly appreciate. These volumes demonstrate why advertising is absolutely necessary, not only for companies behind the messaging, but also in defining what it means to be an American. |
computer history museum hours: Collections Vol 3 N3 Collections, 2007-12-09 Collections: A Journal for Museum and Archives Professionals is a multi-disciplinary peer-reviewed journal dedicated to the discussion of all aspects of handling, preserving, researching, and organizing collections. Curators, archivists, collections managers, preparators, registrars, educators, students, and others contribute. |
computer history museum hours: Circuits, Packets, and Protocols James L. Pelkey, Andrew L. Russell, Loring G. Robbins, 2022-04-19 As recently as 1968, computer scientists were uncertain how best to interconnect even two computers. The notion that within a few decades the challenge would be how to interconnect millions of computers around the globe was too far-fetched to contemplate. Yet, by 1988, that is precisely what was happening. The products and devices developed in the intervening years—such as modems, multiplexers, local area networks, and routers—became the linchpins of the global digital society. How did such revolutionary innovation occur? This book tells the story of the entrepreneurs who were able to harness and join two factors: the energy of computer science researchers supported by governments and universities, and the tremendous commercial demand for Internetworking computers. The centerpiece of this history comes from unpublished interviews from the late 1980s with over 80 computing industry pioneers, including Paul Baran, J.C.R. Licklider, Vint Cerf, Robert Kahn, Larry Roberts, and Robert Metcalfe. These individuals give us unique insights into the creation of multi-billion dollar markets for computer-communications equipment, and they reveal how entrepreneurs struggled with failure, uncertainty, and the limits of knowledge. |
computer history museum hours: The Long History of the Future Nicole Kobie, 2024-07-04 We love to imagine the future. But why are groundbreaking future technologies always just around the corner, and never a reality? For decades we've delighted in dreaming about a sci-fi utopia, from flying cars and bionic humans to hyperloops and smart cities. And why not? Building a better world - be it a free-flying commute or an automated urban lifestyle - is a worthy dream. Given the pace of technological change, nothing seems impossible anymore. But why are these innovations always out of reach? Delving into the remarkable history of technology, The Long History of the Future introduces us to the clever scientists, genius engineers and eccentric innovators who first brought these ideas to life and have struggled to make them work since. These stories reveal a more realistic picture of how these technologies may evolve - and how we'll eventually get to use them. You may never be able to buy a fully driverless car, but automated braking and steering could slash collision rates. Smart cities won't perfect city life, but they could help empty bins on time. Hyperloops may never arrive, but superfast trains are already here. We always believe current technology is the best it could be. By looking to the past and the future, Nicole Kobie shows how history always proves us wrong and how what lies ahead may not be what we imagine, but so much better. |
computer history museum hours: The Truth Beyond the Sky Andrew M. Crusoe, 2012-12-12 |
computer history museum hours: America's Scientific Treasures Stephen M. Cohen, Brenda H. Cohen, 2020-12-01 Whether you are planning a road trip or looking to engage with history from the comfort of your couch, the second edition of America's Scientific Treasures is sure to satisfy your craving for scientific and technologic history. Stephen M. Cohen and Brenda H. Cohen, a mother-son pair, take readers through countless museums, arboretums, zoos, national parks, planetariums, natural and technological sites, and the homes of a few scientists in this exciting volume. The two combine their expertise in chemistry and history, making this an educational travel guide for science and technology enthusiasts. The book is split into nine geographic regions and organized by state, and it includes how to get to each place, whom to contact, whether it is handicapped-accessible, and even where you can grab a bite to eat nearby. Cohen and Cohen provide the history and significance of each location, plus they offer images for notable locations like the African Savanna at the San Francisco Zoo & Gardens and the Smithsonian Arctic Studies Center in the Anchorage Museum. The resulting book is a navigable travel guide perfect for any science or technology enthusiast. So, what are you waiting for? Let's take a journey through the history of American sciences and engineering. |
computer history museum hours: A to Z of Computer Scientists, Updated Edition Harry Henderson, 2020-01-01 Praise for the previous edition: Entries are written with enough clarity and simplicity to appeal to general audiences. The additional readings that end each profile give excellent pointers for more detailed information...Recommended.—Choice This well-written collection of biographies of the most important contributors to the computer world...is a valuable resource for those interested in the men and women who were instrumental in making the world we live in today. This is a recommended purchase for reference collections.—American Reference Books Annual ...this one is recommended for high-school, public, and undergraduate libraries.—Booklist The significant role that the computer plays in the business world, schools, and homes speaks to the impact it has on our daily lives. While many people are familiar with the Internet, online shopping, and basic computer technology, the scientists who pioneered this digital age are generally less well-known. A to Z of Computer Scientists, Updated Edition features 136 computer pioneers and shows the ways in which these individuals developed their ideas, overcame technical and institutional challenges, collaborated with colleagues, and created products or institutions of lasting importance. The cutting-edge, contemporary entries explore a diverse group of inventors, scientists, entrepreneurs, and visionaries in the computer science field. People covered include: Grace Hopper (1906–1992) Dennis Ritchie (1941–2011) Brian Kernighan (1942–present) Howard Rheingold (1947–present) Bjarne Stroustrup (1950–present) Esther Dyson (1951–present) Silvio Micali (1954–present) Jeff Bezos (1964–present) Pierre Omidyar (1967–present) Jerry Yang (1968–present) |
computer history museum hours: Core Memory , 2012-06-01 An unprecedented combination of computer history and striking images, Core Memory reveals modern technology's evolution through the world's most renowned computer collection, the Computer History Museum in the Silicon Valley. Vivid photos capture these historically important machinesincluding the Eniac, Crays 13, Apple I and IIwhile authoritative text profiles each, telling the stories of their innovations and peculiarities. Thirty-five machines are profiled in over 100 extraordinary color photographs, making Core Memory a surprising addition to the library of photography collectors and the ultimate geek-chic gift. |
computer history museum hours: Core Memory John Alderman, 2007-05-10 Publisher description |
computer history museum hours: Historical Gems of the San Francisco Bay Area Richard Di Giacomo, 2015-02-27 The San Francisco Bay Area is loaded with fascinating and unique historical sites that represent a broad range of historical events and eras. A resident of the Bay Area or a tourist in town for a few days can see a wide range of historical sites all within a day's drive of San Francisco. This book may also be useful for a teacher or parent who is looking for an educational field trip which ties in with the child's curriculum in a history, literature, or science class. Others may find it interesting to learn more about the Native Americans or pioneer settlers in a local community. So, whether you are just curious about what is inside that old historical house in your neighborhood, want to know how a specific historical event played out in your area, or are just looking for an interesting day trip, this book has something for you. Many people are familiar with the more famous sites in California. It is not uncommon to see tourists make a trip to see all of the California missions or Gold Rush towns, but there are also scores of lesser-known sites within the Bay Area that highlight a particular historical event or offer a comprehensive overview of the history of that town or region. More than just a tour guide, the book is broken into sections with essays that acquaint the reader with the history that is covered by the representative museums or sites. DiGiacomo goes beyond the traditional city, county, state, and national museums and historic sites that feature famous people, historic homes and events. He also covers museums devoted to agriculture, business, Hispanic California, immigration, military posts, mining, Native Americans, transportation, sports, as well as science and technology. He thoughtfully includes key information on each museum such as its location, web address, hours of operation, cost, and what a visitor can expect to encounter. Over 220 historical sites are listed. |
computer history museum hours: History Hunting James W. Cortada, 2015-04-29 The book offers guidance to aspiring historians at every stage and in every walk of life, from practical advice on tackling and organizing projects to recommendations for finding and using resources of all kinds, whether at the local library or historical society or on the world wide web. It is intended to be a serious guide to the best practices for researchers as well as a good read as a collection of research stories. The author includes useful bibliographies, vetted websites, and practical advice on doing research well. |
computer history museum hours: The Everything Family Guide to Northern California and Lake Tahoe Kim Kavin, 2008-11-17 From the beautiful coastline of Monterey to historic Fort Bragg to the spectacular scenery of Lake Tahoe, northern California has something for everyone. In this book, readers will find up-to-date information on the entire area, including: San Francisco’s popular family-friendly attractions; annual events in Napa Valley and Sonoma County; the natural beauty of redwood forests, beachside cliffs, and stunning mountains; the Gold Country, scene of California’s famous Gold Rush; national and state parks, from Big Sur to Redwood National Forest, and more! This travel guide gives readers all they need to plan a vacation to remember—California style! |
computer history museum hours: Game After Raiford Guins, 2014-01-24 A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history. |
Computer - Wikipedia
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern digital electronic computers can perform …
Computer | Definition, History, Operating Systems, & Facts
A computer is a programmable device for processing, storing, and displaying information. Learn more in this article about modern digital electronic computers and their design, constituent …
What is a Computer?
Feb 6, 2025 · What is a Computer? A computer is a programmable device that stores, retrieves, and processes data. The term "computer" was originally given to humans (human computers) …
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Shop Micro Center for electronics, PCs, laptops, Apple products, and much more. Enjoy in-store pickup, top deals, and expert same-day tech support.
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Computer Basics: What is a Computer? - GCFGlobal.org
What is a computer? A computer is an electronic device that manipulates information, or data. It has the ability to store, retrieve, and process data. You may already know that you can use a …
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Oct 9, 2024 · A computer is a programmable machine that responds to specific instructions and uses hardware and software to perform tasks. Different types of computers, including desktops, …
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Laptop & Desktop Computers - Staples
Buy the computer that fits your exact needs. Choose from laptops, desktops PCs, notebooks, and accessories. Invest in a quality computer for work or personal use.
What is Computer? Definition, Characteristics and Classification
Aug 7, 2024 · A computer is an electronic device wherein we need to input raw data to be processed with a set of programs to produce a desirable output. Computers have the ability to …
Computer - Wikipedia
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern digital electronic computers can …
Computer | Definition, History, Operating Systems, & Facts
A computer is a programmable device for processing, storing, and displaying information. Learn more in this article about modern digital electronic computers and their design, constituent …
What is a Computer?
Feb 6, 2025 · What is a Computer? A computer is a programmable device that stores, retrieves, and processes data. The term "computer" was originally given to humans (human computers) …
Micro Center - Computer & Electronics Retailer - Shop Now
Shop Micro Center for electronics, PCs, laptops, Apple products, and much more. Enjoy in-store pickup, top deals, and expert same-day tech support.
What is a Computer? - GeeksforGeeks
Apr 7, 2025 · A computer is an electronic device that processes, stores, and executes instructions to perform tasks. It includes key components such as the CPU (Central Processing Unit), RAM …
Computer Basics: What is a Computer? - GCFGlobal.org
What is a computer? A computer is an electronic device that manipulates information, or data. It has the ability to store, retrieve, and process data. You may already know that you can use a …
What is a Computer? (Definition & Meaning) - Webopedia
Oct 9, 2024 · A computer is a programmable machine that responds to specific instructions and uses hardware and software to perform tasks. Different types of computers, including …
Computer - Simple English Wikipedia, the free encyclopedia
A computer is a machine that uses electronics to input, process, store, and output data. Data is information such as numbers, words, and lists. Input of data means to read information from a …
Laptop & Desktop Computers - Staples
Buy the computer that fits your exact needs. Choose from laptops, desktops PCs, notebooks, and accessories. Invest in a quality computer for work or personal use.
What is Computer? Definition, Characteristics and Classification
Aug 7, 2024 · A computer is an electronic device wherein we need to input raw data to be processed with a set of programs to produce a desirable output. Computers have the ability to …