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This compact history traces the computer industry from its origins in 1950s mainframes, through the establishment of standards beginning in 1965 and the introduction of personal computing in the 1980s. It concludes with the Internets explosive growth since 1995.
Computer industry --- Electronic industries --- History. --- History --- E-books
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Computer games industry. --- Computer game industry --- Electronic games industry --- Computer games industry --- E-books --- Internet games industry --- Video game industry --- Electronic industries --- Toy industry --- Video games industry.
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Video games --- Video games industry --- Computer graphics --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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This accessible compendium serves as a companion to the title Giants of Computing, examining a collection of significant technology firms that have helped to shape the field of computing and its impact on society. Each company is introduced with a brief account of its history, followed by a concise account of its key contributions. The selection covers a diverse range of historical and contemporary organizations from pioneers of e-commerce to influential social media companies. Topics and features: Presents information on early computer manufacturers, such as EMCC / Sperry / Unisys, Leo Computers, and Zuse KG Reviews important mainframe and minicomputer companies, including IBM, Amdahl, and DEC Examines the contributions to the field of semiconductors made by Intel, Texas Instruments, and Motorola Describes companies that have been active in developing home and personal computers, such as Sinclair Research, Commodore, Apple, Atari, and Dell Surveys the notable research centers Bell Labs, Xerox PARC, and the Software Engineering Institute Discusses the impact of Ericsson and Motorola in the field of telecommunications, and of SAP and Oracle in the area of enterprise software and business computing Considers the achievements of the e-commerce companies Amazon and eBay, as well as the browser wars between Microsoft and Netscape Provides a review of the social media companies Facebook and Twitter Includes coverage of such prominent companies as Adobe, Cisco, Google, HP, and Unimation Suitable for the general reader, this concise and easy-to-read reference will be of interest to anyone curious about the important role played by different technology firms in forming today’s digital world. .
Computer Science --- Engineering & Applied Sciences --- Computer industry --- History. --- Computer science. --- Computers. --- Computer Science. --- History of Computing. --- Electronic industries --- Informatics --- Science --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace
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The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Video games --- Video games industry --- Computer games --- Jeux vidéo. --- Video games industry. --- Video games. --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- Design. --- Jeux vidéo --- Video Games. --- video games. --- Conception. --- Industrie. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Internet games --- Games --- Design
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Sound --- Stereophonic sound systems --- Music --- Audio equipment industry --- Listening --- Auding --- Attention --- Comprehension --- Educational psychology --- Hearing --- Electronic industries --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Acoustics --- Continuum mechanics --- Mathematical physics --- Physics --- Pneumatics --- Radiation --- Wave-motion, Theory of --- Stereo systems --- High-fidelity sound systems --- Recording and reproducing --- History. --- Social aspects --- Equipment and supplies
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In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7.
Computer Science. --- The Computer Industry. --- Programming Techniques. --- Computer science. --- Computer industry. --- Informatique --- Industrie --- Computer games. --- Internet games -- Social aspects. --- Internet industry. --- Internet games --- Computer games --- Internet industry --- Video gamers as businesspeople --- Business & Economics --- Industries --- Social aspects --- Social aspects. --- Computer programming. --- Electronic industries --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Informatics --- Science --- Programming --- Computer industry --- Application software --- Electronic games --- Computer games—Programming. --- Game Development.
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Embedding the theoretical discussion on the framework of evolutionary regional innovation systems (RIS), this book reveals the informal nature of the emerging RIS in China, within which interactive learning is organized on the basis of social networks. Furthermore, in a comparative study in the Pearl River Delta, China demonstrates that dirigiste governance in the initial industrialization phase leads to a more mature and developed RIS than does grassroots governance. The theoretical developments and empirical investigation presented in this book will grant readers a deeper understanding of the specific features of RIS within the transitional context of emerging economies.
Economics/Management Science. --- Regional/Spatial Science. --- R & D/Technology Policy. --- Economic Policy. --- Economics. --- Economic policy. --- Regional economics. --- Economie politique --- Politique économique --- Economie régionale --- Sociology & Social History --- Management --- Business & Economics --- Social Sciences --- Management Theory --- Communities - Urban Groups --- Electronic industries --- History. --- Electronics industry --- Spatial economics. --- Electric industries --- Economic nationalism --- Economic planning --- National planning --- State planning --- Economics --- Planning --- National security --- Social policy --- Regional planning --- Regionalism --- Space in economics --- Spatial economics --- Regional economics
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This book constitutes revised selected papers from the 9th international Global Sourcing Workshop 2015, held in La Thuile, Italy, in February 2015. The 14 contributions included were carefully reviewed and selected from 40 submissions. The book offers a review of the key topics in outsourcing and offshoring, populated with practical frameworks that serve as a tool kit to students and managers. The range of topics covered is wide and diverse, but predominately focused on how to achieve success and innovation in global sourcing. The topics discussed combine theoretical and practical insights regarding challenges that industry leaders, policy makers, and professionals face. Case studies from various organizations, industries and countries are used extensively throughout the book to illustrate results and findings. .
Computer Science --- Engineering & Applied Sciences --- Computer science. --- Industrial procurement. --- Management information systems. --- Computer industry. --- Computer Science. --- Management of Computing and Information Systems. --- Software Management. --- The Computer Industry. --- Procurement. --- Electronic industries --- Computer-based information systems --- EIS (Information systems) --- Executive information systems --- MIS (Information systems) --- Sociotechnical systems --- Information resources management --- Management --- Buyer-supplier relations --- Buying, Industrial --- Industrial buying --- Industrial equipment --- Industrial purchasing --- Procurement, Industrial --- Purchasing, Industrial --- Supplier-buyer relations --- Industrial management --- Purchasing --- Informatics --- Science --- Communication systems --- Information Systems. --- Enterprise Architecture. --- Information technology --- Business & Economics --- Contracting out --- Industries --- Computer Industry. --- Information Management. --- Electronic data processing --- Business information services. --- IT Operations. --- Management. --- Business --- Business enterprises --- Information services
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