In the hopes of "preserving these delightful devices for future generations," this collector of slide rules covers everything one could possibly want to know about this crude form of analog computer: from its invention in the 17th century to manufacturers- retailers, 1850-1998, and the Oughtred Society for collectors. Includes a glossary with biographies, patent data, component specs, dating and valuing, care, historical milestones, and illustrations
This Third Edition is the first English-language edition of the award-winning Meilensteine der Rechentechnik; illustrated in full color throughout in two volumes. The Third Edition is devoted to both analog and digital computing devices, as well as the world's most magnificient historical automatons and select scientific instruments (employed in astronomy, surveying, time measurement, etc.). It also features detailed instructions for analog and digital mechanical calculating machines and instruments, and is the only such historical book with comprehensive technical glossaries of terms not found in print or in online dictionaries. The book also includes a very extensive bibliography based on the literature of numerous countries around the world. Meticulously researched, the author conducted a worldwide survey of science, technology and art museums with their main holdings of analog and digital calculating and computing machines and devices, historical automatons and selected scientific instruments in order to describe a broad range of masterful technical achievements. Also covering the history of mathematics and computer science, this work documents the cultural heritage of technology as well.
Although it is popularly assumed that the history of computing before the second half of the 20th century was unimportant, in fact the Industrial Revolution was made possible and even sustained by a parallel revolution in computing technology. An examination and historiographical assessment of key developments helps to show how the era of modern electronic computing proceeded from a continual computing revolution that had arisen during the mechanical and the electrical ages. This unique volume introduces the history of computing during the “first” (steam) and “second” (electricity) segments of the Industrial Revolution, revealing how this history was pivotal to the emergence of electronic computing and what many historians see as signifying a shift to a post-industrial society. It delves into critical developments before the electronic era, focusing on those of the mechanical era (from the emergence of the steam engine to that of the electric power network) and the electrical era (from the emergence of the electric power network to that of electronic computing). In so doing, it provides due attention to the demarcations between—and associated classifications of—artifacts for calculation during these respective eras. In turn, it emphasizes the history of comparisons between these artifacts. Topics and Features: motivates exposition through a firm historiographical argument of important developments explores the history of the slide rule and its use in the context of electrification examines the roles of analyzers, graphs, and a whole range of computing artifacts hitherto placed under the allegedly inferior class of analog computers shows how the analog and the digital are really inseparable, with perceptions thereof depending on either a full or a restricted view of the computing process investigates socially situated comparisons of computing history, including the effects of a political economy of computing (one that takes into account cost and ownership of computing artifacts) assesses concealment of analog-machine labor through encasement (“black-boxing”) Historians of computing, as well as those of technology and science (especially, energy), will find this well-argued and presented history of calculation and computation in the mechanical and electrical eras an indispensable resource. The work is a natural textbook companion for history of computing courses, and will also appeal to the broader readership of curious computer scientists and engineers, as well as those who generally just have a yearn to learn the contextual background to the current digital age. "In this fascinating, original work, Tympas indispensably intertwines the histories of analog and digital computing, showing them to be inseparable from the evolution of social and economic conditions. " Prof. David Mindell, MIT
This work has been selected by scholars as being culturally important, and is part of the knowledge base of civilization as we know it. This work is in the "public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Originally published in German in 1977 as the first major book on the history of the slide rule since Florian Cajori's A History of the Logarithmic Slide Rule, this newly revised and translated edition of Slide Rules, A Journey Through Three Centuries, offers readers a fresh, more Continental perspective on this most fascinating of calculating instruments. The book is an important piece of historical and technological research, in which the author includes the history of the slide rule from its beginnings in the 17th century, through its gradual adoption and development worldwide during the 19th and 20th centuries, to its sudden and almost complete demise in the mid-1970s. He also covers the evolution of various slide rule components, technologies, and manufacturing processes, as well as histories of the major slide rule manufacturers and their product lines during the last 100 years. There are detailed references to original sources throughout, which the reader may use as a springboard to further study and research. Readable and very informative, this is a book that, together with those of Cajori and Peter Hopp, any slide rule collector or historian of technology will find of great interest and real benefit.