Author: Theresa Welsh, David Welsh
Publisher:
ISBN: 9780979346811
Category :
Languages : en
Pages : 0
Book Description
The authors were part of a community of small software entrepreneurs who created the first applications for personal computers, as the computer revolution in the late 1970s and early 1980s changed the way we create and store documents and data. They personally knew many of the principle players whose accomplishments are the stuff of legends, and whose work and vision led the way to our computer-saturated society. This book captures this unique era, through the stories of eye-witnesses, when personal computing was just an idea -- an idea whose time had come! In these pages you will learn how a young engineer named Steve Leininger, working alone, built the first TRS-80 microcomputer . He had been hired by Tandy Corporation to develop a computer product to be sold in their Radio Shack stores for a price their customers could afford. Development costs were less than $150,000. Yet no one had ever sold a complete off-the-shelf personal computer before. Would anyone buy it? As it turned out, the desire for a computer of one's own was overwhelming! Author David Welsh was one of the hobbyists-turned-programmers who bought a TRS-80. Using self-taught programming skills, he created a word processor and he and his wife Theresa found themselves in business, selling their product worldwide to enthusiastic fans who were eager to throw away their typewriters. They were part of the leading edge of the software business, joining hundreds of other small entrepreneurs selling software out of garages, basements and whatever space they could rent cheap. David and Theresa Welsh tell their own story and that of many other pioneers. Includes over 100 illustrations of early computer products and ads.
Priming the Pump: How TRS-80 Enthusiasts Helped Spark the PC Revolution
Author: Theresa Welsh, David Welsh
Publisher:
ISBN: 9780979346811
Category :
Languages : en
Pages : 0
Book Description
The authors were part of a community of small software entrepreneurs who created the first applications for personal computers, as the computer revolution in the late 1970s and early 1980s changed the way we create and store documents and data. They personally knew many of the principle players whose accomplishments are the stuff of legends, and whose work and vision led the way to our computer-saturated society. This book captures this unique era, through the stories of eye-witnesses, when personal computing was just an idea -- an idea whose time had come! In these pages you will learn how a young engineer named Steve Leininger, working alone, built the first TRS-80 microcomputer . He had been hired by Tandy Corporation to develop a computer product to be sold in their Radio Shack stores for a price their customers could afford. Development costs were less than $150,000. Yet no one had ever sold a complete off-the-shelf personal computer before. Would anyone buy it? As it turned out, the desire for a computer of one's own was overwhelming! Author David Welsh was one of the hobbyists-turned-programmers who bought a TRS-80. Using self-taught programming skills, he created a word processor and he and his wife Theresa found themselves in business, selling their product worldwide to enthusiastic fans who were eager to throw away their typewriters. They were part of the leading edge of the software business, joining hundreds of other small entrepreneurs selling software out of garages, basements and whatever space they could rent cheap. David and Theresa Welsh tell their own story and that of many other pioneers. Includes over 100 illustrations of early computer products and ads.
Publisher:
ISBN: 9780979346811
Category :
Languages : en
Pages : 0
Book Description
The authors were part of a community of small software entrepreneurs who created the first applications for personal computers, as the computer revolution in the late 1970s and early 1980s changed the way we create and store documents and data. They personally knew many of the principle players whose accomplishments are the stuff of legends, and whose work and vision led the way to our computer-saturated society. This book captures this unique era, through the stories of eye-witnesses, when personal computing was just an idea -- an idea whose time had come! In these pages you will learn how a young engineer named Steve Leininger, working alone, built the first TRS-80 microcomputer . He had been hired by Tandy Corporation to develop a computer product to be sold in their Radio Shack stores for a price their customers could afford. Development costs were less than $150,000. Yet no one had ever sold a complete off-the-shelf personal computer before. Would anyone buy it? As it turned out, the desire for a computer of one's own was overwhelming! Author David Welsh was one of the hobbyists-turned-programmers who bought a TRS-80. Using self-taught programming skills, he created a word processor and he and his wife Theresa found themselves in business, selling their product worldwide to enthusiastic fans who were eager to throw away their typewriters. They were part of the leading edge of the software business, joining hundreds of other small entrepreneurs selling software out of garages, basements and whatever space they could rent cheap. David and Theresa Welsh tell their own story and that of many other pioneers. Includes over 100 illustrations of early computer products and ads.
Priming the Pump
Author: Theresa M. Welsh
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 358
Book Description
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 358
Book Description
All the Facts
Author: James W. Cortada
Publisher: Oxford University Press
ISBN: 0190460695
Category : History
Languages : en
Pages : 657
Book Description
All the Facts presents a history of the role of information in the United States since 1870, when the nation began a nearly 150-year period of economic prosperity and technological and scientific transformations. James Cortada argues that citizens and their institutions used information extensively as tools to augment their work and private lives and that they used facts to help shape how the nation evolved during these fourteen decades. He argues that information's role has long been a critical component of the work, play, culture, and values of this nation, and no more so than during the twentieth century when its function in society expanded dramatically. While elements of this story have been examined by thousands of scholars---such as the role of radio, newspapers, books, computers, and the Internet, about such institutions as education, big business, expanded roles of governments from town administration to the state house, from agriculture to the services and information industries---All the Facts looks at all of these elements holistically, providing a deeper insight into the way the United States evolved over time. An introduction and 11 chapters describe what this information ecosystem looked like, how it evolved, and how it was used. For another vast layer of information about this subject the reader is directed to the detailed bibliographic essay in the back of this book. It includes a narrative history, case studies in the form of sidebars, and stories illustrating key points. Readers will find, for example, the story of how the US postal system helped create today's information society, along with everything from books and newspapers to TV, computers, and the Internet. The build-up to what many today call the Information Age took a long time to achieve and continues to build momentum. The implications for the world, and not just for the United States, are as profound as any mega-trend one could identify in the history of humankind. All the Facts presents this development thoroughly in an easy-to-digest format that any lover of history, technology, or the history of information and business will enjoy.
Publisher: Oxford University Press
ISBN: 0190460695
Category : History
Languages : en
Pages : 657
Book Description
All the Facts presents a history of the role of information in the United States since 1870, when the nation began a nearly 150-year period of economic prosperity and technological and scientific transformations. James Cortada argues that citizens and their institutions used information extensively as tools to augment their work and private lives and that they used facts to help shape how the nation evolved during these fourteen decades. He argues that information's role has long been a critical component of the work, play, culture, and values of this nation, and no more so than during the twentieth century when its function in society expanded dramatically. While elements of this story have been examined by thousands of scholars---such as the role of radio, newspapers, books, computers, and the Internet, about such institutions as education, big business, expanded roles of governments from town administration to the state house, from agriculture to the services and information industries---All the Facts looks at all of these elements holistically, providing a deeper insight into the way the United States evolved over time. An introduction and 11 chapters describe what this information ecosystem looked like, how it evolved, and how it was used. For another vast layer of information about this subject the reader is directed to the detailed bibliographic essay in the back of this book. It includes a narrative history, case studies in the form of sidebars, and stories illustrating key points. Readers will find, for example, the story of how the US postal system helped create today's information society, along with everything from books and newspapers to TV, computers, and the Internet. The build-up to what many today call the Information Age took a long time to achieve and continues to build momentum. The implications for the world, and not just for the United States, are as profound as any mega-trend one could identify in the history of humankind. All the Facts presents this development thoroughly in an easy-to-digest format that any lover of history, technology, or the history of information and business will enjoy.
They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
A New History of Modern Computing
Author: Thomas Haigh
Publisher: MIT Press
ISBN: 0262542900
Category : Technology & Engineering
Languages : en
Pages : 545
Book Description
How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.
Publisher: MIT Press
ISBN: 0262542900
Category : Technology & Engineering
Languages : en
Pages : 545
Book Description
How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.
Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262536110
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Publisher: MIT Press
ISBN: 0262536110
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
On the Way to the Web
Author: Michael Banks
Publisher: Apress
ISBN: 1430250755
Category : Computers
Languages : en
Pages : 232
Book Description
On the Way to the Web: The Secret History of the Internet and Its Founders is an absorbing chronicle of the inventive, individualistic, and often cantankerous individuals who set the Internet free. Michael A. Banks describes how the online population created a new culture and turned a new frontier into their vision of the future. This book will introduce you to the innovators who laid the foundation for the Internet and the World Wide Web, the man who invented online chat, and the people who invented the products all of us use online every day. Learn where, when, how and why the Internet came into being, and exactly what hundreds of thousands of people were doing online before the Web. See who was behind it all, and what inspired them.
Publisher: Apress
ISBN: 1430250755
Category : Computers
Languages : en
Pages : 232
Book Description
On the Way to the Web: The Secret History of the Internet and Its Founders is an absorbing chronicle of the inventive, individualistic, and often cantankerous individuals who set the Internet free. Michael A. Banks describes how the online population created a new culture and turned a new frontier into their vision of the future. This book will introduce you to the innovators who laid the foundation for the Internet and the World Wide Web, the man who invented online chat, and the people who invented the products all of us use online every day. Learn where, when, how and why the Internet came into being, and exactly what hundreds of thousands of people were doing online before the Web. See who was behind it all, and what inspired them.
CoCo
Author: Boisy G Pitre
Publisher: CRC Press
ISBN: 1466592478
Category : Computers
Languages : en
Pages : 206
Book Description
CoCo: The Colorful History of Tandy’s Underdog Computer is the first book to document the complete history of the Tandy Color Computer (CoCo), a popular 8-bit PC series from the 1980s that competed against the era’s biggest names, including the Apple II, IBM PC, and Commodore 64. The book takes you inside the interesting stories and people behind this unique, underdog computer. Both noted computer science and technology advocates, authors Pitre and Loguidice reveal the story of a pivotal period in the home computing revolution from the perspective of Tandy’s CoCo. As these computers were sold in Radio Shack stores throughout the United States and other countries, they provide a critical point of reference for key events in the unprecedented evolutionary period for the PC industry in the 1980s. The book also features first-hand accounts from the people who created and promoted the CoCo, from the original Tandy executives and engineers to today’s active product creators and information keepers. The CoCo impacted many lives, and this book leaves no stone unturned in recounting this fascinating slice of the PC revolution that is still in play today. From early telecommunications experiments to engineering and budgetary challenges, it covers all the aspects that made the CoCo a truly personal, useful computing experience in as small and inexpensive a package as possible.
Publisher: CRC Press
ISBN: 1466592478
Category : Computers
Languages : en
Pages : 206
Book Description
CoCo: The Colorful History of Tandy’s Underdog Computer is the first book to document the complete history of the Tandy Color Computer (CoCo), a popular 8-bit PC series from the 1980s that competed against the era’s biggest names, including the Apple II, IBM PC, and Commodore 64. The book takes you inside the interesting stories and people behind this unique, underdog computer. Both noted computer science and technology advocates, authors Pitre and Loguidice reveal the story of a pivotal period in the home computing revolution from the perspective of Tandy’s CoCo. As these computers were sold in Radio Shack stores throughout the United States and other countries, they provide a critical point of reference for key events in the unprecedented evolutionary period for the PC industry in the 1980s. The book also features first-hand accounts from the people who created and promoted the CoCo, from the original Tandy executives and engineers to today’s active product creators and information keepers. The CoCo impacted many lives, and this book leaves no stone unturned in recounting this fascinating slice of the PC revolution that is still in play today. From early telecommunications experiments to engineering and budgetary challenges, it covers all the aspects that made the CoCo a truly personal, useful computing experience in as small and inexpensive a package as possible.
Dr. Dobb's Journal
Author:
Publisher:
ISBN:
Category : Application software
Languages : en
Pages : 420
Book Description
Publisher:
ISBN:
Category : Application software
Languages : en
Pages : 420
Book Description
Transparent Designs
Author: Michael L. Black
Publisher: JHU Press
ISBN: 1421443538
Category : Computers
Languages : en
Pages : 278
Book Description
"The author traces the emergence in the late 1970s and early 1980s of the belief that personal computers should be easy to use. He asks readers to consider the consequences of a computational culture grounded in the assumption that the average person does not need to know much, if anything, about the internal operations of the computers we have come to depend on"--
Publisher: JHU Press
ISBN: 1421443538
Category : Computers
Languages : en
Pages : 278
Book Description
"The author traces the emergence in the late 1970s and early 1980s of the belief that personal computers should be easy to use. He asks readers to consider the consequences of a computational culture grounded in the assumption that the average person does not need to know much, if anything, about the internal operations of the computers we have come to depend on"--