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Author: Peter Farwell Publisher: Xlibris Corporation ISBN: 1664192050 Category : Computers Languages : en Pages : 114
Book Description
This book relates the story of the Personal Computer, from 1975 to 2021. It discusses the spectacular growth in sales over the first 36 years to 2011 and the techniques used by entrepreneurs to make this happen. The next six years to 2017 are years of precipitous decline in Personal computer sales. We explain the causes of this decline. We conclude by an examination of PC sales to 2021, when they enjoyed a resurgence and speculate on why this has been happening.
Author: Peter Farwell Publisher: Xlibris Corporation ISBN: 1664192050 Category : Computers Languages : en Pages : 114
Book Description
This book relates the story of the Personal Computer, from 1975 to 2021. It discusses the spectacular growth in sales over the first 36 years to 2011 and the techniques used by entrepreneurs to make this happen. The next six years to 2017 are years of precipitous decline in Personal computer sales. We explain the causes of this decline. We conclude by an examination of PC sales to 2021, when they enjoyed a resurgence and speculate on why this has been happening.
Author: Thomas Haigh Publisher: MIT Press ISBN: 0262366479 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.
Author: Prof. Dr. Ir. Bondan Tiara Sofyan, M.Si. dkk Publisher: Lembaga Ketahanan Nasional RI ISBN: 602666212X Category : Antiques & Collectibles Languages : en Pages : 281
Book Description
Jakarta Geopolitical Forum V/ 2021 (JGF V/2021) organized by Lemhannas RI (National Resilience Institute of the Republic of Indonesia) on 21-22 October 2021. The forum is held annually and aimed to explore the implementation of critical thinking and the development of new ideas and strategic thingking which are the annual routine agenda of the Deputy for Strategic Studies of Lemhannas RI based on its main tasks and functions. Today's global civilization is evolving to determine its identity and is rapidly reaching a tipping point that will decide whether it will lead to a new or divided civilization. The vulnerability of mankind is a significant threat to the development of civilization in the future. An increasingly interconnected global civilization will emerge as a result of the interwoven culture of nations around the world and vice versa. The question that needs attention is whether Indonesia is able to adapt to the changes in existing civilizations or we can prevent various unexpected civilization possibilities in the future as well as the capabilily of Indonesia to bridge the gap between civilizations. Based on that, the theme of JGF V/ 2021 is "Culture and Civilization: Humanity at the Crossroads". The objectives to be achieved in organizing JGF V/2021 are to understand the form of future civilization, especially the socio-culture structure of the world's humans, to find out how far the culture and civilization of a nation is maintained in the midst of changes that occur, the mindset to adapt to the new civilization environment and knowing the extent of the correlation between the influence and change of civilization conveyed by world geopolitical experts from various countries.
Author: Angel Gavieiro Besteiro Publisher: Springer Nature ISBN: 3030947599 Category : Business & Economics Languages : en Pages : 306
Book Description
How to develop best-practice strategy in a business or a multinational organization? Putting in value the strategy function and embracing a Holistic Management Strategy (HMS) framework would unleash performance for any business or organization. This book illustrates with real examples the HMS, a set of 10 frameworks that provide best-practice to design and develop strategy. The HMS approach is differentiated between business unit and divisional/group level, and adapted to situations of existing versus new markets and organic versus inorganic growth. The book introduces new topics such as integrated business model and strategy & financial plan at business unit level, attractiveness and opportunities framework for new markets linked with inorganic growth, portfolio horizons connected with the company’s market valuation gap, leadership & management excellence programme (e.g. THICOSIV), company excellence based on a balanced designed and considered decision-making, the future of the strategy function, and seven meta-architectural levers to successfully address digital disruption.
Author: Brian J. Wardyga Publisher: CRC Press ISBN: 1000868222 Category : Computers Languages : en Pages : 751
Book Description
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes
Author: R.K. Saxena Publisher: Prabhat Prakashan ISBN: 9353222125 Category : Study Aids Languages : en Pages : 600
Book Description
Preface Indian History Art and Culture World History Geography Environment and Ecology Indian Polity and Constitution Indian Economy Science Science and Technology World Panorama Indian Panorama Booksand Authors Awardsand Honours Gamesand Sports Abbreviations
Author: Robert C. Alexander Publisher: iUniverse ISBN: 1475916604 Category : Business & Economics Languages : en Pages : 278
Book Description
Ask consumers and users what names they associate with the multibillion dollar personal computer market, and they will answer IBM, Apple, Tandy, or Lotus. The more knowledgable of them will add the likes of Microsoft, Ashton-Tate, Compaq, and Borland. But no one will say Xerox. Fifteen years after it invented personal computing, Xerox still means "copy." Fumbling the Future tells how one of America's leading corporations invented the technology for one of the fastest-growing products of recent times, then miscalculated and mishandled the opportunity to fully exploit it. It is a classic story of how innovation can fare within large corporate structures, the real-life odyssey of what can happen to an idea as it travels from inspiration to implementation. More than anything, Fumbling the Future is a tale of human beings whose talents, hopes, fears, habits, and prejudices determine the fate of our largest organizations and of our best ideas. In an era in which technological creativity and economic change are so critical to the competitiveness of the American economy, Fumbling the Future is a parable for our times.