L. Maystrov and the History of Computer Technology Research in the USSR

Author(s):  
Marina Shleeva
Design Issues ◽  
2019 ◽  
Vol 35 (4) ◽  
pp. 23-32
Author(s):  
Elizabeth Petrick

This article concerns the history of the curb cut metaphor as applied to personal computer technology in the 1980s. Disability advocates used the metaphor to argue the necessity for accessibility features on computers to enable greater access. To accomplish this goal, these advocates utilized a complex comparison between personal computers and sidewalk ramps to combat assumptions about who the intended computer user was and to argue for how people with different abilities could operate the same technology.


Author(s):  
Jiří Tauber

With the respect to the fast development of new computer technologies, it is unconditionally necessary that school furniture reflected this trend and adapted to it. Our use of computer technologies and utilities in teaching is increasing. Therefore, it is necessary to improve school desks so that they would be fit for new computer technology. Creation of a compact set of information relative to the issue concerned, which would comprise of needs and requirements for individual pieces of furniture, represented an important step undertaken. The goal was to assess current conditions of school furniture used in computer classrooms. The analysis aims to stipulate requirements related to the actual type of furniture, in which many influencing factors are taken into consideration. History of school furniture is interesting as well. A survey on the state of school furniture intended for computer classrooms is the main output. The analysis presents foundations for development of closely specialized furniture.


Author(s):  
Kim Ebensgaard Jensen

<p class="p1">Corpus linguistics has been closely intertwined with digital technology since the introduction of university computer mainframes in the 1960s. Making use of both digitized data in the form of the language corpus and computational methods of analysis involving concordancers and statistics software, corpus linguistics arguably has a place in the digital humanities. Still, it remains obscure and fi gures only sporadically in the literature on the digital humanities. Th is article provides an overview of the main principles of corpus linguistics and the role of computer technology in relation to data and method and also off ers a bird's-eye view of the history of corpus linguistics with a focus on its intimate relationship with digital technology and how digital technology has impacted the very core of corpus linguistics and shaped the identity of the corpus linguist. Ultimately, the article is oriented towards an acknowledgment of corpus linguistics' alignment with the digital humanities.</p>


Author(s):  
Sigit Wijaksono ◽  
Bonny A. Suryawinata ◽  
Michael Isnaeni Djimantoro

Various history books as media to learn the history of Indonesia people are actually quite complete and adequate. However, the interest of younger generation, especially the children, to read the books is quite low. Additionally, the advance of computer technology makes kids and students more interested playing game than reading books. The game trend backgrounds the need for research on the use of computer game application as a medium to learn the history of the building through a game. As the special purpose of this research is to obtain a game application that can be a medium of learning historical buildings. The research is divided into two stages: the first stage is to identify gaming software that can be used as an educational game for historical buildings and to develop the model of 3D gaming applications; the second phase is the application trial and implementation at schools.


Author(s):  
Robert Conger ◽  
Amanda Blum ◽  
Paul A. Erickson

Over the past decade there has been a distinct trend toward implementing computer technology in education. The advent of affordable, student accessible computing power has allowed engineering curricula to follow the trends of computer technology in the engineering workplace. The developments in hardware and software, combined with the explosive entrance of the Internet, have allowed design projects to evolve into elaborate and imaginative endeavors. The enhanced speed at which projects can now be completed allows students the opportunity to undertake tasks of greater magnitude, while the advanced tools now available permit students to solve more sophisticated and lifelike problems. The examination of a senior-level design course, in which students must design and build a maze-solving robot, serves to highlight the educational benefits that stand to be gained through the judicious application of technology. The evolutionary history of this design course demonstrates the remarkable progress that computer technology has allowed in educational settings.


Itinerario ◽  
1988 ◽  
Vol 12 (2) ◽  
pp. 71-86
Author(s):  
J. Thomas Lindblad

The computer is rapidly gaining ground in the history of European overseas expansion. Vast amounts of systematic data are being processed with the aid of a whole host of automatic routines and programming devices. Use of modern computer technology may allow expansion historians to tackle problems on a larger scale and to furnish arguments with a more solid empirical foundation than was possible in previous days. Yet the road towards computerization is one full of pitfalls. The variety of available software options is truly bewildering and the accumulated knowhow in the field is not easily accessible. On the level of the individual researcher, there is a constant trade-off between investments in new skills and the actual processing of data and reporting of results. There is no single optimal path leading to maximal sophistication with a minimum of effort.


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