scholarly journals GENERATIONAL FRAMESHIFTS IN TECHNOLOGY: COMPUTER SCIENCE AND NEUROSURGERY, THE VR USE CASE

Author(s):  
Chetan Sharma ◽  
Samuel R. Browd ◽  
Maya Sharma

The paper provides insights into the emerging field of VR Surgery which is a combination of emerging areas in Computer Science like VR, 5G, and Edge Computing and Medicine areas like Surgery and Education. The data mentioned in the paper relates to 5G growth in the US, Edge Computing demands on the network and the new architectures that will be needed to make such systems work end-to-end.

2021 ◽  
Author(s):  
Chetan Sharma ◽  
Samuel R. Browd ◽  
Maya Sharma

The paper provides insights into the emerging field of VR Surgery which is a combination of emerging areas in Computer Science like VR, 5G, and Edge Computing and Medicine areas like Surgery and Education. The data mentioned in the paper relates to 5G growth in the US, Edge Computing demands on the network and the new architectures that will be needed to make such systems work end-to-end.


2021 ◽  
Author(s):  
Chetan Sharma ◽  
Samuel R. Browd ◽  
Maya Sharma

The paper provides insights into the emerging field of VR Surgery which is a combination of emerging areas in Computer Science like VR, 5G, and Edge Computing and Medicine areas like Surgery and Education. The data mentioned in the paper relates to 5G growth in the US, Edge Computing demands on the network and the new architectures that will be needed to make such systems work end-to-end.


2021 ◽  
Author(s):  
Samuel R. Browd ◽  
Maya Sharma ◽  
Chetan Sharma

The paper provides insights into the emerging field of VR Surgery which is a combination of emerging areas in Computer Science like VR, 5G, and Edge Computing and Medicine areas like Surgery and Education. The data mentioned in the paper relates to 5G growth in the US, Edge Computing demands on the network and the new architectures that will be needed to make such systems work end-to-end.


Author(s):  
Jill Denner ◽  
Eloy Ortiz ◽  
Linda Werner

Playing digital games is described as a pathway to computer science (CS) classes and majors, but not all gamers want to study CS. The goal of this chapter is to explore which gaming motivations and practices are most strongly related to an interest in studying computer science, and whether the connection between gaming and computer science is similar for men and women. The data are from 545 male and female gamers taking an introductory computer science class at one of 15 community colleges in the US. Survey responses were analyzed to provide a picture of what, how often, and why they play, and interviews from 39 of the most avid gamers were analyzed for why and how they play. The results show that, on average, men play more frequently than women, and there are gender differences in the type of games they like to play and why they play them. However, playing more frequently was not associated with greater interest in studying CS for either gender. Interest in CS was highest among men who were motivated to play in order to increase skills, be with friends, connect with the game features, and by the art or graphics. However, CS interest was highest among women who consider themselves to be more serious gamers, play racing and puzzle games, play on a game console, and are motivated by fun, relaxation and social interaction. The results can inform efforts to increase the number of women that pursue computer science. The chapter concludes with recommendations for future research on how game play and interest in CS are related.


Gamification ◽  
2015 ◽  
pp. 1830-1847
Author(s):  
Jill Denner ◽  
Eloy Ortiz ◽  
Linda Werner

Playing digital games is described as a pathway to computer science (CS) classes and majors, but not all gamers want to study CS. The goal of this chapter is to explore which gaming motivations and practices are most strongly related to an interest in studying computer science, and whether the connection between gaming and computer science is similar for men and women. The data are from 545 male and female gamers taking an introductory computer science class at one of 15 community colleges in the US. Survey responses were analyzed to provide a picture of what, how often, and why they play, and interviews from 39 of the most avid gamers were analyzed for why and how they play. The results show that, on average, men play more frequently than women, and there are gender differences in the type of games they like to play and why they play them. However, playing more frequently was not associated with greater interest in studying CS for either gender. Interest in CS was highest among men who were motivated to play in order to increase skills, be with friends, connect with the game features, and by the art or graphics. However, CS interest was highest among women who consider themselves to be more serious gamers, play racing and puzzle games, play on a game console, and are motivated by fun, relaxation and social interaction. The results can inform efforts to increase the number of women that pursue computer science. The chapter concludes with recommendations for future research on how game play and interest in CS are related.


2009 ◽  
pp. 1583-1590
Author(s):  
Ruth Woodfield

In the late 1970s, women’s progress and participation in the more traditional scientific and technical fields, such as physics and engineering, was slow, prompting many feminist commentators to conclude that these areas had developed a nearunshakeable masculine bias. Although clearly rooted in the domains of science and technology, the advent of the computer was initially seen to challenge this perspective. It was a novel kind of artefact, a machine that was the subject of its own newly created field: “computer science” (Poster, 1990, p. 147). The fact that it was not quite subsumed within either of its parent realms led commentators to argue that computer science was also somewhat ambiguously positioned in relation to their identity as masculine. As such, it was claimed that its future trajectory as equally masculine could not be assumed, and the field of computing might offer fewer obstacles and more opportunities for women than they had experienced before. Early predictions of how women’s role in relation to information technology would develop were consequently often highly optimistic in tone. Computing was hailed as “sex-blind and colour-blind” (Williams, Cited in Griffths 1988, p. 145; see also Zientara, 1987) in support of a belief that women would freely enter the educational field, and subsequently the profession, as the 1980s advanced. During this decade, however, it became increasingly difficult to deny that this optimism was misplaced. The numbers of females undertaking undergraduate courses in the computer sciences stabilised at just over a fifth of each cohort through the 1980s and 1990s, and they were less likely to take them in the more prestigious or researchbased universities (Woodfield, 2000). Tracy Camp’s landmark article “The Incredible Shrinking Pipeline” (1997), using data up to 1994, plotted the fall-off of women in computer science between one educational level and the next in the US. It noted that “a critical point” was the drop-off before bachelor-level study—critical because the loss of women was dramatic, but also because a degree in computer science is often seen as one of the best preparatory qualifications for working within a professional IT role1. The main aim of this article is to examine how the situation has developed since 1994, and within the UK context. It will also consider its potential underlying causes, and possible routes to improvement.


2022 ◽  
pp. 193-203

The purpose of this chapter is to analyze and review trends in digital terminology. The chapter begins by examining the origins of computerization in the United States during the 19th and 20th centuries. Next, the chapter examines the key concepts punch cards and computer science. The chapter then discusses how the term computer science is misleading. This is followed by a discussion of how information technology became the most popular term in the US. The chapter then switches focus to Europe and discusses France's promotion of informatique as well as Europe's switch from informatics to ICT. Next, the chapter considers how the internet has given rise to terms like e-commerce. The chapter concludes by considering the transition from ICT to digital informing and informing technology.


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