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IEEE Annals of the History of Computing

Issue 3 • July-Sept. 2009

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Displaying Results 1 - 19 of 19
  • [Front cover]

    Publication Year: 2009, Page(s): c1
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  • [Front cover]

    Publication Year: 2009, Page(s): c2
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  • Contents

    Publication Year: 2009, Page(s): 1
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  • From the Editor's Desk

    Publication Year: 2009, Page(s): 2
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  • Editorial Board

    Publication Year: 2009, Page(s): 3
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  • Guest Editor's Introduction: Perspectives on the History of Computer Games

    Publication Year: 2009, Page(s): 4
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (40 KB) | HTML iconHTML

    The collection of articles in this volume takes the history of computer games seriously. The topics run the gamut from early computer games to recent game platforms. View full abstract»

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  • Videogames in Computer Space: The Complex History of Pong

    Publication Year: 2009, Page(s):5 - 19
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5283 KB) | HTML iconHTML

    The earliest digital games emerged out of laboratories and research centers in the 1960s and 1970s. The intertwined histories of Nolan Bushnell's Computer Space and Pong illustrate the transition from these "university games" to accessible entertainment and educational games as well as the complicated historical relationship among the arcade, computer, and videogames. View full abstract»

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  • Computer Hobbyists and the Gaming Industry in Finland

    Publication Year: 2009, Page(s):20 - 33
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7621 KB) | HTML iconHTML

    Since the 1950s, digital games in Finland have bridged gaps between professional users and the public as well as institutional and domestic environments. The early significance of Finland's 1970s and 1980s computer games hobbyist and hacker cultures is still evident: clear connections exist between the country's rich history of such subcultures and its modern international success in multimedia an... View full abstract»

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  • Random and Raster: Display Technologies and the Development of Videogames

    Publication Year: 2009, Page(s):34 - 43
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (566 KB) | HTML iconHTML

    Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these technologies shows how the choice of one or the other, and the need to port games between the two, in... View full abstract»

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  • Context and Driving Forces in the Development of the Early Computer Game Nimbi

    Publication Year: 2009, Page(s):44 - 53
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (10336 KB) | HTML iconHTML

    The Danish computer company Regnecentralen developed a computer version of Piet Hein's game Nimbi, a variant of the ancient game Nim, in 1962 and 1963. Piet Hein envisioned computers playing against humans, while Regnecentralen hoped Nimbi would illustrate the potential of computers to the public. Although technologically successful, Nimbi never fulfilled its promise due to hardware constraints an... View full abstract»

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  • Production Protection to Copy(right) Protection: From the 10NES to DVDs

    Publication Year: 2009, Page(s):54 - 63
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (711 KB) | HTML iconHTML

    Much of what modern digital rights management (DRM) systems attempt to accomplish was actually forcefully implemented on videogame consoles beginning with the Nintendo Entertainment System (NES) and SEGA Genesis system in the early 1980s. Examining the links between modern DRM mechanisms and these early production and copy protection systems can help contextualize the future of media production an... View full abstract»

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  • Anecdotes: Magnavox and Intel: An Odyssey and The Early Days of the Arpanet

    Publication Year: 2009, Page(s):64 - 67
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  • Biographies: Herbert F. Mataré

    Publication Year: 2009, Page(s):68 - 73
    Cited by:  Papers (3)
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  • Reviews

    Publication Year: 2009, Page(s):74 - 76
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  • Local Area Networks: High (Plains) Tech

    Publication Year: 2009, Page(s): 77
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  • Events and Sightings

    Publication Year: 2009, Page(s):78 - 82
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  • Think Piece: The Purloined Mainframe: Hiding the History of Computing in Plain Sight

    Publication Year: 2009, Page(s):83 - 84
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (52 KB) | HTML iconHTML

    We are unconstrained by the shackles of decades of prior scholarship and find ourselves with an abundance of relevant, important topic areas for which there is high demand. We are fortunate that our focus lies on a moving technological area that constantly presents us with new material for research. Moreover, the history of computing is a foundational field for even newer, hotter fields of inquiry... View full abstract»

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  • [Advertisement - Back cover]

    Publication Year: 2009, Page(s): c3
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  • [Advertisement - Back cover]

    Publication Year: 2009, Page(s): c4
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Aims & Scope

The IEEE Annals of the History of Computing serves as a record of vital contributions which recount, preserve, and analyze the history of computing and the impact of computing on society.

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Meet Our Editors

Editor-in-Chief
Nathan Ensmenger
Indiana University, School of Informatics & Computing
nensmeng@indiana.edu