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Brief computer history essay
The evolution of computer technology
Brief computer history essay
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While it is as far from the eventual commercial videogame systems that come later as a walk in the park is to a walk on the moon, a physicist trying to make the public tour of his lab a little more exciting to bored visitors designs what some consider as a precursor videogame system in 1958. Working at Brookhaven National Laboratory, a US nuclear research lab in Upton, New York, William A. Higinbotham notices that people attending the annual autumn open houses, which are held to show the public how safe the work going on there is, are bored with the displays of simple photographs and static equipment. Educated at Cornell University as a physics graduate, Higinbotham had come to BNL from Los Alamos and the Manhattan Project, and had actually been witness to the first detonation of the atomic bomb. A chain-smoking, fun-loving character and self-confessed pinball player, he wants to develop an open house exhibit at BNL that will entertain people as they learn.
His idea is to use a small analog computer in the lab to graph and display the trajectory of a moving ball on an oscilloscope, with which users can interact. Missile trajectory plotting is one of the specialties of computers at this time, the other being cryptography. In fact, the first electronic computer was developed to plot the trajectory of the thousands of bombs to be dropped in WWII. As head of Brookhaven's Instrumentation Division, and being used to building such complicated electronic devices as radiation detectors, it's no problem for Higinbotham, along with Technical Specialist Robert V. Dvorak who actually assembles the device, to create in three weeks the game system they name Tennis for Two, and it debuts with other exhibits in the Brookhaven gymnasium at the next open house in October 1958. In the rudimentary side-view tennis game, the ball bounces off a long horizontal line at the bottom of the oscilloscope, and there is a small vertical line in the centre to represent the net. Two boxes each with a dial and a button are the controllers...the dials affect the angle of the ball trajectory and the buttons "hit" the ball back to the other side of the screen. If the player doesn't curve the ball right it crashes into the net. A reset button is also available to make the ball reappear on either side of the screen ready to be sent into play again.
Pete Goettner, one of the founders of DigitalThink, was growing up in a business environment having his father as the owner of a too-and-die company. Yet, he had no interest in taking over his father’s company. He was, instead, fascinated by video games which were not popular at that time and wondered how computer games worked because he didn’t have any computer courses nor a single desktop for students to use in his high school.
Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked." PBS. KCTS Television. Web. 5 Sept. 2015. .
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Kent, S. (2001). The Ultimate History of Video Games. New York City, New York: Three Rivers Press.
The issue at stake on page 12 of Fred D’Agostino’s, “The Ethos of Games” is simply whether or not formalism, as interpreted through the dichotomization thesis, provides a satisfactory account of games. In this context, formalism means that a game can be defined solely by the formal rules of that specific game (D’Agostino, p. 7). At the same time, according to the dichotomization thesis, the rules of any game can be definitively separated into two categories, but never both (p. 11). One of those categories being regulative rules, which can be defined as any rule that invokes a penalty (p. 11). The other category, constitutive rules, are simply the set of rules that define a game (p. 11). Given these definitions, D’Agostino argues that through the dichotomization thesis, formalism does not provide a proper account of games (p. 12).
1970s was considered as the birth of video game industry, the phenomenon of gaming was growing and home gaming console Home-Pong which was a one-game-only console was invented by Atari, since then, the gaming industry has become very profitable, and more and more genre of video games were created.
I have been a fan of the game of baseball for 25 years. I played little
At SIGgraph 1999, there was a marble-maze game. The viewers step on the virtual maze to tip it to make the virtual marble roll through part of the maze.
The way Morgan incorporated Tennis into his game is by using a similar net; however, he raised the height to six feet and six inches off the ground. He also created this game for his fellow business men (Blain).
Tennis is a sport that many people love to play. It is not the hardest sport in the world to learn. When playing against someone, it is called a match. Tennis can be played one on one or a doubles match. The main object of the game is to hit the ball over the net, inside of the lines so that the opponent can't get to it. There are two lines about two feet parallel to each other that outline the court. In a singles match, the inner line is the out of bound line, while the outer line is out of bounds in a doubles match. If you want to play, take a look at my two favorite tennis players because they are masters at serving and scoring, a few key aspects of the game.
The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than...
Currently, video games are a part of the lives of nearly all children. Video games are an element of modern life and have a lasting impact. There are various opinions regarding the impact that video games have on young children. For example there are those who believe that video games cause nothing but harm to children. On the other hand, there are others who believe that video games effectively support children’s learning. Educational video games offer children endless options and change the way students are learning.
Video games are a popular form of entertainment in today’s society. People of every age play video games during their spare time, whether it is on console or computer. Video games now come in the form of millions of different categories and titles. Video game companies will do anything possible so that each game appeals to its audience. This makes a strong connection between people and video games. Video games are known to be time consuming and addicting. Games are also designed to be enjoyable for hours and have some sort of replay value. It causes people to excessively play video games and result in negative side effects. Excessively playing video games cause people to be socially inept, have aggressive behavior, and develop personality issues.
Douglas Engelbart, who was an electrical engineer and former naval radar technician, saw computers as more than number crunchers. “He knew from his days as a radar technician that screens could be used to display digital data, and therefore assumed it was possible to use a screen to display output from a computer (Mitchell).” It was a good ten years before Engelbart had the resources to build the devices that he had been thinking of for so long. Then invention that he knew would change the way computer w...
This machine could do math, display graphics at the drop of a dime, and play two dimensional games (whic was all that was around back then). This wasn't something that you normally saw. This was something that seemed to come straight out of a science fiction film. At least that was what I thought.