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Relativity: The Special and General Theory

Submitted by Anonymous on Thu, 11/08/2007 - 20:22.
  • Contemporary (Post-WWII)
  • Corporation
  • Modern (18th-20th Century)
  • Physical Sciences
  • Primary Source
URL: 

http://www.bartleby.com/173/

Author: 
Albert Einstein
Excerpt: 

The physicist and humanitarian took his place beside the great teachers with the publication of Relativity: The Special and General Theory, Einstein’s own popular translation of the physics that shaped our “truths” of space and time

Einstein: Time's Person of the Century

Submitted by Anonymous on Thu, 11/08/2007 - 20:22.
  • Biographical
  • Contemporary (Post-WWII)
  • Corporation
  • Exhibit
  • Images
  • Modern (18th-20th Century)
  • Physical Sciences
  • Secondary Source
URL: 

http://www.time.com/time/time100/poc/magazine/albert_einstein5a.html

Author: 
Time Magazine
Excerpt: 

He was the embodiment of pure intellect, the bumbling professor with the German accent, a comic cliché in a thousand films. Instantly recognizable, like Charlie Chaplin's Little Tramp, Albert Einstein's shaggy-haired visage was as familiar to ordinary people as to the matrons who fluttered about him in salons from Berlin to Hollywood. Yet he was unfathomably profound — the genius among geniuses who discovered, merely by thinking about it, that the universe was not as it seemed.

Virtual Abacus Museum

Submitted by Anonymous on Thu, 11/08/2007 - 20:22.
  • Ancient (BCE-40 CE)
  • Contemporary (Post-WWII)
  • Corporation
  • Educational
  • Mathematics
  • Physical Sciences
  • Primary Source
  • Secondary Source
URL: 

http://www.soroban.com/index_eng.html

Author: 
Tomoe Soroban Co.
Excerpt: 

The Soroban - the traditional Japanese "natural calculating divice" - has unique advantages in the digital age. Soroban is the name given to the traditional Japanese abacus, or calculating frame, which is increasingly being seen as a valuable mathematical tool for a technological age.
It is now certain that Soroban -teaching helps children to develop an active approach to learning, and greatly increased their powers of mental calculation. Development of logical thought processes and powers of concentration flow from the pleasurable disciplines involved in Soroban study.

The History of the Net

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Computers/Information Technology
  • Consumer Technology
  • Contemporary (Post-WWII)
  • Corporation
  • Secondary Source
URL: 

http://vrx.net/usenet/thesis/hardy.html

Author: 
Henry Edward Hardy
Excerpt: 

Hardy:The History of the Net

Master's Thesis
School of Communications
Grand Valley State University
Allendale, MI 49401

If we could look in on the future at say, the year 2000, would we see a unity, a federation, or a fragmentation? That is: would we see a single multi-purpose network encompassing all applications and serving everyone? Or a more or less coherent system of intercommunicating networks? Or an incoherent assortment of isolated noncommunicating networks... The middle alternative--the more or less coherent network of networks-- appears to have a fairly high probability and also to be desirable...

[Licklider and Vezza 1978, p. 1342]

Faith & Reason

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Biographical
  • Corporation
  • Earth Sciences
  • Life Sciences
  • Middle Ages (5th-15th Century)
  • Physical Sciences
  • Secondary Source
URL: 

http://www.pbs.org/faithandreason/stdweb/info.html

Author: 
PBS
Excerpt: 

"Faith and Reason" is an hour-length documentary about the interaction between science and religion, both historically and today. Through interviews with leading scientists and theologians, the program explores the history of the relationship between these two fields, and reveals that, contrary to widespread popular opinion, for most of history science and religion have been deeply entwined. Moreover, the program looks at a growing movment of scientists and theologians around the world today who believe that faith and reason can support one another. Here we consider issues in evolutionary biology, cosmology, genetics, and technology.

History of Video Games

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Computers/Information Technology
  • Corporation
  • Images
  • Links
  • Secondary Source
URL: 

http://www.videogamespot.com/features/universal/hov/index.html

Author: 
Leonard Herman, Jer Horwitz, and Steve Kent
Excerpt: 

In 1949, a young engineer named Ralph Baer was given an assignment to build a television set. He wasn't supposed to build just any television set, but one that would be the absolute best of all televisions. This was not a problem for Baer, but he wanted to go beyond his original assignment and incorporate some kind of game into the set. He didn't know exactly what kind of game he had in mind, but it didn't really matter because his managers nixed the idea. It would take another 18 years for his idea to become a reality, and by that time there would be other people to share in the glory, like Willy Higinbotham, who designed an interactive tennis game played on an oscilloscope, and Steve Russell, who programmed a rudimentary space game on a DEC PDP-1 mainframe computer. And then there was also Nolan Bushnell, who played that space game and dreamed of a time when fairground midways would be filled with games powered by computers.

Annotation: 

This site describes the events leading to the commercial sale of interactive video games and the subsequent growth of a multibillion-dollar industry. The site is kind of busy because it reflects the culture it chronicles and its host site, GameSpot.com. But visitors should not be turned off by the loud advertizing banners and possible pop-up windows. The essay on the history of video games is arranged like a timeline with "next page" links at the bottom of each section and navigation links on the right. The essay includes information dealing with companies, individual programers and marketers, and variations of hardware and software. The site also offers a list of external links at the end. While there is a temptation to video not take video games seriously, this essay gives a good overview of what has become an enormous industry, and has altered the way many Americans recreate and socialize.

History of Hide Glue

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Ancient (BCE-40 CE)
  • Consumer Technology
  • Contemporary (Post-WWII)
  • Corporation
  • Images
  • Secondary Source
URL: 

http://www.bjorn.net/history.htm

Author: 
Eugene B. Thordahl
Excerpt: 

Nearly 4,000 years ago, the Egyptians were using hide glue for their furniture adhesive. This is proven by hairs found in Pharaoh's tombs and by stone carvings depicting the process of gluing different woods. Hide glue is still in use today for wood gluing and over the years much has been written about the manufacture and use of hide glue for hundreds of other adhesive applications. With the evolution of synthetic (ready to use) adhesives, hide glue has taken a lesser role in industry but has maintained a major role in repair and restoration of antique furniture, reproduction of period furniture, restoration, production and repair of musical instruments as well as numerous other applications.

History of Light Theory

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Computers/Information Technology
  • Contemporary (Post-WWII)
  • Corporation
  • Educational
  • Modern (18th-20th Century)
  • Secondary Source
URL: 

http://www.mikeholt.com/studies/fiber.htm

Author: 
Adam Corbin
Excerpt: 

Fiber optics is a concept that amazes many people. To fully understand the concept, the composition of light needs to be examined. Light has been characterized by six major theories over the past 3,000 years. The six theories are known as:
1. The tactile theory
2. The emission theory
3. The corpuscular theory
4. The wave theory
5. The electromagnetic theory
6. The quantum theory

The History of Video Games

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Computers/Information Technology
  • Consumer Technology
  • Contemporary (Post-WWII)
  • Corporation
  • Secondary Source
URL: 

http://www.gamespot.com/gamespot/features/video/hov/

Author: 
Leonard Herman, Jer Horwitz, Steve Kent, and Skyler Miller
Excerpt: 

In 1949, a young engineer named Ralph Baer was given an assignment to build a television set. He wasn't supposed to build just any television set, but one that would be the absolute best of all televisions. This was not a problem for Baer, but he wanted to go beyond his original assignment and incorporate some kind of game into the set. He didn't know exactly what kind of game he had in mind, but it didn't really matter because his managers nixed the idea. It would take another 18 years for his idea to become a reality, and by that time there would be other people to share in the glory, like Willy Higinbotham, who designed an interactive tennis game played on an oscilloscope, and Steve Russell, who programmed a rudimentary space game on a DEC PDP-1 mainframe computer. And then there was also Nolan Bushnell, who played that space game and dreamed of a time when fairground midways would be filled with games powered by computers.

History of Pac Man

Submitted by Anonymous on Thu, 11/08/2007 - 20:21.
  • Computers/Information Technology
  • Consumer Technology
  • Contemporary (Post-WWII)
  • Corporation
  • Images
  • Secondary Source
URL: 

http://www.gamespot.com/features/vgs/universal/hist_pacman/

Author: 
Doug Trueman
Excerpt: 

The world was created in six days. On the seventh day there was Pac-Man.

OK, so it's not that extreme. But it does feel that way. Pac-Man goes back further than almost any other game in history. If you've never played Pac-Man (or one of its clones), you'll be hard-pressed to call yourself a "real" gamer. Now that I've insulted scores of video-game addicts around the world, I can sit back, relax, and wait for the flames to pour in.

Annotation: 

This site is devoted to the history of the Pac Man video game. Eight of the ten pages detail the development of Pac Man software programs between 1980 and 2001. These pages include a little information about the dozens of games that were released over these two decades and most include thumbnail images of the various games. Two other pages are reserved for an interview with an expert Pac Man player and a page of images of Pac Man spin offs in popular culture - Pac Man became an automobile, a cereal, a deck of cards, an ashtray . . .. This site is mostly entertaining and not deep scholarship, however, historians of video games in popular culture may find the information here to be useful.

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