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How the computer became universal.

Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi’s A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new.

Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of “programs” and “programming,” and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere–in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.

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Table of contents :
Cover
Half title
Title – Series
Title
Copyright
Dedication
Contents
Acknowledgments
Becoming Universal: Introducing A New History of Computing
1. Inventing the Computer
ENIAC
The EDVAC Approach
The Commercialization of Computing
2. The Computer Becomes a Scientific Supertool
The First Scientific Computers
Scientific Programming Tools
Toward the Supercomputer
3. The Computer Becomes a Data Processing Device
The First Administrative Computers
Data Processing in Practice
IBM’s System/360 Sets the Standard
Dreams of a Management Revolution
Creation of the Software Industry
4. The Computer Becomes a Real-Time Control System
Real-Time Systems
Miniaturization: Missiles and Minicomputers
Integrated Circuits
Building Reliable Systems
5. The Computer Becomes an Interactive Tool
The Origins of Interactive Computing
Scaling Up Timesharing
Software Engineering
Unix and DEC Take Timesharing Mainstream
6. The Computer Becomes a Communications Platform
Communication and Collaborating on Timesharing Systems
Laying The Internet’s Foundations
Commercial Networks
Internet Commercialization
7. The Computer Becomes a Personal Plaything
New Electronic Devices
Personal Computing
Video Games
Computers Come Home
8. The Computer Becomes Office Equipment
Personal Computers for Business
The IBM Personal Computer Family
The IBM PC Becomes an Industry
The PC at the End of the 1980s
9. The Computer Becomes a Graphical Tool
Xerox Invents Graphical Computing
Bringing the Graphical Interface to Personal Computers
10. The Pc Becomes a Minicomputer
Moving Beyond DOS
Inventing the Wintel PC
The RISC Challenge to Wintel
11. The Computer Becomes a Universal Media Device
Origins of Digital Media
Digitizing Music
Digitizing Images
Downloading Music
3D Graphics and Games
Digital Media Triumphant
12. The Computer Becomes a Publishing Platform
The World Wide Web
Web Publishing
The Browser Wars
The Triumph of Open Source
13. The Computer Becomes a Network
Data Centers and the Cloud
Social Media
Applications Head for the Web
14. The Computer is Everywhere and Nowhere
Specialized Mobile Devices
Enter the iPhone
Smartphones Evolve
15. Epilogue: A Tesla in the Valley
Into the Valley
A One-Way Trip to an Uncertain Future
Technology and Pandemic
Notes
Becoming Universal
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Bibliography
Index
Series Editor

Product information

Publisher ‏ : ‎ The MIT Press (September 14, 2021)
Language ‏ : ‎ English
Paperback ‏ : ‎ 544 pages
ISBN-10 ‏ : ‎ 0262542900
ISBN-13 ‏ : ‎ 978-0262542906

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