390,076 research outputs found

    Viewpoint: The Physics in the New Era of Computing

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    The 21st century is the Information Age, characterised by an economy based on information computerisation. In this new era of computing, the role of physics is becoming crucial and practical. Thus, physics is not seen anymore as an abstract and purely academic endeavour. This study addresses physics inventions' contributions to computer science, society, and the economy. In particular, the physics discoveries in superconductivity, quantum mechanics, elementary particle physics, vacuum tubes, transistors and integrated circuits, electronic digital computer, fibre optics, lasers, and quantum computers will be discussed

    Application and Safety Management of Computer Electronic Information Engineering Technology

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    With the continuous development of science and technology, electronic engineering technology pays more and more attention to the application of computers in this field, and the application of electronic information engineering technology is also increasing. However, it also makes him more and more risky, and the information may be stolen and changed randomly. Especially since the 21st century, the development of information technology has been quite rapid. Among all kinds of science and technology, computer and electronic engineering technology also occupies a more important position, which has brought about earth-shaking changes in people's life and work style and promoted social development to a certain extent. Under this background, there are inevitably hidden dangers in information security, which also hinders the progress of science and technology and the development of society to some extent. Based on this situation, we must strengthen our electronic information engineering prevention technology to ensure everyone's privacy. This paper first introduces the application of electronic information engineering technology, and then discusses its security risks and related measures to realize the security management of electronic information engineering technology

    Teaching Archetypal Design with an Electronic Textbook

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    How can parallel programming be made tractable for students in high schools and community colleges, to programmers in four-year colleges, to commercial and government employees, to interested independent users learning on their own, and as CASE tools for professional software designers? The computer science community must address this question if the ability of programmers to harness the power of parallel systems is to maintain pace with technology advances forthcoming in parallel systems. This paper addresses some of the issues of bringing parallel programming to the people, ranging from newly developing programmers with little experience on any computer to seasoned programmers of single-processor machines. We aim not only to enable people to use more powerful computers, but also to enable people to use computers more powerfully, by nurturing the techniques that enable them to develop efficient, correct code with relative ease. This paper briefly presents the concept of an Archetype, a software engineering methodology developed at the Caltech for patterns of problem solving, and for providing media for quick reference and natural software reuse. We then describe eText, an interactive multimedia electronic textbook that facilitates the teaching of, navigating through, and referring to Archetypes. Initial experience with Archetypes and the electronic textbook suggests that this approach to teaching parallel programming can aid computer users in the immediate future

    The ingenuity of common workmen: and the invention of the computer

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    Since World War II, state support for scientific research has been assumed crucial to technological and economic progress. Governments accordingly spent tremendous sums to that end. Nothing epitomizes the alleged fruits of that involvement better than the electronic digital computer. The first such computer has been widely reputed to be the ENIAC, financed by the U.S. Army for the war but finished afterwards. Vastly improved computers followed, initially paid for in good share by the Federal Government of the United States, but with the private sector then dominating, both in development and use, and computers are of major significance.;Despite the supposed success of public-supported science, evidence is that computers would have evolved much the same without it but at less expense. Indeed, the foundations of modern computer theory and technology were articulated before World War II, both as a tool of applied mathematics and for information processing, and the computer was itself on the cusp of reality. Contrary to popular understanding, the ENIAC actually represented a movement backwards and a dead end.;Rather, modern computation derived more directly, for example, from the prewar work of John Vincent Atanasoff and Clifford Berry, a physics professor and graduate student, respectively, at Iowa State College (now University) in Ames, Iowa. They built the Atanasoff Berry Computer (ABC), which, although special purpose and inexpensive, heralded the efficient and elegant design of modern computers. Moreover, while no one foresaw commercialization of computers based on the ungainly and costly ENIAC, the commercial possibilities of the ABC were immediately evident, although unrealized due to war. Evidence indicates, furthermore, that the private sector was willing and able to develop computers beyond the ABC and could have done so more effectively than government, to the most sophisticated machines.;A full and inclusive history of computers suggests that Adam Smith, the eighteenth century Scottish philosopher, had it right. He believed that minimal and aloof government best served society, and that the inherent genius of citizens was itself enough to ensure the general prosperity

    The Duke Internet Programming Contest

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    On the evening of October 23, 1990, electronic mail messages started to pour into the computers at the Duke University Computer Science Department. Teams of programmers from all over the world were registering to compete in the first global (as far as the authors are aware) programming contest to be held on the Internet. During the three hour competition, modeled after the annual ACM scholastic programming contest, 60 teams from 37 institutions in 5 countries attempted to solve a set of six programming problems using C or Pascal. Their solutions were sent by electronic mail to Duke, where their programs were judged and the results returned by electronic mail. At the conclusion of the contest, 330 program submissions had been judged and 65 clarification requests were answered

    Interview with Dr. Edward Simco - Alumnus and Faculty

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    Biological Curriculum, chemistry, Physical Science Study Committee, Ford Foundation Grant, nuclear reactor, Westinghouse Electric Corporation, computers, physics, science education, educational research, Abe Fischler, physical science center, oceanography, Ph.D., dissertation, Peter Niiler, social psychology, Roshenthal, Parker, Nova University, Atomic Energy Commission, Emilio Segre, Hans Jensen, Glenn Seaborg, NYIT, Don Mitchell, Dan Stufflebeam, Michael Scriven, distance education, Ed Leaders Program, Institute of Child Centered Education, Dr. Marilyn Segal, University School, Family Center, Teacher Intern Program, TIAA-CREF, Systems Engineering Laboratory, data manipulation program, IBM, Phil Adams, electronic classroom, Alex Schure, SACS, computer-based learning, the Doctor of Arts, John Scigliano, Dr. Ed Lieblein, FORTRAN, Stephen Feldman, Ovid Lewis, John Flynn, behavioral science center, Frank DePiano, Bud Kilpatrick, literal art studies, Ray Ferrero, physical facilities, merger, Southeastern, Medical, psychology, undergraduate, Center for Psychological Studies, Social Sciences, health professions, Jackie Joneshttps://nsuworks.nova.edu/nsudigital_oralhistories/1022/thumbnail.jp

    Machine Learning Methods for Spoken Dialogue Simulation and Optimization

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    Computers and electronic devices are becoming more and more present in our day-to-day life. This can of course be partly explained by their ability to ease the achievement of complex and boring tasks, the important decrease of prices or the new entertainment styles they offer. Yet, this real incursion in everybody's life would not have been possible without an important improvement of Human-Computer Interfaces (HCI). This is why HCI are now widely studied and become a major trend of research among the scientific community. Designing “user-friendly” interfaces usually requires multidisciplinary skills in fields such as computer science, ergonomics, psychology, signal processing etc. In this chapter, we argue that machine learning methods can help in designing efficient speech-based humancomputer interfaces

    The study of the interactive effect of culture and e-commerce in Iran

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    In this study, it has been tried to identify cultural factors influencing on understanding, acceptance and replacing older methods with electronic commerce and through a basic hypothesis(there is a significant relationship between the culture and e-commerce) and five sub-hypotheses(examining the relationship between learning English, teaching how to use computers and search engines, traditional shopping ways, the impact of thoughts and attitudes of reference groups, friends, relatives, family and competitive phenomena and finally the distance between the class and e-commerce). As it is found from the research topic, research scope was related to the whole parts of Iran but since the culture of tendency toward e-commerce does not exist in a large amount in Tehran, therefore, we consider only Tehran as our population and statistical sample obtained through the cluster sampling method. The primary and secondary data were collected through library method and questionnaire as a survey method of research was distributed in computer sales centers in Tehran like Computer Center of Raza, capital, Ala al-Din, Shahrake Ekbatan, Shahrake Gharb, café nets and some major computer sales centers in different parts of Tehran. Among them, people having computers and information about computer and computer science were regarded as the main participants. Finally, the results of this research indicated that there is a significant relationship between culture and e-commerce

    The study of the interactive effect of culture and e-commerce in Iran

    Get PDF
    In this study, it has been tried to identify cultural factors influencing on understanding, acceptance and replacing older methods with electronic commerce and through a basic hypothesis(there is a significant relationship between the culture and e-commerce) and five sub-hypotheses(examining the relationship between learning English, teaching how to use computers and search engines, traditional shopping ways, the impact of thoughts and attitudes of reference groups, friends, relatives, family and competitive phenomena and finally the distance between the class and e-commerce). As it is found from the research topic, research scope was related to the whole parts of Iran but since the culture of tendency toward e-commerce does not exist in a large amount in Tehran, therefore, we consider only Tehran as our population and statistical sample obtained through the cluster sampling method. The primary and secondary data were collected through library method and questionnaire as a survey method of research was distributed in computer sales centers in Tehran like Computer Center of Raza, capital, Ala al-Din, Shahrake Ekbatan, Shahrake Gharb, café nets and some major computer sales centers in different parts of Tehran. Among them, people having computers and information about computer and computer science were regarded as the main participants. Finally, the results of this research indicated that there is a significant relationship between culture and e-commerce
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