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For much of the postwar era, Heinz Nixdorf epitomized the Wirtschaftswunder, Germany's extraordinary recovery from the devastation of war. During his lifetime, he became a legend as the visionary young entrepreneur who had the nerve to challenge the giants of the computer industry. He started out with a moped, a few hand tools and a project. He set up his workshop in the basement of an electric power plant and built it into a one-man global company employing 20000 people. In 1986, at the age of 60, during a company party held at the Hannover Fair, he was struck by a heart attack. During the war, he served on the Eastern Front. Upon his return, he studied four years at Frankfurt University, but decided to leave without earning a degree and to set up his own company. He was toying with the idea of bringing the computer to the office, which was in complete contrast to the strategy of the industry leaders. Yet he prevailed and thereby opened up new markets. The technical knowledge he gradually acquired through years of hard work, allowed him to recognize with incredible ability the value of new and untried ideas and to put them into practice. He had the clairvoyance to reduce complex matters to the simplest possible denominator and to concentrate on what was essential. Once he made a decision, he went ahead, regardless of the consequences. He possessed the characteristics of a dynamic entrepreneur: a willingness to take risks, self-confidence, a pioneering spirit, discipline and motivation to venture into the use of untested technology. Whereas the computer industry was producing mainframes available only to large corporations, he decided to pave the way for decentralized computing by making desktop machines available to small and medium companies. Unencumbered by the electromechanical tradition of the industry, he ventured into new fields of electronics. Nixdorf was an optimist convinced he could overcome any obstacle. His leadership style and the organizational structure and framework which he developed in his company were based on the idea that victory belongs to the bold. He was an unusual executive in that he was not only the manager; he owned the business lock, stock, and barrel. He was convinced that an entrepreneur does not gain legitimacy by the wealth he accumulates, but by the contribution he makes to society. Money was not his driving force. But the memory of the hardships he endured during his early years, the loss of his father during the war and the privations his mother, brothers and sisters had to endure, never left him.
Books about printing written for printers or would-be printers go back over 300 years. The earliest of them were almost exclusively concerned with books; this century, however, there has been more emphasis on other kinds of documents, and particularly their design. But no shift in document production has been more sudden than the one that has happened most recently. ConSequently, the last five years have witnessed a substantial movement away from books written for professionals to ones whose aim is to help would-be authors produce their own documents. The opportunities for authors to do this have been opened up by the advent of desktop publishing (a term coined as recently as 1984). As most exponents of desktop publishing have come to realise, the term is something of a misnomer because the provision of facilities that allow authors to produce their own material for publishing is not quite the same thing as publishÂ ing. Nevertheless, it has been useful in focussing attention on author-produced documents, and what might be described as the democratisation of document production. This book is different from others in the field. Its target audience is the busy scientist engaged in teaching or research who uses computers in the ordinary course of work. The world of scientific publishing is rapidly moving towards the day when journals will expect contributions from authors on disc, or even by direct transfer of data from the author's computer to the output device of an editor via telephone and satellite.
From bright colours and big hair to synthesized songs and day glow wardrobes. The 1980s were certainly loud, often garish and utterly fabulous - no matter how embarrassing the outfits were. There are so many elements, which made the 80s a truly great decade, but one of the greatest contributions, if not the greatest, is the mass introduction of affordable 8-bit home micro computers. These curious machines of geekdom changed the way we regarded computers and technology. No longer were they the sole perverse of tweed jacket clad scientists sporting unruly beards, micro computers were now forming a staple inventory in millions of homes. Much of the technology that we enjoy today, such as desktop computers, notebooks, tablets, gaming consoles and smart phones, all of which are often taken for granted, can be traced back to this innovative decade. If you were a child of the 80s and remember the joy of receiving your very first home computer or maybe a young adult who fondly remembers the excitement, then you will appreciate this unabashed reminiscence of a simpler time whose adolescent technological was on the cusp of great advancements. This book is intended as celebration and reflection of all the computer technology that made the 80s such a wonderful, pioneering period and follows the journey of a self confessed, teenaged computer geek who experienced and enjoyed every ground breaking moment, including publishing his own software. 10 Print "The 80s are fab!" 20 Goto 10 Run Author's Comments: The current edition is dated 31st January 2016 and has been edited based on customer feedback.
Also known as bean bag toss, cornhole is a well-known family-friendly lawn game in which players take turns throwing bags of corn at a raised platform with one hole in the far end. People love to play cornhole at tailgates, on the beach, and in friends' backyardsand now they can enjoy this favorite pastime right at their desk! This kit makes for a fun office distraction and includes a raised platform, eight bean bags, and a 32-page book on how to play the popular game.
This comprehensive reference provides easy access to relevant information on all aspects of Computer Vision. An A-Z format of over 240 entries offers a diverse range of topics for those seeking entry into any aspect within the broad field of Computer Vision. Over 200 Authors from both industry and academia contributed to this volume.
Each entry includes synonyms, a definition and discussion of the topic, and a robust bibliography. Extensive cross-references to other entries support efficient, user-friendly searches for immediate access to relevant information. Entries were peer-reviewed by a distinguished international advisory board, both scientifically and geographically diverse, ensuring balanced coverage. Over 3700 bibliographic references for further reading enable deeper exploration into any of the topics covered.
The content of Computer Vision: A Reference Guide is expository and tutorial, making the book a practical resource for students who are considering entering the field, as well as professionals in other fields who need to access this vital information but may not have the time to work their way through an entire text on their topic of interest.
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