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THE JOURNEY THROUGH TIME

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Explore the people, places, events, achievements, struggles and stories that shaped our journey.

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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

The Violence That Helped Spark the NAACP

In August 1908, a white mob attacked Springfield, Illinois’s Black community, destroying homes and businesses and lynching two Black men. National outrage over the violence helped spur the movement that created the NAACP the following year.

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Wikipedia

Creative computing

Creative computing covers the interdisciplinary area at the cross-over of the creative arts and computing. Issues of creativity include knowledge discovery, for example.[1]

Overview

[edit]

The International Journal of Creative Computing describes creative computing as follows:[2]

Creative computing refers to a meta-technology to coalesce knowledge in computing and other disciplines. People use computers as aids to creativity and creative-computing topics may reshape the world as we know it. Applications are seen in arts, entertainment/games, mobile applications, multimedia, product/web design and other interactive systems.

Creative computing is interdisciplinary in nature and topics relating to it include applications, development method, evaluation, modeling, philosophy, principles, support environment, and theory.[2]

The term "creative computing" is used both in the United Kingdom and the United States (e.g., at Harvard University and MIT).[3][4]

Degree programmes

[edit]

A number of university degree (Bachelor's degree) programmes in Creative Computing exist, for example at:

Master's degree programmes:

Journal

[edit]
International Journal of Creative Computing
DisciplineComputer science
LanguageEnglish
Edited byAndy M. Connor
Publication details
History2013–2016
Publisher
FrequencyQuarterly
Standard abbreviations
ISO 4Int. J. Creat. Comput.
Indexing
ISSN2043-8354 (print)
2043-8346 (web)
OCLC no.889287096
Links

The International Journal of Creative Computing is a quarterly peer-reviewed scientific journal published by Inderscience Publishers, covering creativity in computing and the other way around. The editor-in-chief is Andy M. Connor (Auckland University of Technology).

The journal was established in 2013 and is abstracted and indexed in CSA, ProQuest, and DBLP databases.[27] The journal is currently in the process of recruiting a new Editorial Board for re-launch in 2021.

See also

[edit]

References

[edit]
  1. ^ Zhang, Lu; Yang, Hongji (2015). "Knowledge Discovery in Creative Computing for Creative Tasks". Creativity in Intelligent, Technologies and Data Science. Communications in Computer and Information Science. Vol. 535. Springer. pp. 93–104. doi:10.1007/978-3-319-23766-4_7. ISBN 978-3-319-23765-7.
  2. ^ a b "International Journal of Creative Computing". Inderscience Publishers. Retrieved 19 March 2016.
  3. ^ "Creative Computing – An Introductory Computing Curriculum using Scratch". Harvard University. Retrieved 24 February 2017.
  4. ^ "Creative Computing". MIT Media Lab. Massachusetts Institute of Technology. Retrieved 24 February 2017.
  5. ^ "Creative Computing - BSc (Hons)". UK: University of the Arts London. Retrieved 1 November 2019.
  6. ^ "Creative Computing - BSc (Hons)". Canada: Queen's University. Retrieved 7 July 2019.
  7. ^ "Creative Computing – BSc (Hons)". UK: University of West London. Retrieved 10 November 2017.
  8. ^ "Creative Computing - BSc.E". Austria: St. Pölten University of Applied Sciences. Retrieved 1 December 2022.
  9. ^ "Creative Computing – BSc (Hons)". UK: Bath Spa University. Retrieved 20 March 2016.
  10. ^ "Creative Computing BA (Hons)". UK: Falmouth University. Archived from the original on 25 February 2017. Retrieved 24 February 2017.
  11. ^ "BSc (Hons) Creative Computing". UK: Goldsmiths, University of London. Retrieved 20 March 2016.
  12. ^ "Creative Computing (BSc, Diploma and Work entry route)". UK: University of London. Retrieved 20 March 2016.
  13. ^ "Creative Computing – I152 BEng (Hons) 3 years". UK: Queen Mary, University of London. Retrieved 24 February 2017.
  14. ^ "BSc (Hons) – Creative Computing". UK: Wrexham Glyndŵr University. Archived from the original on 22 March 2016. Retrieved 20 March 2016.
  15. ^ "BSc (Hons) Creative Computing". Ireland. Retrieved 5 August 2020.
  16. ^ "BSc (Hons) Creative Media Technologies". UK. Retrieved 5 August 2020.
  17. ^ "BSc (Hons) Creative Media Technologies". UK. Retrieved 5 August 2020.
  18. ^ "Bachelor of Science in Creative Media (BScCM)". Hong Kong. Retrieved 5 August 2020.
  19. ^ "Bachelor of Science (Honours) Multimedia Technology and Innovation". Hong Kong. Retrieved 5 August 2020.
  20. ^ "Bachelor of Arts with Honours in Computing and Interactive Entertainment)".
  21. ^ "Bachelor of Science (Honours) in Digital Entertainment Technology".
  22. ^ Department of Art & Technology, Sogang University (Seoul)
  23. ^ "Master of Arts in Creative Media (MACM)". Hong Kong. Retrieved 11 Feb 2021.
  24. ^ "Innovative Multimedia Entertainment (MSc)". Hong Kong. Retrieved 24 Aug 2024.
  25. ^ "Master of Philosophy and Doctor of Philosophy Programs in Computational Media and Arts". Hong Kong. Retrieved 11 Feb 2021.
  26. ^ Department of Art & Technology, Sogang University (Seoul)
  27. ^ "International Journal of Creative Computing". DBLP. Retrieved 25 November 2016.


Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

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Wikipedia

Creative computing

Creative computing covers the interdisciplinary area at the cross-over of the creative arts and computing. Issues of creativity include knowledge discovery, for example.

MORE →
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Wikipedia

Creative Computing (magazine)

Creative Computing was one of the earliest magazines covering the microcomputer revolution. Published from October 1974 until December 1985, the magazine covered the spectrum of hobbyist/home/personal computing in a more accessible format than the rather technically oriented Byte. The magazine was created to cover educational-related topics. Early issues include articles on the use of computers in the classroom, various simple programs like madlibs and various programming challenges, mostly in BASIC. By the late 1970s, it had moved towards more general coverage as the microcomputer market emerged. Hardware coverage became more common, but type-in programs remained common into the early 1980s. The company published several books, the most successful being BASIC Computer Games, the first million-selling computer book. Their Best of Creative Computing collections were also popular. Creative Computing also published software on cassette and floppy disk for the popular computer systems of the time and had a small hardware business. Ziff Davis purchased Creative Computing in 1982 and closed the non-magazine endeavors.

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Wikipedia

Creative Computing Benchmark

The Creative Computing Benchmark, also called Ahl's Simple Benchmark, is a computer benchmark that was used to compare the performance of the BASIC programming language on various machines. It was first introduced in the November 1983 issue of Creative Computing magazine with the measures from a number of 8-bit computers that were popular at the time. Over a period of a few months, the list was greatly expanded to include practically every contemporary machine, topped by the Cray-1 supercomputer, which ran it in 0.01 seconds. The Creative Computing Benchmark was one of three common benchmarks of the era. Its primary competition in the early 1980s in the United States was the Byte Sieve, of September 1981, while the earlier Rugg/Feldman benchmarks of June 1977 were not as well known in the United States, but were widely used in the United Kingdom.

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Wikipedia

Star Trek (1971 video game)

Star Trek is a text-based strategy video game based on the Star Trek television series (1966–69) and originally released in 1971. In the game, the player commands the USS Enterprise on a mission to hunt down and destroy an invading fleet of Klingon warships. The player travels through the 64 quadrants of the galaxy to attack enemy ships with phasers and photon torpedoes in turn-based battles and refuel at starbases. The goal is to eliminate all enemies within a random time limit. Mike Mayfield wrote the game in the BASIC programming language for the SDS Sigma 7 mainframe computer with the goal of creating a game like Spacewar! (1962) that could be played with a teleprinter instead of a graphical display. He then rewrote it for the HP 2000C minicomputer in 1972, and it was included in Hewlett-Packard's public domain software catalog the following year. It was picked up from there by David H. Ahl, who ported it with Mary Cole to BASIC-PLUS and published the source code in the Digital Equipment Corporation Edu newsletter. It was republished with other computer games in his best-selling 101 BASIC Computer Games book. Bob Leedom then expanded the game in 1974 into Super Star Trek. Independently, it was copied from a system at HP in Avondale, PA by high school students in Delaware. To save long-distance dial-up costs, Aron Insinga rewrote it in July, 1973 in BASIC-PLUS for RSTS-11. (They had no idea who originally wrote it or where it came from.) It became the DECUS library submission RSTS-11-20 in October, 1974. Ahl left DEC and started Creative Computing magazine in 1974. He began porting the games from 101 to Microsoft BASIC, with the exception of Star Trek, where he ported Leedom's version rather than Mayfield's original. The result was released in 1978 under the new name BASIC Computer Games, just as the first microcomputers able to run the game were coming to market. BASIC Computer Games went on to become the first million-selling computer book, and versions of the game were available for almost all personal computers of the era. Additionally, dozens of variants and expansions were made for a variety of other systems, based either on Leedom's or the original Mayfield versions.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Who became the first Black woman to travel into space?

Mae Jemison, aboard Space Shuttle Endeavour in 1992.