Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
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.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
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]
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]
A number of university degree (Bachelor's degree) programmes in Creative Computing exist, for example at:
Master's degree programmes:
| Discipline | Computer science |
|---|---|
| Language | English |
| Edited by | Andy M. Connor |
| Publication details | |
| History | 2013–2016 |
| Publisher | |
| Frequency | Quarterly |
| Standard abbreviations | |
| ISO 4 | Int. J. Creat. Comput. |
| Indexing | |
| ISSN | 2043-8354 (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.
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
Creative computing covers the interdisciplinary area at the cross-over of the creative arts and computing. Issues of creativity include knowledge discovery, for example.
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.
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.
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.
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.
MORE →Mae Jemison, aboard Space Shuttle Endeavour in 1992.