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Perception (computer Game)
Most of the programs in Edu-Ware, Edu-Ware Services' initial product line, released in 1979 in video gaming, 1979 under the slogan "Unique software for the unique mind", were not typical of the intellectually challenging Video game, computer games and structured, pedagogically sound educational software for which the company would later become known. Quickly game design, designed and game programming, programmed in Applesoft BASIC primarily by co-founder Sherwin Steffin, most of these text-based programs were dropped from Edu-Ware's catalog when the company began developing products featuring high-resolution graphics in 1981 in video gaming, 1981. E.S.P. ''E.S.P.'' is a computer and video game, game giving players the opportunity to find out whether they possess extrasensory perception. While displaying a constantly changing graphic design on the screen, the program briefly flashes emotionally charged words, randomly chosen from a word list, on the screen. The program then asks ...
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Edu-Ware
Edu-Ware Services, Inc. was an educational and entertainment software publisher established in 1979 bSherwin Steffinand Steven Pederson. It was known for its adventure games, role-playing video games, and flight simulators for the Apple II family of computers. History Edu-Ware founders Sherwin Steffin and Steven Pederson met at UCLA, where Steffin was working as a faculty advisor to the campus radio station while Pederson worked as a student. When Steffin was let off from work in the spring of 1979, he and Pederson decided to form a software publishing company specializing in educational software for the Apple II. In particular, Steffin, who held degrees in experimental psychology and instructional technology, wanted to create computer aided instruction that encouraged divergent thinking, in contrast to current school curriculum, which he believed encouraged convergent thinking. Working out of his Woodland Hills, California apartment, Steffin programmed educational software, ...
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Analytical Software
Generally speaking, analytic (from el, ἀναλυτικός, ''analytikos'') refers to the "having the ability to analyze" or "division into elements or principles". Analytic or analytical can also have the following meanings: Chemistry * Analytical chemistry, the analysis of material samples to learn their chemical composition and structure * Analytical technique, a method that is used to determine the concentration of a chemical compound or chemical element * Analytical concentration Mathematics * Abstract analytic number theory, the application of ideas and techniques from analytic number theory to other mathematical fields * Analytic combinatorics, a branch of combinatorics that describes combinatorial classes using generating functions * Analytic element method, a numerical method used to solve partial differential equations * Analytic expression or analytic solution, a mathematical expression using well-known operations that lend themselves readily to calculation * ...
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Action Game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games. In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the ...
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1984 In Video Gaming
1984 saw many sequels and prequels along with new titles such as ''1942'', ''Boulder Dash'', ''Cobra Command'', ''Jet Set Willy'', ''Karate Champ'', '' Kung-Fu Master'', ''Tetris'', ''Yie Ar Kung-Fu'' and ''Punch-Out!!'' The year's highest-grossing arcade games were ''Pole Position'' in the United States, for the second year in a row, and ''Track & Field'' in the United Kingdom. The year's best-selling home system was Nintendo's Family Computer (Famicom), which was only sold in Japan at the time. Financial performance In the United States, home video game sales fall to ( adjusted for inflation). Highest-grossing arcade games Japan In Japan, the following titles were the top-grossing arcade video games of each month on the '' Game Machine'' charts in 1984. United Kingdom and United States The following titles were the highest-grossing arcade games of 1984 in the United Kingdom and United States. Best-selling home systems Best-selling home video games in the United Ki ...
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Compu-Read
''Compu-Read'' is an educational program originally developed by Sherwin Steffin of Edu-Ware Services in 1979 for the Apple II. It consists of four modules training the user in rapidly increasing comprehension and retention: Character Recognition, High-speed word recognition, Synonyms; Sentence Comprehension. In each, the user the initial difficulty level, and the computer matches the display speed to the user's performance. Steffin first wrote ''Compu-Read'' as a text-based program while serving as a research analyst at UCLA. The first version was published by Programma International but after being laid off from the university, he revised ''Compu-Read'' and used it to launch his new company, Edu-Ware. Edu-Ware upgraded the program to high resolution graphics using its EWS3 graphics engine in 1981, renamed it ''Compu-Read 3.0'' and ported it to the Atari 8-bit family, Commodore 64, and IBM PC The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the fir ...
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Video Game Publisher
A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer (the publisher calls this ''external development'') and sometimes by paying an internal staff of developers called a ''studio''. The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any licenses used by the game; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Some large publishers with vertical structure also own publishing subsidiaries (labels). Large publishers may also attempt to boost effic ...
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Abstract Object
In metaphysics, the distinction between abstract and concrete refers to a divide between two types of entities. Many philosophers hold that this difference has fundamental metaphysical significance. Examples of concrete objects include plants, human beings and planets while things like numbers, sets and propositions are abstract objects. There is no general consensus as to what the characteristic marks of concreteness and abstractness are. Popular suggestions include defining the distinction in terms of the difference between (1) existence inside or outside space-time, (2) having causes and effects or not, (3) having contingent or necessary existence, (4) being particular or universal and (5) belonging to either the physical or the mental realm or to neither. Despite this diversity of views, there is broad agreement concerning most objects as to whether they are abstract or concrete. So under most interpretations, all these views would agree that, for example, plants are concrete ...
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World War II
World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the vast majority of the world's countries—including all of the great powers—forming two opposing military alliances: the Allies and the Axis powers. World War II was a total war that directly involved more than 100 million personnel from more than 30 countries. The major participants in the war threw their entire economic, industrial, and scientific capabilities behind the war effort, blurring the distinction between civilian and military resources. Aircraft played a major role in the conflict, enabling the strategic bombing of population centres and deploying the only two nuclear weapons ever used in war. World War II was by far the deadliest conflict in human history; it resulted in 70 to 85 million fatalities, mostly among civilians. Tens of millions died due to genocides (including the Holocaust), starvation, ma ...
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Paddle (game Controller)
A paddle is a game controller with a round ''wheel'' and one or more ''fire buttons'', where the wheel is typically used to control movement of the player object along one axis of the video screen. A paddle controller rotates through a fixed arc (usually about 330 degrees); it has a stop at each end. Design The paddle wheel is usually mechanically coupled to a potentiometer, so as to generate an output voltage level varying with the wheel's angle relative to a fixed reference position. A paddle is thus an absolute position controller. That is, without any previous knowledge, the sensor can be read and the result directly indicates the position of the paddle knob. This is in contrast to a rotary encoder-based device or "spinner". Where employed Paddles first appeared in video arcade games with Atari Inc.'s ''Pong'' in 1972, while the first console to use paddles was Magnavox's Odyssey that same year. The Apple II shipped with paddles until 1980. The Atari 2600 used paddles for ...
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Visual Perception
Visual perception is the ability to interpret the surrounding environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflected by objects in the environment. This is different from visual acuity, which refers to how clearly a person sees (for example "20/20 vision"). A person can have problems with visual perceptual processing even if they have 20/20 vision. The resulting perception is also known as vision, sight, or eyesight (adjectives ''visual'', ''optical'', and ''ocular'', respectively). The various physiological components involved in vision are referred to collectively as the visual system, and are the focus of much research in linguistics, psychology, cognitive science, neuroscience, and molecular biology, collectively referred to as vision science. Visual system In humans and a number of other mammals, light enters the eye through the cornea and is ...
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Puzzle Game
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the end of the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 1595). ...
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Visual Perception
Visual perception is the ability to interpret the surrounding environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflected by objects in the environment. This is different from visual acuity, which refers to how clearly a person sees (for example "20/20 vision"). A person can have problems with visual perceptual processing even if they have 20/20 vision. The resulting perception is also known as vision, sight, or eyesight (adjectives ''visual'', ''optical'', and ''ocular'', respectively). The various physiological components involved in vision are referred to collectively as the visual system, and are the focus of much research in linguistics, psychology, cognitive science, neuroscience, and molecular biology, collectively referred to as vision science. Visual system In humans and a number of other mammals, light enters the eye through the cornea and is ...
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