The History Of Computers

Velodyne in the Driver?s Seat at Computer History Museum Exhibit on Autonomous Vehicles

Velodyne in the Driver’s Seat at Computer History Museum Exhibit on Autonomous Vehicles











Velodyne LiDAR on Display – ©Doug Fairbairn Photography/Courtesy of the Computer History Museum

Morgan Hill, CA (PRWEB) May 29, 2014

As carmakers edge closer to the era of the self-driving car, it’s instructive to look at how we got here.

That’s the premise behind a new exhibit at Silicon Valley’s Computer History Museum (CHM) — one in which pioneering technology from Velodyne occupies a starring role.

Entitled, “Where To? A History of Autonomous Vehicles,” the exhibit chronicles the decades-long challenge of bringing self-driving cars to the general public. According to the museum, self-driving cars have remained perpetually “two decades away” since the 1930s, while autonomous and semi-autonomous vehicles have conquered the air and sea, and roamed the edges of the solar system.

The CHM exhibit coincides with this week’s landmark introduction of Google’s latest iteration of its self-driving car – one that has neither a steering wheel nor a gas pedal. The new car does feature Velodyne’s real-time 3D LiDAR sensor, mounted atop the vehicle, for object detection and collision avoidance.

Displayed prominently at the museum are Velodyne’s flagship LiDAR HDL products — the classic HDL-64E and the lightweight, compact HDL-32E. Visitors to the Museum can witness Velodyne LiDAR in action in three installations:


    Mounted atop a stationary Google self-driving vehicle is the HDL-64E; thanks to images projected on the big screen, visitors can see what the Google car sees through its Velodyne “eyes”
    On select dates, visitors can take a test ride in a Google self-driving vehicle and get up close and personal with the HDL-64E
    Mounted on a column within the exhibit, the HDL-32E operates in continuous mode, measuring the entire exhibit in real-time – visitors moving through the exhibit halls are captured and their movements are displayed on a big screen TV

At the opening VIP event, David Hall, founder and CEO of Velodyne, reminisced with other leaders in the industry, including fellow DARPA Grand Challenge competitor Chris Urmson, who now heads the self-driving car project at Google.

“It’s tremendously exciting to see that this technology has developed from a specialized, highly futuristic event like the 2004-05 DARPA Grand Challenge in the desert to now taking center stage at a mainstream museum,” Hall said. “Now, members of the general public are able to receive rides and see how object detection and collision avoidance using Veloyne’s spinning LiDAR sensor really works.”

“The Museum is very excited about bringing this fascinating topic to the public,” said Kirsten Tashev, Museum Vice President of Collections and Exhibitions. “If you live in the Bay Area, Google self-driving cars are a common sight, but until now, the public hasn’t gotten a chance to see these cars up close. Even more exciting is the opportunity this exhibit presents for the Museum’s large international audience, who will be particularly excited to learn about the Google self-driving cars as well as other cool Silicon Valley companies, like… Velodyne, the company that developed the LiDAR, which is a key technology used on most self-driving cars.”

The exhibit explores the history of autonomous vehicles as portrayed in science fiction and popular culture. “Self-guiding vehicles go way back, from auto tillers on sailboats to the modern torpedo in the 1860s, and autopilots for planes before World War I,” said Marc Weber, Founder and Curator of the Museum’s Internet History Program. “Your breakfast cereal was likely harvested by a driverless combine. Robotic carts are cruising around Mars right now. Yet one deceptively modest goal has stayed in the driveway since our grandparent’s youth and that’s the self-driving family car. In this exhibit we’re exploring the history of autonomous vehicles in general, and the elusive dream of a car that drives itself.”

“Where To? A History of Autonomous Vehicles” opened on May 9 and will remain on exhibit through the end of November. The Museum is located at 1401 N. Shoreline Blvd. in Mountain View. Please call (650) 810-1010 for more information.

About Velodyne LiDAR

Founded in 1983 and based in California’s Silicon Valley, Velodyne, Inc. is a diversified technology company known worldwide for its high-performance audio equipment and real-time LiDAR sensors. The company’s LiDAR division evolved after founder and inventor David Hall competed in the 2004-05 DARPA Grand Challenge using stereovision technology. Based on his experience during this challenge, Hall recognized the limitations of stereovision and developed the HDL64 high-resolution LiDAR sensor. More recently, Velodyne has released its smaller, lightweight HDL 32E sensor, available for many applications including UAVs. Since 2007, Velodyne’s LiDAR division has emerged as a leading developer, manufacturer and supplier of real-time LiDAR sensor technology used in a variety of commercial applications including autonomous vehicles, vehicle safety systems, 3D mobile mapping, 3D aerial mapping and security. For more information, visit http://www.velodynelidar.com. For the latest information on new products and to receive Velodyne’s newsletter, register at http://www.velodyne.com.

About the Computer History Museum

The Computer History Museum in Mountain View, California, is a nonprofit organization with a four-decade history as the world’s leading institution exploring the history of computing and its ongoing impact on society. The Museum is dedicated to the preservation and celebration of computer history, and is home to the largest international collection of computing artifacts in the world, encompassing computer hardware, software, documentation, ephemera, photographs, and moving images. The Museum brings computer history to life through large-scale exhibits, an acclaimed speaker series, a dynamic website, docent-led tours, and an award-winning education program. The Museum’s signature exhibition is “Revolution: The First 2000 Years of Computing,” described by USA Today as “the Valley’s answer to the Smithsonian.” Other current exhibits include “Charles Babbage’s Difference Engine No. 2,” IBM 1401 and PDP-1 Demo Labs. For more information and updates, call (650) 810-1059, visit http://www.computerhistory.org, check us out on Facebook, and follow @computerhistory on Twitter











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The History of Computers

History of the computer starting in 1930 and ending in 1990. No content belongs to me besides the editing Music property of Regina Spektor.

THIS IS AN SIMPLE MOVIE INTRO BASED ON THE HISTORY OF COMPUTERS THANKS A LOT FOR WATCHING PLEASE LIKE,SUBSCIBE AND COMMENT.

The History of Computer Training

Article by Caitlina Fuller
























If you are like a lot of people you can barely recall what the world was like before computers were in every office and every home. The world is much different than it was 30 years ago because of computer and one of the benefits of all of the computers is that they have made training for a wide variety of things a lot easier. The history of computer training is a history that has been evolving since the 1980′s and continues to evolve to the current day in new and exciting ways.

Computer training as we now know it started with the aviation industry in the 1980′s. The reason for this is that the industry was spending millions of dollars to properly train its associates and the cost was starting to get out of hand. The industry started using computer based training, reducing costs, allowing for people to be trained from anywhere in the world, and the safety concerns were reduced as well.

By the early 1990′s the computer based training had advanced somewhat, being offered in the corporate setting. These lessons were limited as the capabilities of computers was still evolving at this time. The progress that was made with the computer based training during this time was such that it prompted people to continue to push forward, as computer training was looking to be a very promising option for most corporations, saving on time and money.

By the late 1990′s computer based training was almost what it is today. There were streaming videos, real time lessons, and more and more online courses being offered. The late 90′s computer training was much like the computer classes that we are able to take today for a wide variety of things.

Today you can take computer classes in just about every topic you want. Corporate industries are using these training programs and many people have found getting an education is a lot easier when they can do it all online. This is a great way to keep on top of education and training without having to travel or spend more money than is necessary on travel or education.

It seems as though computer training will only progress and continue in the future. This has become the ideal way to train people from all over the world to do a wide variety of things. Schooling, on the job training, learning new languages, working out, even hobbies are learned through computer training courses, time will only tell how these capabilities will be expanded upon and improved. We live in a computer age, and this really is the way that things are done more and more today.

About the Author

Caitlina Fuller is a freelance writer.












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whereby the original author’s information and copyright must be included.

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IEEE Software Magazine to Sponsor ?Computing: The Human Experience?

IEEE Software Magazine to Sponsor “Computing: The Human Experience”











“Computing: The Human Experience” is intended to engage audiences of all ages in the story of the technology that has changed humanity.


LOS ALAMITOS, Calif. (PRWEB) December 23, 2011

IEEE Software magazine will be a media sponsor for “Computing: The Human Encounter,” a transmedia project being made by longtime Computer software contributor and board member Grady Booch and his wife, Jan, a psychotherapist, social worker, and theologian.

“Computing: The Human Experience” is intended to engage audiences of all ages in the story of the technologies that has changed humanity. The project will teach the vital science of computing, present the stories of the individuals, events, and inventions in the history of computing, examine the connections among computing, science, and society, and contemplate the future.

Computing is getting developed as a multipart series for broadcast together with a book, an eBook, a series of apps, related informational and social networking web web sites, and curriculum materials. Initial seed funding is getting raised with a Kickstarter project.

To contribute to the project by the January 2 deadline, pay a visit to http://computingthehumanexperience.com. The project is also seeking volunteers to support with research, interviews, and programming—“everything it takes to bring the story of computing to the globe,” according to the project description.

“Computing: The Human Experience” expects to do for computing what Carl Sagan’s “Cosmos” did for humanity’s appreciation of the universe. The project will trace computing’s past and present to determine how we’ve been shaped by computing, as well as computing’s prospective to shape future generations.

“In just 1 or two generations – an imperceptible time in the timeless sweep of the universe,” notes Booch, “we have developed a technologies that has the power to extend us, to transform us, to define us, possibly even to destroy us. Just think about it: there is practically absolutely nothing you see or do in your daily life that is NOT designed, supported, delivered or impacted by computing.”

Booch further observes, “The story of computing is the story of humanity: this is a story of ambition, invention, creativity, vision, avarice and serendipity, powered by a refusal to accept the limits of our bodies and our minds.”

Booch, an IBM Fellow and IBM Analysis Chief Scientist for Software program Engineering, is one of the original inventors of the Unified Modeling Language (UML). The author of six best-promoting books, he is also the author of IEEE Software’s On Architecture column and podcast series.

IEEE Software, the authority on translating software program theory into practice, offers pioneering ideas, professional analyses, and thoughtful insights for software professionals who require to maintain up with rapid technologies change. For specifics or to subscribe, check out http://www.computer.org/computer software.

About the IEEE Computer Society

With almost 85,000 members, the IEEE Pc Society is the world’s leading organization of computing pros. Founded in 1946, and the largest of the 38 societies of the Institute of Electrical and Electronics Engineers (IEEE), the Computer Society is dedicated to advancing the theory and application of computer and information-processing technologies, and is recognized globally for its computing standards activities. For much more info, go to http://www.laptop or computer.org.

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