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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.
"The Encyclopedia of Microcomputers serves as the ideal companion reference to the popular Encyclopedia of Computer Science and Technology. Now in its 10th year of publication, this timely reference work details the broad spectrum of microcomputer technology, including microcomputer history; explains and illustrates the use of microcomputers throughout academe, business, government, and society in general; and assesses the future impact of this rapidly changing technology."
More than just a quick-fix manual for the do-it-yourselfer, this book covers all aspects of small business computing. TheHandbook of Computer Troubleshootingis a complete guide for solving the most typical problems most users will encounter. Both the neophyte and experienced user will find helpful tips to solve the more irksome, yet common, problems. Topics covered include: Hardware * Graphics Software * The Internet * Ergonomics * Keyboards * Networks * Company Addresses * Utilities Software * Educational Software * Printers * Monitors * Security Threats * Web Sites * and much more.
This title is a complete practical guide to the process, management and regulation of outsourcing, including IT, business process, facilities management, legal process and knowledge process outsourcing. It covers every stage in depth and includes tables with detailed information and checklists. The book also includes chapters dealing with specific sectors such as local government and financial services, and covers other major jurisdictions..
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
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