Intel Trinity,The

How Robert Noyce, Gordon Moore, and Andy Grove Built the World's Most Important Company

Author: Michael S. Malone

Publisher: Harper Collins

ISBN: 0062226789

Category: Biography & Autobiography

Page: 560

View: 1106

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Based on unprecedented access to the corporation’s archives, The Intel Trinity is the first full history of Intel Corporation—the essential company of the digital age— told through the lives of the three most important figures in the company’s history: Robert Noyce, Gordon Moore, and Andy Grove. Often hailed the “most important company in the world,” Intel remains, more than four decades after its inception, a defining company of the global digital economy. The legendary inventors of the microprocessor-the single most important product in the modern world-Intel today builds the tiny “engines” that power almost every intelligent electronic device on the planet. But the true story of Intel is the human story of the trio of geniuses behind it. Michael S. Malone reveals how each brought different things to Intel, and at different times. Noyce, the most respected high tech figure of his generation, brought credibility (and money) to the company’s founding; Moore made Intel the world’s technological leader; and Grove, has relentlessly driven the company to ever-higher levels of success and competitiveness. Without any one of these figures, Intel would never have achieved its historic success; with them, Intel made possible the personal computer, Internet, telecommunications, and the personal electronics revolutions. The Intel Trinity is not just the story of Intel’s legendary past; it also offers an analysis of the formidable challenges that lie ahead as the company struggles to maintain its dominance, its culture, and its legacy. With eight pages of black-and-white photos.
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From Silk to Silicon

The Story of Globalization Through Tem Extraordinary Lives

Author: Jeffrey E. Garten

Publisher: Amberley Publishing Limited

ISBN: 144565590X

Category: Political Science

Page: 480

View: 3981

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The historical figures responsible for today's global economy
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They Create Worlds

The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982

Author: Alexander Smith

Publisher: CRC Press

ISBN: 042975261X

Category: Computers

Page: 586

View: 8049

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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
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Technical Innovation in American History: An Encyclopedia of Science and Technology [3 volumes]

Author: Rosanne Welch,Peg A. Lamphier

Publisher: ABC-CLIO

ISBN: 161069094X

Category: History

Page: 1082

View: 2677

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From the invention of eyeglasses to the Internet, this three-volume set examines the pivotal effects that inventions have had on society, providing a fascinating history of technology and innovations in the United States from the earliest colonization by Europeans to the present. • Encourages readers to consider the tremendous potential impact of advances in science and technology and the ramifications of important inventions on the global market, human society, and even the planet as a whole • Supports eras addressed in the National Standards for American history as well as curricular units on inventions, discoveries, and technological advances • Includes primary documents, a chronology, and section openers that help readers contextualize the content
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Places of Invention

Author: Arthur P. Molella,Anna Karvellas

Publisher: Smithsonian Institution

ISBN: 1935623699

Category: History

Page: 312

View: 7687

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The companion book to an upcoming museum exhibition of the same name, Places of Invention seeks to answer timely questions about the nature of invention and innovation: What is it about some places that sparks invention and innovation? Is it simply being at the right place at the right time, or is it more than that? How does “place”—whether physical, social, or cultural—support, constrain, and shape innovation? Why does invention flourish in one spot but struggle in another, even very similar location? In short: Why there? Why then? Places of Invention frames current and historic conversation on the relationship between place and creativity, citing extensive scholarship in the area and two decades of investigation and study from the National Museum of American History’s Lemelson Center for the Study of Invention and Innovation. The book is built around six place case studies: Hartford, CT, late 1800s; Hollywood, CA, 1930s; Medical Alley, MN, 1950s; Bronx, NY,1970s; Silicon Valley, CA, 1970s–1980s; and Fort Collins, CO, 2010s. Interspersed with these case studies are dispatches from three “learning labs” detailing Smithsonian Affiliate museums’ work using Places of Invention as a model for documenting local invention and innovation. Written by exhibition curators, each part of the book focuses on the central thesis that invention is everywhere and fueled by unique combinations of creative people, ready resources, and inspiring surroundings. Like the locations it explores, Places of Invention shows how the history of invention can be a transformative lens for understanding local history and cultivating creativity on scales of place ranging from the personal to the national and beyond.
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