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Encyclopedia of Computer Science and Technology

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computer games 103• stalking or harassment, particularly involving chatrooms or social networks• child pornography, particularly distribution <strong>of</strong> imagesIn recent years many law enforcement agencies havebecome aware <strong>of</strong> the importance <strong>of</strong> proper investigation <strong>and</strong>treatment <strong>of</strong> evidence in our digital society, <strong>and</strong> dem<strong>and</strong>for trained computer forensic specialists is expected toincrease.Further ReadingBritz, Marjie T. <strong>Computer</strong> Forensics <strong>and</strong> Cyber Crime: An Introduction.Upper Saddle River, N.J.: Prentice Hall, 2003.Carrier, Brian. File System Forensic Analysis. Upper Saddle River,N.J.: Addison-Wesley Pr<strong>of</strong>essional, 2005.“Searching <strong>and</strong> Seizing <strong>Computer</strong>s <strong>and</strong> Obtaining ElectronicEvidence in Criminal Investigations.” U.S. Dept. <strong>of</strong> Justice,July 2002. Available online. URL: http://www.usdoj.gov/criminal/cybercrime/s&smanual2002.htm. Accessed September3, 2007.Steel, Chad. Windows Forensics: The Field Guide for ConductingCorporate <strong>Computer</strong> Investigations. Indianapolis: Wiley, 2006.Vacca, John R. <strong>Computer</strong> Forensics: <strong>Computer</strong> Crime Scene Investigation.2nd ed. Hingham, Mass.: Charles River Media, 2005.computer gamesToday, playing games is one <strong>of</strong> the most popular computingactivities. In the early days <strong>of</strong> computing, games <strong>of</strong>fered away to test AI techniques (see artificial intelligence).Games have also encouraged the development <strong>of</strong> moresophisticated graphics (see computer graphics) <strong>and</strong> ways<strong>of</strong> interacting with the machine (see user interface).Games <strong>and</strong> AIAlthough modern computer games may draw upon severalgenres, several recognizably distinct types <strong>of</strong> games havebeen developed over the past half century or so. The firstwere computer versions <strong>of</strong> existing board games. “Deterministic”games (where there is no element <strong>of</strong> chance) suchas tick-tack-toe <strong>and</strong>, more important, checkers <strong>and</strong> chess<strong>of</strong>fered a challenge to the first computer scientists who wereseeking to learn how to make machines perform tasks thatare usually attributed to human intelligence. For example,Alan Turing <strong>and</strong> Claude Shannon both developed chessplayingprograms, although Turing’s came at a time whencomputers were still too primitive to h<strong>and</strong>le the volume <strong>of</strong>calculations required, <strong>and</strong> was thus carried out by h<strong>and</strong>. Bythe time a computer program (Deep Blue) had defeated theworld champion in 1997, the AI field had long since left thegame behind (see chess <strong>and</strong> computers).Simulation GamesMilitary planners had devised war games since the 19thcentury, but the complexity <strong>of</strong> modern warfare (includinglogistics as well as tactics) cried out for the help <strong>of</strong> the computer.By 1955 the U.S. military was running large-scaleglobal cold war simulations pitting NATO against the USSR<strong>and</strong> the Eastern bloc. Unlike deterministic games such aschess, war games generally use complex rules to captureA scene from the computer strategy game Civilization. Some gamesspecialize in realistic physical simulation, while others (such as thisone) embody sophisticated economic <strong>and</strong> strategic considerations.the many interacting factors such as the morale, experience,<strong>and</strong> firepower <strong>of</strong> a military unit or the performance<strong>of</strong> an air defense system against different types <strong>of</strong> targets.The results will be more or less realistic depending on howmany factors are properly accounted for—<strong>of</strong>ten only latercombat experience will tell.The use <strong>of</strong> game theory (the mathematics <strong>of</strong> competitivesituations) <strong>and</strong> economics also proved to be fruitful areasfor the use <strong>of</strong> computer simulations. In 1959 Carnegie Tech(later Carnegie-Melon University) introduced a simulationcalled “The Management Game.” Until the 1980s, however,lack <strong>of</strong> inexpensive computing power kept sophisticatedsimulations limited to large institutions such as the military,government, universities, <strong>and</strong> major corporations.Today simulation games are popular in both the educational<strong>and</strong> consumer markets. They include flight simulators,a variety <strong>of</strong> sports including baseball, football, soccer,<strong>and</strong> golf, <strong>and</strong> games in which the player strives to build a19th-century railroad empire or run a modern city. Indeedsome games, such as the popular kingdom-building simulatorCivilization or the complex Sim City, while marketed primarilyas entertainment, can easily fit into a social studiescurriculum.Arcade <strong>and</strong> Graphic GamesStarting in the 1960s, CRT (television-like) displays gavethe new minicomputers the means to display simple graphics.In 1962, an intrepid b<strong>and</strong> <strong>of</strong> game hackers at MIT createdSpacewar, the first interactive graphic game <strong>and</strong> theforerunner <strong>of</strong> the arcade boom <strong>of</strong> the 1970s. When thefirst home computers from Apple, Commodore, Atari, <strong>and</strong>IBM hit the market in the late 1970s <strong>and</strong> early 1980s, theyincluded rudimentary (but <strong>of</strong>ten colorful) graphics capabilities.Many amateur programmers used the computers’built-in BASIC language to create games such as lunarl<strong>and</strong>er simulators <strong>and</strong> Star Trek–style space battles. Around

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