Digital Revolution in the context of "Personal computer"

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⭐ Core Definition: Digital Revolution

The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. This technological advance has had a significant impact on the way information is processed and transmitted.

According to the United Nations Public Administration Network, the Information Age was formed by capitalizing on computer miniaturization advances, which led to modernized information systems and internet communications as the driving force of social evolution.

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👉 Digital Revolution in the context of Personal computer

A personal computer (PC), or simply computer, is a computer designed for personal use. It is typically used for tasks such as word processing, internet browsing, email, multimedia playback, and gaming. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. Unlike large, costly minicomputers and mainframes, time-sharing by many people at the same time is not used with personal computers. The term "home computer" has also been used, primarily in the late 1970s and 1980s. The advent of personal computers and the concurrent Digital Revolution have significantly affected the lives of people.

Institutional or corporate computer owners in the 1960s had to write their own programs to do any useful work with computers. While personal computer users may develop their applications, usually these systems run commercial software, free-of-charge software ("freeware"), which is most often proprietary, or free and open-source software, which is provided in ready-to-run, or binary form. Software for personal computers is typically developed and distributed independently from the hardware or operating system manufacturers. Many personal computer users no longer need to write their programs to make any use of a personal computer, although end-user programming is still feasible. This contrasts with mobile systems, where software is often available only through a manufacturer-supported channel and end-user program development may be discouraged by lack of support by the manufacturer.

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Digital Revolution in the context of Data journalism

Data journalism or data-driven journalism (DDJ) is journalism based on the filtering and analysis of large data sets for the purpose of creating or elevating a news story.

Data journalism reflects the increased role of numerical data in the production and distribution of information in the digital era. It involves a blending of journalism with other fields such as data visualization, computer science, and statistics, "an overlapping set of competencies drawn from disparate fields".

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Digital Revolution in the context of Electronic waste

Electronic waste (or e-waste) describes discarded electrical or electronic devices. It is also commonly known as waste electrical and electronic equipment (WEEE) or end-of-life (EOL) electronics. Used electronics which are destined for refurbishment, reuse, resale, salvage recycling through material recovery, or disposal are also considered e-waste. Informal processing of e-waste in developing countries can lead to adverse human health effects and environmental pollution. The growing consumption of electronic goods due to the Digital Revolution and innovations in science and technology, such as bitcoin, has led to a global e-waste problem and hazard. The rapid exponential increase of e-waste is due to frequent new model releases and unnecessary purchases of electrical and electronic equipment (EEE), short innovation cycles and low recycling rates, and a drop in the average life span of computers.

Electronic scrap components, such as CPUs, contain potentially harmful materials such as lead, cadmium, beryllium, or brominated flame retardants. Recycling and disposal of e-waste may involve significant risk to the health of workers and their communities.

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Digital Revolution in the context of 20th century

The 20th century began on 1 January 1901 (MCMI), and ended on 31 December 2000 (MM). It was the 10th and last century in the 2nd millennium and was marked by new models of scientific understanding, unprecedented scopes of warfare, new modes of communication that would operate at nearly instant speeds, and new forms of art and entertainment. Population growth was also unprecedented, as the century started with around 1.6 billion people, and ended with around 6.2 billion.

The 20th century was dominated by significant geopolitical events that reshaped the political and social structure of the globe: World War I, the Spanish flu pandemic, World War II and the Cold War. Unprecedented advances in science and technology defined the century, including the advent of nuclear weapons and nuclear power, space exploration, the shift from analog to digital computing and the continuing advancement of transportation, including powered flight and the automobile. The Earth's sixth mass extinction event, the Holocene extinction, continued, and human conservation efforts increased.

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Digital Revolution in the context of Video game preservation

Video game preservation is a form of preservation applied to the video game industry that includes, but is not limited to, digital preservation. Such preservation efforts include archiving development source code and art assets, digital copies of video games, emulation of video game hardware, maintenance and preservation of specialized video game hardware such as arcade games and video game consoles, and digitization of print video game magazines and books prior to the Digital Revolution.

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Digital Revolution in the context of Quartz crisis

The quartz crisis (Swiss) or quartz revolution (United States, Japan, and other countries) was the upheaval in the watchmaking industry caused by the advent of quartz watches in the 1970s and early 1980s, that largely replaced mechanical watches around the world. It caused a significant decline of the Swiss watchmaking industry, which chose to remain focused on traditional mechanical watches, while the majority of the world's watch production shifted to Japanese companies such as Seiko, Citizen and Casio which embraced the new electronic technology.

The quartz crisis took place amid the postwar global Digital Revolution (or "Third Industrial Revolution"). The crisis started with the Astron, the world's first quartz watch, which was introduced by Seiko in December 1969. The key advances included replacing the mechanical or electromechanical movement with a quartz clock movement as well as replacing analog displays with digital displays such as LED displays and later liquid-crystal displays (LCDs). In general, quartz timepieces are much more accurate than mechanical timepieces, in addition to having a generally lower cost and therefore sales price.

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