inventions

Type: 
Topical Term
Subfield: 
a
Alias: 
inventions

The door into summer

1986
Electronics engineer Dan Davis, on the verge of great success with his invention of a household robot, is tricked by his greedy partner into suspended animation where he remains for thirty years until he wakes up in the year 2000 bent on revenge.

1990-2000

the electronic age
2001
Looks at some of the significant scientific and technological discoveries and inventions made in the years between 1990 and 2000, and includes a time line, glossary, photographs and illustrations, and resources for further study.

1970-90

computers and chips
2001
Looks at some of the significant scientific and technological discoveries and inventions made in the years between 1970 and 1990, and includes a time line, glossary, photographs and illustrations, and resources for further study.

Transportation

2002
Chronicles the history of transportation by looking at how successive inventions changed the way people traveled around the world, from the development of constructed bridges in 10,000 B.C.E., to the creation of the jumbo jet in 1969. Includes a time line and a glossary.

Science

2002
Traces the history of scientific discovery, looking at how major inventions, ranging from porcelain in 850 to nuclear power in 1945, became accepted parts of life. Includes a time line and a glossary.

Everyday life

2002
Looks at how successive inventions changed the way people live from the introduction of the lock in 2000 B.C.E., through the creation of self-stick notes in 1981. Includes a time line and a glossary.

Entertainment

2002
Traces the development of various forms of entertainment from different historical eras.

Inventions

great ideas and where they came from
2003
Highlights inventions and inventors throughout history and discusses why people invent and the steps in the inventive process.

Mousenet

2013
Sent to live with her chef father and his wife in Oregon after having stayed with her inventor uncle and scientist mother in Cincinnati, ten-year-old misfit Megan is lonely until she starts working with some computer-savvy mice to try to save Mouse Nation--and the planet.

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