Alan Kay's Universal Media Machine
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The Early History of Smalltalk
The Early History of Smalltalk http://www.accesscom.com/~darius/EarlyHistoryS... The Early History of Smalltalk Alan C. Kay Apple Computer [email protected]# Permission to copy without fee all or part of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. HOPL-II/4/93/MA, USA © 1993 ACM 0-89791-571-2/93/0004/0069...$1.50 Abstract Most ideas come from previous ideas. The sixties, particularly in the ARPA community, gave rise to a host of notions about "human-computer symbiosis" through interactive time-shared computers, graphics screens and pointing devices. Advanced computer languages were invented to simulate complex systems such as oil refineries and semi-intelligent behavior. The soon-to- follow paradigm shift of modern personal computing, overlapping window interfaces, and object-oriented design came from seeing the work of the sixties as something more than a "better old thing." This is, more than a better way: to do mainframe computing; for end-users to invoke functionality; to make data structures more abstract. Instead the promise of exponential growth in computing/$/volume demanded that the sixties be regarded as "almost a new thing" and to find out what the actual "new things" might be. For example, one would compute with a handheld "Dynabook" in a way that would not be possible on a shared mainframe; millions of potential users meant that the user interface would have to become a learning environment along the lines of Montessori and Bruner; and needs for large scope, reduction in complexity, and end-user literacy would require that data and control structures be done away with in favor of a more biological scheme of protected universal cells interacting only through messages that could mimic any desired behavior. -
Paper We Present an Early User Evaluation of a Advances in Sketch-Based Modeling Are Set to Simplify Many Sketch-Based 3D Modeling Tool We Have Been Developing [7,8]
ARTICLE IN PRESS Computers & Graphics 31 (2007) 580–597 www.elsevier.com/locate/cag Calligraphic Interfaces An evaluation of user experience with a sketch-based 3D modeling system Levent Burak KaraÃ, Kenji Shimada, Sarah D. Marmalefsky Mechanical Engineering Department, Carnegie Mellon University, Pittsburgh, PA 15213, USA Abstract With the availability of pen-enabled digital hardware, sketch-based 3D modeling is becoming an increasingly attractive alternative to traditional methods in many design environments. To date, a variety of methodologies and implemented systems have been proposed that all seek to make sketching the primary interaction method for 3D geometric modeling. While many of these methods are promising, a general lack of end user evaluations makes it difficult to assess and improve upon these methods. Based on our ongoing work, we present the usage and a user evaluation of a sketch-based 3D modeling tool we have been developing for industrial styling design. The study investigates the usability of our techniques in the hands of non-experts by gauging (1) the speed with which users can comprehend and adopt to constituent modeling steps, and (2) how effectively users can utilize the newly learned skills to design 3D models. Our observations and users’ feedback indicate that overall users could learn the investigated techniques relatively easily and put them in use immediately. However, users pointed out several usability and technical issues such as difficulty in mode selection and lack of sophisticated surface modeling tools as some of the key limitations of the current system. We believe the lessons learned from this study can be used in the development of more powerful and satisfying sketch-based modeling tools in the future. -
Learning with Squeak Etoys
Learning with Squeak Etoys Cathleen Galas, Rita Freudenberg VPRI Research Note RN-2010-002 Viewpoints Research Institute, 1025 Westwood Blvd 2nd flr, Los Angeles, CA 90024 t: (310) 208-0524 Constructionism 2010, Paris Learning with Squeak Etoys Cathleen Galas, [email protected] Squeakland Foundation, Galas Consulting Rita Freudenberg, [email protected] Dept of Computer Science, Otto-von-Guericke-University Magdeburg, Squeakland Foundation Abstract This paper serves as introduction and overview of Squeak Etoys, an engaging computer media- authoring environment, and describes how it aids in the constructionist approach to learning, thinking, and education. Etoys development was inspired by LOGO, the constructionist ideas of Seymour Papert, and Piaget, Bruner, and Montessori. It was developed to help student exploration and discovery in learning and thinking deeply about powerful ideas in math and science. The design of Etoys includes a powerful user interface that will run on all platforms and allow users to author in multiple dimensions. Etoys is an object-oriented system that is built in Squeak, an open-source implementation of Smalltalk. The learning environment is an open world, a sandbox, ready for the creative visions of the user, and undisturbed by buttons and toolbars. Resources are readily available, a click away, stored in flaps, hidden windows that open to many new possibilities. Beginning activities involve creating and scripting objects, building collaboration between objects, and building, exploring, and sharing -
HCI Remixed : Essays on Works That Have Influenced the HCI
4 Drawing on SketchPad: Refl ections on Computer Science and HCI Joseph A. Konstan University of Minnesota, Minneapolis, Minnesota, U.S.A. I. Sutherland, 1963: “Sketchpad: A Man–Machine Graphical Communication System” Sutherland’s SketchPad system, paper, and dissertation provide, for me, the answer to the oft-asked question: “why should HCI belong in a computer science program?” I fi rst came across the paper “SketchPad: A Man–Machine Graphical Communica- tion System” from the 1963 AFIPS conference nearly thirty years after it had been published (Sutherland 1963). I was nearing completion of my own dissertation in which I was exploring a variety of techniques for constructing user interface toolkits. At the time, the paper seemed little more than a handy reference in which I could trace the lineage of constraint programming in user interfaces—from Sketchpad, through Borning’s ThingLab (Borning 1981), to my own work, with various hops and detours along the way. I guess I was young and in a hurry. It was only a few years later when I started to teach this material that I realized how much of today’s computing traces its roots to Sutherland’s work. What was this tremendous paper about? A drawing program. Not just any drawing program, but one that took full advantage of computing, a million-pixel display (albeit with a slow pixel-by-pixel refresh), a light pen, and various buttons and dials to empower users to draw and repeat patterns, to integrate constraints with draw- ings so as to better understand mechanical systems, and to draw circuit diagrams as input to simulators. -
The Mother of All Demos
UC Irvine Embodiment and Performativity Title The Mother of All Demos Permalink https://escholarship.org/uc/item/91v563kh Author Salamanca, Claudia Publication Date 2009-12-12 Peer reviewed eScholarship.org Powered by the California Digital Library University of California The Mother of All Demos Claudia Salamanca PhD Student, Rhetoric Department University of California Berkeley 1929 Fairview St. Apt B. Berkeley, CA, 94703 1 510 735 1061 [email protected] ABSTRACT guide situated at the mission control and from there he takes us This paper analyses the documentation of the special session into another location: a location that Levy calls the final frontier. delivered by Douglas Engelbart and William English on This description offered by Levy as well as the performance in December 9, 1968 at the Fall Computer Joint Conference in San itself, shows a movement in time and space. The name, “The Francisco. Mother of All Demos,” refers to a temporality under which all previous demos are subcategories of this performance. Furthermore, the name also points to a futurality that is constantly Categories and Subject Descriptors in production: all future demos are also included. What was A.0 [Conference Proceedings] delivered on December 9, 1968 captured the past but also our future. In order to explain this extended temporality, Engelbart’s General Terms demo needs to be addressed not only from the perspective of the Documentation, Performance, Theory. technological breakthroughs but also the modes in which they were delivered. This mode of futurality goes beyond the future simple tense continuously invoked by rhetorics of progress and Keywords technology. The purpose of this paper is to interrogate “The Demo, medium performance, fragmentation, technology, Mother of All Demos” as a performance, inquiring into what this augmentation system, condensation, space, body, mirror, session made and is still making possible. -
Computer Organization and Design
THIRD EDITION Computer Organization Design THE HARDWARE/SOFTWARE INTERFACE ACKNOWLEDGEMENTS Figures 1.9, 1.15 Courtesy of Intel. Computers in the Real World: Figure 1.11 Courtesy of Storage Technology Corp. Photo of “A Laotian villager,” courtesy of David Sanger. Figures 1.7.1, 1.7.2, 6.13.2 Courtesy of the Charles Babbage Institute, Photo of an “Indian villager,” property of Encore Software, Ltd., India. University of Minnesota Libraries, Minneapolis. Photos of “Block and students” and “a pop-up archival satellite tag,” Figures 1.7.3, 6.13.1, 6.13.3, 7.9.3, 8.11.2 Courtesy of IBM. courtesy of Professor Barbara Block. Photos by Scott Taylor. Figure 1.7.4 Courtesy of Cray Inc. Photos of “Professor Dawson and student” and “the Mica micromote,” courtesy of AP/World Wide Photos. Figure 1.7.5 Courtesy of Apple Computer, Inc. Photos of “images of pottery fragments” and “a computer reconstruc- Figure 1.7.6 Courtesy of the Computer History Museum. tion,” courtesy of Andrew Willis and David B. Cooper, Brown University, Figure 7.33 Courtesy of AMD. Division of Engineering. Figures 7.9.1, 7.9.2 Courtesy of Museum of Science, Boston. Photo of “the Eurostar TGV train,” by Jos van der Kolk. Figure 7.9.4 Courtesy of MIPS Technologies, Inc. Photo of “the interior of a Eurostar TGV cab,” by Andy Veitch. Figure 8.3 ©Peg Skorpinski. Photo of “firefighter Ken Whitten,” courtesy of World Economic Forum. Figure 8.11.1 Courtesy of the Computer Museum of America. Graphic of an “artificial retina,” © The San Francisco Chronicle. -
The Development of Smalltalk Topic Paper #7
The Development of Smalltalk Topic Paper #7 Alex Laird Max Earn Peer CS-3210-01 Reviewer On Time/Format 1 2/4/09 Survey of Programming Languages Correct 5 Spring 2009 Clear 2 Computer Science, (319) 360-8771 Concise 2 [email protected] Grading Rubric Grading Total 10 pts ABSTRACT Dynamically typed languages are easier on the compiler because This paper describes the development of the Smalltalk it has to make fewer passes and the brunt of checking is done on programming language. the syntax of the code. Compilation of Smalltalk is just-in-time compilation, also known Keywords as dynamic translation. It means that upon compilation, Smalltalk code is translated into byte code that is interpreted upon usage and Development, Smalltalk, Programming, Language at that point the interpreter converts the code to machine language and the code is executed. Dynamic translations work very well 1. INTRODUCTION with dynamic typing. Smalltalk, yet another programming language originally developed for educational purposes and now having a much 5. IMPLEMENTATIONS broader horizon, first appeared publically in the computing Smalltalk has been implemented in numerous ways and has been industry in 1980 as a dynamically-typed object-oriented language the influence of many future languages such as Java, Python, based largely on message-passing in Simula and Lisp. Object-C, and Ruby, just to name a few. Athena is a Smalltalk scripting engine for Java. Little Smalltalk 2. EARLY HISTORY was the first interpreter of the programming language to be used Development for Smalltalk started in 1969, but the language outside of the Xerox PARC. -
A New Era for Mechanical CAD Time to Move Forward from Decades-Old Design JESSIE FRAZELLE
TEXT COMMIT TO 1 OF 12 memory ONLY A New Era for Mechanical CAD Time to move forward from decades-old design JESSIE FRAZELLE omputer-aided design (CAD) has been around since the 1950s. The first graphical CAD program, called Sketchpad, came out of MIT [designworldonline. com]. Since then, CAD has become essential to designing and manufacturing hardware Cproducts. Today, there are multiple types of CAD. This column focuses on mechanical CAD, used for mechanical engineering. Digging into the history of computer graphics reveals some interesting connections between the most ambitious and notorious engineers. Ivan Sutherland, who won the Turing Award for Sketchpad in 1988, had Edwin Catmull as a student. Catmull and Pat Hanrahan won the Turing award for their contributions to computer graphics in 2019. This included their work at Pixar building RenderMan [pixar. com], which was licensed to other filmmakers. This led to innovations in hardware, software, and GPUs. Without these innovators, there would be no mechanical CAD, nor would animated films be as sophisticated as they are today. There wouldn’t even be GPUs. Modeling geometries has evolved greatly over time. Solids were first modeled as wireframes by representing the object by its edges, line curves, and vertices. This evolved into surface representation using faces, surfaces, edges, and vertices. Surface representation is valuable in robot path planning as well. Wireframe and surface acmqueue |march-april 2021 5 COMMIT TO 2 OF 12 memory I representation contains only geometrical data. Today, modeling includes topological information to describe how the object is bounded and connected, and to describe its neighborhood. -
S.No. Name of Article Page No. Details of Author(S)
S.NO. NAME OF PAGE DETAILS OF AUTHOR(S) ARTICLE NO. 1. SOCIAL MEDIA, USE, Page 03- Mr. Alfredo M. Ronchi MISUSE, ABUSE, Page 24 General Secretary of the European REGULATION AND Commission-MEDICI Framework THE WAY FORWARD Piazza Leonarda da Vinci, 32, 20133, Milan, Italy 00390223991 [email protected] 2 SOCIAL MEDIA, USE, MISUSE, ABUSE, REGULATION AND THE WAY FORWARD • Abstract As a side effect of globalisation and massive cyber services the number of crimes both perpetrated at local and global level is growing up. Governments and Law Enforcement Agencies are aware of this and look for potential countermeasures not only following traditional solutions. Technological countermeasures are not enough there is a need to foster the Culture of Cyber Security. This paper will start setting the scene and describing the evolutionary path followed by cyber technology. The issue of privacy tightly connected with information and data ownership will open a more general discussion about risks and threats connected with the increasing use of cyber technologies. Cybersecurity and the need to foster a “Culture of cybersecurity” will take us to the latest part of the document devoted to the social and economic impact of “cyber”. Economic and social impacts of cyber technology are considered as well. Keywords: Data Ownership, Privacy, Ethics, Cybersecurity, Culture of cybersecurity • Setting The Scene We are witnessing relevant changes due to both technological enhancements and modification of user requirements/expectations. In recent times the digital domain, once strictly populated by professional users and computer scientists, has opened up to former digitally divided. Technology is evolving toward a mature “calm” [4 - Weiser 1991] phase, “users” are overlapping more and more with “citizens” [5 - Council of Europe 2001] and they consider technology and e-Services [6 – Ronchi 2019] as an everyday commodity, to buy a ticket, to meet a medical doctor, to access the weather forecast. -
Communicative Capital for Prosthetic Agents Patrick M
This is an unpublished technical report undergoing peer review, not a final typeset article. First draft: July 23, 2016. Current Draft: November 9, 2017. Communicative Capital for Prosthetic Agents Patrick M. Pilarski 1;2∗, Richard S. Sutton 2, Kory W. Mathewson 1;2, Craig Sherstan 1;2, Adam S. R. Parker 1;2, and Ann L. Edwards 1;2 1Division of Physical Medicine and Rehabilitation, Department of Medicine, University of Alberta, Edmonton, AB, Canada 2Reinforcement Learning and Artificial intelligence Laboratory, Department of Computing Science, University of Alberta, Edmonton, AB, Canada Correspondence*: Patrick M. Pilarski, Division of Physical Medicine and Rehabilitation, Department of Medicine, 5-005 Katz Group Centre for Pharmacy and Health Research, University of Alberta, Edmonton, AB, Canada, T6G 2E1. [email protected] ABSTRACT This work presents an overarching perspective on the role that machine intelligence can play in enhancing human abilities, especially those that have been diminished due to injury or illness. As a primary contribution, we develop the hypothesis that assistive devices, and specifically artificial arms and hands, can and should be viewed as agents in order for us to most effectively improve their collaboration with their human users. We believe that increased agency will enable more powerful interactions between human users and next generation prosthetic devices, especially when the sensorimotor space of the prosthetic technology greatly exceeds the conventional control and communication channels available to a prosthetic user. To more concretely examine an agency-based view on prosthetic devices, we propose a new schema for interpreting the capacity of a human-machine collaboration as a function of both the human’s and machine’s degrees of agency. -
Pen Computing History
TheThe PastPast andand FutureFuture ofof PenPen ComputingComputing Conrad H. Blickenstorfer, Editor-in-Chief Pen Computing Magazine [email protected] http://www.pencomputing.com ToTo buildbuild thethe future,future, wewe mustmust learnlearn fromfrom thethe pastpast HistoryHistory ofof penpen computingcomputing 1914: Goldberg gets US patent for recognition of handwritten numbers to control machines 1938: Hansel gets US patent for machine recognition of handwriting 1956: RAND Corporation develops digitizing tablet for handwriting recognition 1957-62: Handwriting recognition projects with accuracies of 97-99% 1963: Bell Labs develops cursive recognizer 1966: RAND creates GRAIL, similar to Graffiti Pioneer:Pioneer: AlanAlan KayKay Utah State University Stanford University Xerox PARC: GUI, SmallTalk, OOL Apple Computer Research Fellow Disney Envisioned Dynabook in 1968: The Dynabook will be a “dynamic medium for creative thought, capable of synthesizing all media – pictures, animation, sound, and text – through the intimacy and responsiveness of the personal computer.” HistoryHistory ofof penpen computingcomputing 1970s: Commercial products, including kana/romanji billing machine 1980s: Handwriting recognition companies – Nestor – Communication Intelligence Corporation – Lexicus – Several others Pioneers:Pioneers: AppleApple 1987 Apple prototype – Speech recognition – Intelligent agents – Camera – Folding display – Video conferencing – Wireless communication – Personal Information Manager ““KnowledgeKnowledge NavigatorNavigator”” -
The Cedar Programming Environment: a Midterm Report and Examination
The Cedar Programming Environment: A Midterm Report and Examination Warren Teitelman The Cedar Programming Environment: A Midterm Report and Examination Warren Teitelman t CSL-83-11 June 1984 [P83-00012] © Copyright 1984 Xerox Corporation. All rights reserved. CR Categories and Subject Descriptors: D.2_6 [Software Engineering]: Programming environments. Additional Keywords and Phrases: integrated programming environment, experimental programming, display oriented user interface, strongly typed programming language environment, personal computing. t The author's present address is: Sun Microsystems, Inc., 2550 Garcia Avenue, Mountain View, Ca. 94043. The work described here was performed while employed by Xerox Corporation. XEROX Xerox Corporation Palo Alto Research Center 3333 Coyote Hill Road Palo Alto, California 94304 1 Abstract: This collection of papers comprises a report on Cedar, a state-of-the-art programming system. Cedar combines in a single integrated environment: high-quality graphics, a sophisticated editor and document preparation facility, and a variety of tools for the programmer to use in the construction and debugging of his programs. The Cedar Programming Language is a strongly-typed, compiler-oriented language of the Pascal family. What is especially interesting about the Ce~ar project is that it is one of the few examples where an interactive, experimental programming environment has been built for this kind of language. In the past, such environments have been confined to dynamically typed languages like Lisp and Smalltalk. The first paper, "The Roots of Cedar," describes the conditions in 1978 in the Xerox Palo Alto Research Center's Computer Science Laboratory that led us to embark on the Cedar project and helped to define its objectives and goals.