Presence and Representation in Multimedia Art and Electronic Landscapes

Total Page:16

File Type:pdf, Size:1020Kb

Presence and Representation in Multimedia Art and Electronic Landscapes LONG TERM RESEARCH PROJECT 25377 Presence and Representation in Multimedia Art and Electronic Landscapes . Document ID eSCAPE -D1.1 Status Final Type Deliverable Version 1.0 Date June, 1998 Editors Monika Buscher, John Hughes, Jon O’Brien, Tom Rodden Task 1.1 © The eSCAPE Project, Esprit Long Term Research Project 25377 Project coordinator: Tom Rodden Computing Department University of Lancaster Lancaster LA1 4YR United Kingdom Phone: (+44) 524 593 823 Fax: (+44) 524 593 608 Email: [email protected] The eSCAPE project comprises the following institutions: Swedish Institute for Computer Science (SICS), Stockholm, Sweden University of Lancaster, Lancaster, United Kingdom (Coordinating Partner) University of Manchester, Manchester, United Kingdom ZKM, Germany Editors of this report: Monika Buscher John Hughes Jon O’Brien Tom Rodden ISBN 1-86220-052-1 Lancaster University, 1998 This report is available from http://escape.lancs.ac.uk/. Table of contents Preface The structure of the deliverable....................................................................... 3 Chapter One: The Social Organisation of Space Spatiality and everyday life ......................................................................... 5 The social organisation of spatial arrangements and social activities....................................................................................... 11 Presence ..................................................................................................... 16 Some implications for building Virtual worlds.......................................... 21 Bibliography ................................................................................................. 24 Chapter Two: Presence and Representation in Interactive Art Works The Requirements. ........................................................................................ 26 Presence and Representation in Interactive Installations. ............................. 27 Jeffrey Shaw: The Legible City (1989-91).................................................... 28 Bill Seaman: The World Generator – The Engine of Desire (since 1996)............................................................................................ 36 Perry Hoberman: Bar Code Hotel (1994)...................................................... 42 Shaw/Hegedüs/Lintermann/Stuck: conFIGURING the CAVE (1997)........................................................................................... 49 Presence and Representation as Couriers in Interactive Installations?................................................................................ 57 References......................................................................................................... 59 Chapter Three: The Legible City Points of View (1983) - precursor of The Legible City. ............................... 68 1983-1989: Related Works ........................................................................... 73 The Legible City ........................................................................................... 75 Proposed technical implementation of The Legible City.............................. 90 June 1998 i eSCAPE Understanding Presence and Representation Chapter Four: Interaction and Presence in Shared Electronic Environments: fieldwork at ZKM Presence in electronic environments .............................................................96 Intersubjectivity and Learnability................................................................112 References ......................................................................................................... 115 Chapter Five: Developing a framework for e-scapes Introduction .................................................................................................117 Spatial Approaches to Cooperative Systems ...............................................117 Moving beyond a single world focus ..........................................................118 Moving from Theory to Practice .................................................................119 Connecting Environments - Learning from ZKM .......................................121 Multiple spaces and electronic landscapes ..................................................129 External access to environment properties ..................................................134 Summary and Conclusions ..........................................................................139 References ......................................................................................................... 139 Chapter Six: Session support for e-scapes Introduction .................................................................................................141 From Space to Landscape............................................................................142 The general architecture ..............................................................................145 User Profile Server ......................................................................................146 E-scape Registry Server...............................................................................148 Personal E-scape Server ..............................................................................150 Access control .............................................................................................152 Implementation............................................................................................154 A broader consideration of e-scapes............................................................157 Future Work.................................................................................................159 Conclusion...................................................................................................159 References ......................................................................................................... 160 ii eSCAPE Deliverable 1.1 Chapter Seven: Open Support for shared spaces based on e-scapes Introduction................................................................................................. 163 The Emergence of Shared Spaces ............................................................... 164 The tuple space concept .............................................................................. 167 The shared universe platform...................................................................... 169 The universe API......................................................................................... 172 State update and propagation ...................................................................... 175 Future work ................................................................................................. 181 Conclusions................................................................................................. 182 References......................................................................................................... 183 Chapter Eight: Using presence to manage shared e-scape displays Introduction................................................................................................. 185 Motivation................................................................................................... 186 Approach ................................................................................................... 188 An awareness Model to support subjective views....................................... 189 Developing an Awareness Map................................................................... 193 Re-Coupling in a Virtual Environment ....................................................... 194 Conclusions................................................................................................. 206 References......................................................................................................... 207 Appendix One: Conceptualising and Explicating ‘Presence’ Introduction: Conceptualising ‘Presence’ ................................................... 211 Presence of Oneself Within An Environment ............................................. 212 Conclusion .................................................................................................. 229 References......................................................................................................... 230 June 1998 iii eSCAPE Understanding Presence and Representation Appendix Two: eSCAPE Art Works : the Commissioning Context Introduction .................................................................................................233 Artist - developer teams and raisons d'être ..................................................234 Spotlighting R&D........................................................................................237 Artists as (expendable?) beta testers............................................................238 Informed versus Decorative Aesthetics .......................................................239 Conclusions .................................................................................................241 Notes ....................................................................................................242 Call for Proposals ........................................................................................242 iv eSCAPE Deliverable 1.1 Preface Jon O’Brien, John Hughes Lancaster University The purpose of this Deliverable is methodological not in the sense of presenting a method for constructing
Recommended publications
  • Troubleshooting Guide Table of Contents -1- General Information
    Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site.
    [Show full text]
  • PACKET 22 BOOKSTORE, TEXTBOOK CHAPTER Reading Graphics
    A.11 GRAPHICS CARDS, Historical Perspective (edited by J Wunderlich PhD in 2020) Graphics Pipeline Evolution 3D graphics pipeline hardware evolved from the large expensive systems of the early 1980s to small workstations and then to PC accelerators in the 1990s, to $X,000 graphics cards of the 2020’s During this period, three major transitions occurred: 1. Performance-leading graphics subsystems PRICE changed from $50,000 in 1980’s down to $200 in 1990’s, then up to $X,0000 in 2020’s. 2. PERFORMANCE increased from 50 million PIXELS PER SECOND in 1980’s to 1 billion pixels per second in 1990’’s and from 100,000 VERTICES PER SECOND to 10 million vertices per second in the 1990’s. In the 2020’s performance is measured more in FRAMES PER SECOND (FPS) 3. Hardware RENDERING evolved from WIREFRAME to FILLED POLYGONS, to FULL- SCENE TEXTURE MAPPING Fixed-Function Graphics Pipelines Throughout the early evolution, graphics hardware was configurable, but not programmable by the application developer. With each generation, incremental improvements were offered. But developers were growing more sophisticated and asking for more new features than could be reasonably offered as built-in fixed functions. The NVIDIA GeForce 3, described by Lindholm, et al. [2001], took the first step toward true general shader programmability. It exposed to the application developer what had been the private internal instruction set of the floating-point vertex engine. This coincided with the release of Microsoft’s DirectX 8 and OpenGL’s vertex shader extensions. Later GPUs, at the time of DirectX 9, extended general programmability and floating point capability to the pixel fragment stage, and made texture available at the vertex stage.
    [Show full text]
  • Linux Hardware Compatibility HOWTO
    Linux Hardware Compatibility HOWTO Steven Pritchard Southern Illinois Linux Users Group [email protected] 3.1.5 Copyright © 2001−2002 by Steven Pritchard Copyright © 1997−1999 by Patrick Reijnen 2002−03−28 This document attempts to list most of the hardware known to be either supported or unsupported under Linux. Linux Hardware Compatibility HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Notes on binary−only drivers...........................................................................................................1 1.2. Notes on commercial drivers............................................................................................................1 1.3. System architectures.........................................................................................................................1 1.4. Related sources of information.........................................................................................................2 1.5. Known problems with this document...............................................................................................2 1.6. New versions of this document.........................................................................................................2 1.7. Feedback and corrections..................................................................................................................3 1.8. Acknowledgments.............................................................................................................................3
    [Show full text]
  • Programming Guide: Revision 1.4 June 14, 1999 Ccopyright 1998 3Dfxo Interactive,N Inc
    Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration June 14, 1999 al Voodoo3ti HIGH-PERFORMANCEopy en GdRAPHICS E NGINEC FOR fi ot 3D GAME ACCELERATION on Programming Guide: Revision 1.4 June 14, 1999 CCopyright 1998 3Dfxo Interactive,N Inc. All Rights Reserved D 3Dfx Interactive, Inc. 4435 Fortran Drive San Jose CA 95134 Phone: (408) 935-4400 Fax: (408) 935-4424 Copyright 1998 3Dfx Interactive, Inc. Revision 1.4 Proprietary and Preliminary 1 June 14, 1999 Confidential Voodoo3 High-Performance Graphics Engine for 3D Game Acceleration Notice: 3Dfx Interactive, Inc. has made best efforts to ensure that the information contained in this document is accurate and reliable. The information is subject to change without notice. No responsibility is assumed by 3Dfx Interactive, Inc. for the use of this information, nor for infringements of patents or the rights of third parties. This document is the property of 3Dfx Interactive, Inc. and implies no license under patents, copyrights, or trade secrets. Trademarks: All trademarks are the property of their respective owners. Copyright Notice: No part of this publication may be copied, reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photographic, or otherwise, or used as the basis for manufacture or sale of any items without the prior written consent of 3Dfx Interactive, Inc. If this document is downloaded from the 3Dfx Interactive, Inc. world wide web site, the user may view or print it, but may not transmit copies to any other party and may not post it on any other site or location.
    [Show full text]
  • A Packetized Display Protocol Architecture for Infrared Scene
    A PACKETIZED DISPLAY PROTOCOL ARCHITECTURE FOR INFRARED SCENE PROJECTION SYSTEMS by Aaron Myles Landwehr A dissertation submitted to the Faculty of the University of Delaware in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Electrical & Computer Engineering Fall 2020 © 2020 Aaron Myles Landwehr All Rights Reserved A PACKETIZED DISPLAY PROTOCOL ARCHITECTURE FOR INFRARED SCENE PROJECTION SYSTEMS by Aaron Myles Landwehr Approved: Jamie D. Phillips, Ph.D. Chair of the Department of Electrical and Computer Engineering Approved: Levi T. Thompson, Ph.D. Dean of the College of Engineering Approved: Louis F. Rossi, Ph.D. Vice Provost for Graduate and Professional Education and Dean of the Graduate College I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: Fouad E. Kiamilev, Ph.D. Professor in charge of dissertation I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: Chase J. Cotton, Ph.D. Member of dissertation committee I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: Xiaoming Li, Ph.D. Member of dissertation committee I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy.
    [Show full text]
  • If You're Into PC Hardware, This Is the Chapter Where You'll Have a Lot of Fun, And
    chapter 1 INSTALLING HARDWARE f you’re into PC hardware, this is the chapter where you’ll have a lot of fun, and pos- Isibly learn something. PC hardware has dramatically improved over the past five years. PCs offer better speed, better prices, better compatibility, and incredibly better hardware quality than ever. Some strange and potentially crippling holdovers persist from the very first days of the PC platform, the most notable of which is interrupts. Interrupts are discussed in much more detail below. Despite some nagging problems, PCs are unquestionably faster and cheaper. This chapter discusses how you can get more out of your Windows 98 system. A huge commodity parts market flourishes around the PC platform. Every comput- er store in your area sells add-on parts for your machine—video cards, sound cards, net- work cards, new hard disks, and so on. Buying new parts is a great way to extend the life of your machine. The process can get complicated. This chapter’s main mission is to help you understand and avoid the many gotchas involved in upgrading and general- ly working with your PC’s hardware. Here’s the absolute, paramount fact of this whole chapter: N Windows 98 computers rely on a specific PC feature called hardware interrupts (called IRQs, for short). N Every PC computer built in the past ten years—Windows PCs, MS-DOS PCs, you name it—uses 16 hard-wired interrupt lines that are built into the computer’s hard- ware. (The original IBM PC and XT machines had just 8 interrupts.) 1 2 CHAPTER 1 • INSTALLING HARDWARE All the individual devices in your PC, such as the keyboard, serial ports, modem, video card, networking card, printer port, sound card, game/joystick port, and disk con- troller, each occupy one of those 16 precious interrupts.
    [Show full text]
  • GPU History and Architecture
    3D graphic acceleration – history and architecture © 2003-2017 Josef Pelikán, Jan Horáček CGG MFF UK Praha [email protected] http://cgg.mff.cuni.cz/~pepca/ GPU architecture 2017 © Josef Pelikán, http://cgg.mff.cuni.cz/~pepca 1 / 43 Advances in computer hardware 3D acceleration common in the consumer sector games, multimedia appearance: presentation quality, ~photorealistic sophisticated texturing and shading techniques, multi- pass methods, .. very high performance recent VLSI technology (NVIDIA Pascal .. 14-16 nm, AMD .. 1024-bit HBM memory, ..) extreme memory performance (stacked memory), massive parallelism very fast CPU-GPU buses (NVLink..) GPU architecture 2017 © Josef Pelikán, http://cgg.mff.cuni.cz/~pepca 2 / 43 Advances in GPU software two main APIs for 3D graphics OpenGL (SGI, open standard, Khronos) Direct3D (Microsoft) parameter setup + efficient data transfer sharing of data arrays (“buffers”) programmable rendering pipeline revolution in realtime 3D graphics (~2000) vertex-shader: vertex processing tesselation and geometry shaders: geometry pro- cessing on the GPU (new primitives “on the fly”) fragment-shader (pixel-shader): pixel appearance GPU architecture 2017 © Josef Pelikán, http://cgg.mff.cuni.cz/~pepca 3 / 43 Development tools for developers and artists high level shader programming [Cg (NVIDIA)], HLSL (DirectX), GLSL (OpenGL) Cg is almost equal to HLSL effect composition compact definition of the effect (GPU programs, data references, parameters..) in one source file/script DirectX .FX format, NVIDIA CgFX format
    [Show full text]
  • Voodoo 3 2000-3000 Reviewers Guide
    Voodoo3™ 2000 /3000 Reviewer’s Guide For reviewers of: Voodoo3 2000 Voodoo3 3000 DRAFT - DATED MATERIAL THE CONTENTS OF THIS REVIEWER’S GUIDE IS INTENDED SOLELY FOR REFERENCE WHEN REVIEWING SHIPPING VERSIONS OF VOODOO3 REFERENCE BOARDS. THIS INFORMATION WILL BE REGULARLY UPDATED, AND REVIEWERS SHOULD CONTACT THE PERSONS LISTED IN THIS GUIDE FOR UPDATES BEFORE EVALUATING ANY VOODOO3 BOARD. 3dfx Interactive, Inc. 4435 Fortran Dr. San Jose, CA 95134 408-935-4400 www.3dfx.com Copyright 1999 3dfx Interactive, Inc. All Rights Reserved. All other trademarks are the property of their respective owners. Voodoo3™ Reviewers Guide August 1999 Table of Contents INTRODUCTION Page 4 SECTION 1: Voodoo3 Board Overview Page 4 • Features • 2D Performance • 3D Performance • Video Performance • Target Audience • Pricing & Availability • Warranty • Technical Support SECTION 2: About the Voodoo3 Board Page 7 • Board Layout - Hardware Configuration & Components - System Requirements • Display Mode Table • Software Drivers • 3dfx Tools Summary SECTION 3: About the Voodoo3 Chip Page 10 • Overview SECTION 4: Installation and Start-Up Page 11 • Installing the Board • Start-Up SECTION 5: Testing Recommendations Page 14 • Testing the Voodoo3 Board • Cures to common benchmarking and image quality mistakes - 2 - Voodoo3™ Reviewers Guide August 1999 Table of Contents (cont.) SECTION 6: FAQ Page 16 SECTION 7: Glossary of 3D Terms Page 19 SECTION 8: Contacts Page 20 APPENDICES 1: Current Benchmark Page 21 • 3D WinBench • 3D Mark • Winbench 99 • Speedy • Game Gauge 1 • Quake II Time Demo 1 at 1600 x 1200 • Quake II Time Demo 1 at 1280 x 1024 Expected Performance of Popular Benchmarks 2: Errata: Known Problems Page 23 3: 3dfx Tools User Guide Page 24 - 3 - Voodoo3™ Reviewers Guide August 1999 INTRODUCTION: The Voodoo3 2000/3000 Reviewer’s Guide is a concise guide to the Voodoo3 143MHz, and 166MHz graphics accelerator boards.
    [Show full text]
  • Linux Hardware Compatibility HOWTO
    Linux Hardware Compatibility HOWTO Steven Pritchard Southern Illinois Linux Users Group / K&S Pritchard Enterprises, Inc. <[email protected]> 3.2.4 Copyright © 2001−2007 Steven Pritchard Copyright © 1997−1999 Patrick Reijnen 2007−05−22 This document attempts to list most of the hardware known to be either supported or unsupported under Linux. Copyright This HOWTO is free documentation; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free software Foundation; either version 2 of the license, or (at your option) any later version. Linux Hardware Compatibility HOWTO Table of Contents 1. Introduction.....................................................................................................................................................1 1.1. Notes on binary−only drivers...........................................................................................................1 1.2. Notes on proprietary drivers.............................................................................................................1 1.3. System architectures.........................................................................................................................1 1.4. Related sources of information.........................................................................................................2 1.5. Known problems with this document...............................................................................................2 1.6. New versions of this document.........................................................................................................2
    [Show full text]
  • Graphics and Computing Gpus
    B APPENDIX Graphics and Computing GPUs John Nickolls Imagination is more Director of Architecture important than NVIDIA knowledge. David Kirk Chief Scientist Albert Einstein On Science, 1930s NVIDIA B.1 Introduction B-3 B.2 GPU System Architectures B-7 B.3 Programming GPUs B-12 B.4 Multithreaded Multiprocessor Architecture B-25 B.5 Parallel Memory System B-36 B.6 Floating-point Arithmetic B-41 B.7 Real Stuff: The NVIDIA GeForce 8800 B-46 B.8 Real Stuff: Mapping Applications to GPUs B-55 B.9 Fallacies and Pitfalls B-72 B.10 Concluding Remarks B-76 B.11 Historical Perspective and Further Reading B-77 B.1 Introduction Th is appendix focuses on the GPU—the ubiquitous graphics processing unit graphics processing in every PC, laptop, desktop computer, and workstation. In its most basic form, unit (GPU) A processor the GPU generates 2D and 3D graphics, images, and video that enable Window- optimized for 2D and 3D based operating systems, graphical user interfaces, video games, visual imaging graphics, video, visual computing, and display. applications, and video. Th e modern GPU that we describe here is a highly parallel, highly multithreaded multiprocessor optimized for visual computing. To provide visual computing real-time visual interaction with computed objects via graphics, images, and video, A mix of graphics the GPU has a unifi ed graphics and computing architecture that serves as both a processing and computing programmable graphics processor and a scalable parallel computing platform. PCs that lets you visually interact with computed and game consoles combine a GPU with a CPU to form heterogeneous systems.
    [Show full text]
  • 3D-Grafik-Chips
    3D-Grafik-Chips Informatik-Seminar Michael R. Albertin Betreuer: E. Glatz Übersicht Übersicht Ziel Einleitung Chipgrundlagen Funktionen Benchmarks Schluss Ziel Grundlegende Techniken kennen Chips unterscheiden können Falschdeklarationen erkennen Ziel Falschdeklarationen erkennen Einleitung Kartenhersteller viele Kartensteller (3Dfx) Herkules / Guillemont Elsa Asus Matrox ATI (Creative Labs) (S3) (nVidia) Einleitung 3D-Chiphersteller wenige 3D-Chiphersteller (3Dfx) 2 Voodoo, Voodoo , Voodoo Banshee, Voodoo3 2000, Voodoo3 3000, Voodoo4 4500, Voodoo5 5500, (Voodoo6 6000) – nie im Handel nVidia Riva128 3D, Vanta, RivaTNT, RivaTNT Ultra, RivaTNT2, RivaTNT2 Ultra, GeForce256, GeForce2, GeForce2 MX, GeForce2 GTS, GeForce2 Ultra, GeForce2 Go, (Xbox NV2A/NV2X), (GeForce3 NV20/NV25) – in Arbeit, möglicherweise mit 3Dfx-Technologien ausgestattet Matrox Millennium, Mystique, Millennium G450, Millennium G500 ATI Radeon256, Rage128, Rage128 PRO, Rage PRO VideoLogic PowerVR PCX1, PowerVR PCX2, PowerVR 250, Kyro (S3) Savage 2000, Savage 4, Savage 3D, Virge Einleitung 3D-Chiphersteller Pressemitteilung vom 16.12.00 NVIDIA und 3dfx haben heute ein Abkommen geschlossen, in dem vereinbart wurde, dass NVIDIA bestimmte Grafik-Vermögenswerte von 3dfx, einem Pionier und anerkannten führenden Unternehmen im Bereich von Grafiktechnologie, kauft. Zu diesen Vermögenswerten gehören, aber sind nicht beschränkt auf, alle Patente, alle angemeldeten aber noch ausstehenden Patente, Warenzeichen, Markennamen und der Chipbestand, der zum
    [Show full text]
  • John Carmack Archive - .Plan (1999)
    John Carmack Archive - .plan (1999) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 6 1.1 Jan 10, 1999 ............................ 6 1.2 Jan 29, 1999 ............................ 11 2 March 14 2.1 Mar 03, 1999 ........................... 14 2.2 First impressions of the SGI visual workstation 320 (Mar 17, 1999) ............................. 15 3 April 18 3.1 We are finally closing in on the first release of Q3test. (Apr 24, 1999) ............................. 18 3.2 Apr 25, 1999 ........................... 20 3.3 Interpreting the lagometer (the graph in the lower right corner) (Apr 26, 1999) ...................... 23 3.4 Apr 27, 1999 ........................... 25 3.5 Apr 28, 1999 ........................... 26 3.6 Apr 29, 1999 ........................... 26 3.7 Apr 30, 1999 ........................... 27 1 John Carmack Archive 2 .plan 1999 4 May 28 4.1 May 04, 1999 ........................... 28 4.2 May 05, 1999 ........................... 29 4.3 May 07, 1999 ........................... 29 4.4 May 08, 1999 ........................... 29 4.5 May 09, 1999 ........................... 30 4.6 May 10, 1999 ........................... 31 4.7 May 11, 1999 ........................... 32 4.8 May 12, 1999 ........................... 35 4.9 Now that all the E3 stuff is done with, I can get back to work... (May 19, 1999) ...................... 37 4.10 May 22, 1999 ........................... 38 4.11 May 26, 1999 ........................... 40 4.12 May 27, 1999 ........................... 41 4.13 May 30, 1999 ........................... 41 5 June 45 5.1 Whee! Lots of hate mail from strafe-jupers! (Jun 03, 1999) . 45 5.2 Jun 27, 1999 ........................... 47 6 July 52 6.1 AMD K7 cpus are very fast. (Jul 03, 1999) ........... 52 6.2 Jul 24, 1999 ...........................
    [Show full text]