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Spacewarduino
1 SPACEWARDUINO Kaivan Wadia (Department of EECS) – Massachusetts Institute of Technology Advisor: Prof. Philip Tan ABSTRACT Spacewar! was one of the first ever computer games developed in the early 1960s. Steve Russell, Martin Graetz and Wayne Witaenem of the fictitious "Hingham Institute" conceived of the game in 1961, with the intent of implementing it on a DEC PDP-1 computer at MIT. Alan Kotok obtained some sine and cosine routines from DEC following which Steve Russell started coding and the first version was produced by February 1962. Spacewar! was the first computer game written at MIT. In the duration of this project we hope to implement the same game on an Arduino Microcontroller with a Gameduino shield while examining the original assembly code and staying as true to the original version of the game as possible. 2 TABLE OF CONTENTS 1. INTRODUCTION 3 2. UNDERSTANDING THE SOURCE CODE 4 3. VECTOR GRAPHICS AND SPACESHIPS 7 4. SPACEWAR! NIGHT SKY 9 5. THE ARDUINO/GAMEDUINO IMPLEMENTATION 11 6. CONCLUSION 13 7. REFERENCES 14 3 1. INTRODUCTION The major aim of this project is to replicate the first computer game written at MIT, Spacewar!. In the process we aim to learn a lot about the way video games were written for the machines in the pioneering days of computing. Spacewar! is game of space combat created for the DEC PDP-1 by hackers at MIT, including Steve Russell, Martin Graetz, Wayne Witaenem, Alan Kotok, Dan Edwards, and Peter Samson. The game can be played on a Java emulator at http://spacewar.oversigma.com/. -
Computer in French
Volunteer Information Exchange Sharing what we know with those we know Volume 5 Number 8 September 11, 2015 Contribute To The VIE Links You Might Enjoy Long before the Neiman-Marcus “Kitchen Computer” and before any recipes on your PC, there was ECHO • Creation of Evans and Sutherland IV, a one-off home computer. Dave Cortesi writes a • 10 Pictures of PCs in schools in the 80's wonderful article describing this one-of-a-kind artifact. • Computer Art in 1969 Bill Worthington writes of his opportunity to visit the University of Manchester and the reconstructed • In Memoriam: Karl Taub, who started the Computer “Baby.” And he took some excellent pictures for us. Science departments at Carnagie Mellon and Columbia Universities in the 70's. Thanks once more to Chris Garcia for telling us about three recent acquisitions. • Ed Thelen sends along this link about the Librascope LGP-30. As always, send us your stories, anecdotes and adventures in computing. • Kate McGregor sent this link about the several Jim Strickland [email protected] archiving activities at Cisco iwhich the CHM is leading. • Happy 17 th birthday, Google—Sept 4 CHM Blog Ken Shirriff has written several excellent and detailed Recent CHM Blog Entries articles recently about the innards of the 1401. Kirsten Tashev keeps us up-to-date on new CHM blog • 1402 Operations entries. • Details on 1401 Qui-Binary arithmetic • Guest blogger, Adam Spring writes on Amiga • 1403 Print mechanism – explanation and animation Computing. The Amiga computer celebrated its 30th birthday at CHM this July. • 1401 Core Memory Operation Peter Hart will speak on “Making Shakey, the World's Docent Training: Women In Computing First Intelligent Robot on September 14. -
It's So Easy Being Green
National Aeronautics and Space Administration roundupLyndon B. Johnson Space Center JSC2008E020395 NASA/BLAIR It’s so easy being green APRIL 2008 ■ volume 47 ■ number 4 A few safetyrelated events have been on my mind recently, and I need your help! First of all, I want to emphasize there is nothing we do in our space program that would require us to take safety shortcuts or unnecessary risks. Spaceflight is inherently risky, including the development and testing of stateoftheart materials and designs. To be perfectly safe, we would never leave the ground, but that is not the business we chose and it is not the mission our nation gave us. But we should not and cannot add unnecessary risks. None of us should ever feel pressured to do anything we deem unsafe in order to meet a schedule. We have learned to launch when we are ready and not before, and I’m impressed with the number of times we have delayed launches because of reasonable concerns expressed by individuals. My point is: don’t let anyone pressure you into doing something that you consider unsafe. I will back you up. Second, I am concerned that there is reluctance on the part of some folks to report safety incidents such as minor injuries or mishaps or close calls. Their fear is that such reports will affect our safety metrics, such as lost time, days away, Occupational Safety and Health Administration recordable, etc. Let me state very clearly and forcefully that the sole goal of director our safety program is to make our work environment as safe as possible for all our employees. -
The Evolution of Lisp
1 The Evolution of Lisp Guy L. Steele Jr. Richard P. Gabriel Thinking Machines Corporation Lucid, Inc. 245 First Street 707 Laurel Street Cambridge, Massachusetts 02142 Menlo Park, California 94025 Phone: (617) 234-2860 Phone: (415) 329-8400 FAX: (617) 243-4444 FAX: (415) 329-8480 E-mail: [email protected] E-mail: [email protected] Abstract Lisp is the world’s greatest programming language—or so its proponents think. The structure of Lisp makes it easy to extend the language or even to implement entirely new dialects without starting from scratch. Overall, the evolution of Lisp has been guided more by institutional rivalry, one-upsmanship, and the glee born of technical cleverness that is characteristic of the “hacker culture” than by sober assessments of technical requirements. Nevertheless this process has eventually produced both an industrial- strength programming language, messy but powerful, and a technically pure dialect, small but powerful, that is suitable for use by programming-language theoreticians. We pick up where McCarthy’s paper in the first HOPL conference left off. We trace the development chronologically from the era of the PDP-6, through the heyday of Interlisp and MacLisp, past the ascension and decline of special purpose Lisp machines, to the present era of standardization activities. We then examine the technical evolution of a few representative language features, including both some notable successes and some notable failures, that illuminate design issues that distinguish Lisp from other programming languages. We also discuss the use of Lisp as a laboratory for designing other programming languages. We conclude with some reflections on the forces that have driven the evolution of Lisp. -
EL Education Core Practices
EL Education Core Practices A Vision for Improving Schools EL Education is a comprehensive school reform and school development model for elementary, middle, and high schools. The Core Practice Benchmarks describe EL Education in practice: what teachers, students, school leaders, families, and other partners do in fully implemented EL Education schools. The five core practices—learning expeditions, active pedagogy, school culture and character, leadership and school improvement, and structures—work in concert and support one another to promote high achievement through active learning, character growth, and teamwork. The Core Practice Benchmarks serve several purposes. They provide a comprehensive overview of the EL Education model, a planning guide for school leaders and teachers, a framework for designing professional development, and a tool for evaluating implementation. Each of the five core practices is comprised of a series of benchmarks. Each benchmark describes a particular area of practice and is organized by lettered components and numbered descriptors. A Different Approach to Teaching and Learning In EL Education schools… Learning is active. Students are scientists, urban planners, historians, and activists, investigating real community problems and collaborating with peers to develop creative, actionable solutions. Learning is challenging. Students at all levels are pushed and supported to do more than they think they can. Excellence is expected in the quality of their work and thinking. Learning is meaningful. Students apply their skills and knowledge to real-world issues and problems and make positive change in their communities. They see the relevance of their learning and are motivated by understanding that learning has purpose. Learning is public. -
ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending
APPENDIX: ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending Stairs and Turning Around, photographs from series Animal Locomotion, 1884-1885. 236 237 Figure 1.2 Marcel Duchamp, Nude Descending a Staircase, No. 2 oil on canvas, 1912. Philadelphia Museum of Art. 238 Figure 1.3 Giacomo Balla, Dynamism of a Dog on a Leash, oil on canvas, 1912. Albright-Knox Art Gallery, Buffalo, New York. 239 Figure 1.4 A. Michael Noll, Gaussian Quadratic, computer-generated image, 1963. 240 Figure 1.5 Stephen Rusell with Peter Samson, Martin Graetz,Wayne Witanen, Alan Kotok, and Dan Edwards, Spacewar!, computer game, designed at MIT on DEC PDP-1 assembler, 1962. Above: view of screen. Below: console. 241 Figure 1.6 Andy Warhol, Self-Portrait, photograph of image created on Commodore Amiga 1000 computer using Graphicraft software, 1986. 242 Figure 1.7 Nam June Paik, Magnet TV, black and white television with magnet, 1965. 243 Figure 1.8 Nam June Paik, Zen for TV, black and white television, 1963-1975. 244 Figure 1.9 Vito Acconci, Centers, performance on video, 20 minutes, 1971. 245 Figure 1.10 Joan Jonas, Left Side, Right Side, performance on video, 1972. Pat Hearn Gallery, New York. 246 Figure 1.11 Dan Graham, Present Continuous Past, installation view, 1974. 247 Figure 1.12 Gary Hill, Hole in the Wall, installation at the Woodstock Artists Association, Woodstock, NY, 1974. 248 Figure 1.13 Nam June Paik, TV Buddha, mixed-media video sculpture, installed at Stedelijk Museum, Amsterdam, 1974. 249 Figure 2.1 jodi (Joan Heemskerk and Dirk Paesmans), wwwwwwwww.jodi.org, screenshot. -
What the Past Teaches Us About Optimal Product Development
WHITE PAPER | AUGUST 2020 What the Past Teaches us about Optimal Product Development The Study of Goal Definitions and Managing Hierarchical Systems Trade-offs. The Market Leader in Mechatronics and Detailed Design Service | simplexitypd.com INTRODUCTION Development of products that involve firmware, electrical and mechanical engineering can get complicated. There can often be seemingly conflicting priorities related to hierarchical product requirements, cost, or development timeframes. This complexity is nothing new. In this paper, we will break down or decompose how to manage the tradeoffs between these systems, but first, we will review this process through the lens of the development process of the DEC-PDP-1 personal computer (circa 1960) as a history lesson in optimal product development. THE FIRST PERSONAL COMPUTER In 1960, Digital Equipment Corporation (DEC) released the PDP-1 personal computer. When the machine was released, it was a stellar achievement of cost / performance optimization. This machine was quite small compared with the “mainframes” of the day, behemoths that occupied entire rooms and were serviced by a “priesthood” of operators who fed in punched cards, mounted magnetic tape reels, and tore off reams of paper that came from the printers. The PDP-1 by contrast was meant to be a “personal computer,” operated by technical folks directly interacting with its front panel and other peripherals. Many consider this machine the first personal computer, as it needed no special room, no special air conditioning, no special power wiring, and no specially trained operators. The PDP-1 could add two 18-bit numbers in 5 microseconds. And it had a (core) memory of 4K 18-bit words. -
TCM Report, Summer
Board of Directors Corporate Donors Contributing Members John William Poduska. Sr. Benefactor-$lO.ooo or more Pathway Design. Inc. Patron-$SOO or more Chairman and CEO AFIPS. Inc." PC Magazine Anonymous. Ray Duncan. Tom Eggers. Belmont Computer. Inc. American Exr.ress Foundation Peat. Marwick. Mitchell & Co. Alan E. Frisbie. Tom and Rosemarie American Te ephone & Telegraph Co." Pell. Rudman. Inc. Hall. Andrew Lavien. Nicholas and Gwen Bell. President Apollo Computer. Inc." Pencept. Inc. Nancy Petti nella. Paul R. Pierce. The Computer Museum Bank of America" Polese-Clancy. Inc. Jonathan Rotenberg. Oliver and Kitty Erich Bloch The Boston Globe" Price Waterhouse Selfridge. J. Michael Storie. Bob National Science Foundation ComputerLand" Project Software & Development. Inc. Whelan. Leo R. Yochim Control Data Corporation" Shawmut Corporation David Donaldson Data General Corporation" Standard Oil Corporation Sponsor-$250 Ropes and Gray Digital Equipment Corporation" Teradyne Hewlett-Packard Warner & Stackpole Isaac Auerbach. G. C . Beldon. Jr .. Sydney Fernbach Philip D. Brooke. Richard J. Clayton. Computer Consultant International Data Group" XRE Corporation International Business Machines. Inc." " Contributed to the Capital Campaign Richard Corben. Howard E. Cox. Jr .. C. Lester Hogan The MITRE Corporation" Lucien and Catherine Dimino. Philip H. Fairchild Camera and Instrument NEC Corporation" Darn. Dan L. Eisner. Bob O. Evans. Corporation Raytheon Company Branko Gerovac. Dr. Roberto Guatelli. Sanders Associates M. Ernest Huber. Lawrence J. Kilgallen. Arthur Humphreys The Travelers Companies Core Members Martin Kirkpatrick. Marian Kowalski. ICL Wang Laboratories. Inc." Raymond Kurzweil. Michael Levitt. Carl Theodore G. Johnson Harlan E. and Lois Anderson Machover. Julius Marcus. Joe W .. Charles and Constance Bachman Matthews. Tron McConnell. -
UC Berkeley Previously Published Works
UC Berkeley UC Berkeley Previously Published Works Title Building the Second Mind, 1961-1980: From the Ascendancy of ARPA-IPTO to the Advent of Commercial Expert Systems Permalink https://escholarship.org/uc/item/7ck3q4f0 ISBN 978-0-989453-4-6 Author Skinner, Rebecca Elizabeth Publication Date 2013-12-31 eScholarship.org Powered by the California Digital Library University of California Building the Second Mind, 1961-1980: From the Ascendancy of ARPA to the Advent of Commercial Expert Systems copyright 2013 Rebecca E. Skinner ISBN 978 09894543-4-6 Forward Part I. Introduction Preface Chapter 1. Introduction: The Status Quo of AI in 1961 Part II. Twin Bolts of Lightning Chapter 2. The Integrated Circuit Chapter 3. The Advanced Research Projects Agency and the Foundation of the IPTO Chapter 4. Hardware, Systems and Applications in the 1960s Part II. The Belle Epoque of the 1960s Chapter 5. MIT: Work in AI in the Early and Mid-1960s Chapter 6. CMU: From the General Problem Solver to the Physical Symbol System and Production Systems Chapter 7. Stanford University and SRI Part III. The Challenges of 1970 Chapter 8. The Mansfield Amendment, “The Heilmeier Era”, and the Crisis in Research Funding Chapter 9. The AI Culture Wars: the War Inside AI and Academia Chapter 10. The AI Culture Wars: Popular Culture Part IV. Big Ideas and Hardware Improvements in the 1970s invert these and put the hardware chapter first Chapter 11. AI at MIT in the 1970s: The Semantic Fallout of NLR and Vision Chapter 12. Hardware, Software, and Applications in the 1970s Chapter 13. -
Serial Pinboarding in Contemporary Television
Serial Pinboarding in Contemporary Television Anne Ganzert Serial Pinboarding in Contemporary Television Anne Ganzert Serial Pinboarding in Contemporary Television Anne Ganzert University of Konstanz Konstanz, Germany ISBN 978-3-030-35271-4 ISBN 978-3-030-35272-1 (eBook) https://doi.org/10.1007/978-3-030-35272-1 © The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Switzerland AG 2020 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the pub- lisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institu- tional affiliations. -
From Cyber-Utopia to Cyber-War. Advocacy Coalitions and the Normative Change in Cyberspace
From Cyber-Utopia to Cyber-War. Normative Change in Cyberspace. Dissertation zur Erlangung des akademischen Grades doctor philosophiae (Dr. phil.) vorgelegt dem Rat der Fakultät für Sozial- und Verhaltenswissenschaften der Friedrich- Schiller-Universität Jena von Matthias Schulze (M.A.) geboren am 28.03.1986 in Weimar 15.03.2017 1 Gutachter 1. Prof. Dr. Rafael Biermann (Friedrich-Schiller Universität Jena) 2. Dr. Myriam Dunn Cavelty (ETH Zürich) 3. Prof. Dr. Georg Ruhrmann (Friedrich-Schiller Universität Jena) Tag der mündlichen Prüfung: 08.08.2017 2 Copyright © 2018 by Matthias Schulze. Some Rights reserved. This work is licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0). To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 3 Table of Contents Table of Contents 4 Acknowledgement 7 Abstract 10 List of Abbreviations 11 List of Tables and Graphics 13 1. Introduction 15 1.1 Puzzle & Research Question 18 1.2 Literature Review 22 1.3 Contributions of the Study 27 1.4 Case Selection: The United States 30 1.5 Structure and Logic of the Argument 32 2. Explaining Normative Change 38 2.1 Norms and Theories of Normative Change 39 2.1.1 Norm Diffusion and Norm Entrepreneurs 41 2.1.2 Critique of Deontological Norms 42 2.1.3 Critique of Diffusion Models 44 2.2 Paradigms and Norm-Change 47 2.2.1 Discursive Struggles between Paradigms 53 2.2.2 Framing 59 2.2.3 Degrees of Change 63 2.2.4 Explaining Change 67 -
Robert Alan Saunders
SMITHSONIAN INSTITUTION LEMELSON CENTER FOR THE STUDY OF INVENTION AND INNOVATION Robert Alan Saunders Transcript of an interview conducted by Christopher Weaver at National Museum of American History Washington, D.C., USA on 29 November 2018 with subsequent additions and corrections For additional information, contact the Archives Center at 202-633-3270 or [email protected] All uses of this manuscript are covered by an agreement between the Smithsonian Institution and Robert Alan Saunders dated November 29, 2018. For additional information about rights and reproductions, please contact: Archives Center National Museum of American History Smithsonian Institution MRC 601 P.O. Box 37012 Washington, D.C. 20013-7012 Phone: 202-633-3270 TDD: 202-357-1729 Email: [email protected] Web: http://americanhistory.si.edu/archives/rights-and-reproductions Preferred citation: Robert Alan Saunders, “Interview with Robert Alan Saunders,” conducted by Christopher Weaver, November 29, 2018, Video Game Pioneers Oral History Collection, Archives Center, National Museum of American History, Smithsonian Institution, Washington, DC. Acknowledgement: The Smithsonian’s Lemelson Center for the Study of Invention and Innovation gratefully acknowledges financial support from the Entertainment Software Association and Coastal Bridge Advisors for this oral history project. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Abstract Robert Saunders begins discussing his early family life, education, and early exposure to electrical engineering. He next recounts his time at MIT, recalling members of the Tech Model Railroad Club and his work with the TX-0 and PDP-1 computers. Saunders discusses the contributions of Spacewar! team members to the project and his development of the original PDP-1 game controllers.