1970 – 1972 – 1973 the Big Year –

Total Page:16

File Type:pdf, Size:1020Kb

1970 – 1972 – 1973 the Big Year – 3/9/2009 Xerox Parc ◦ The Palo Alto Research Centre The Mother Of Modern Computing By The Yellow Group 1973 The Big Year – 1970 – • Ethernet concept finalized. Xerox Corporation gathers together a team of world-class researchers. Their mission to create the “architecture of information”. • The Alto personal computer becomes operational Officially opens its doors in Palo Alto, California on July 1, 1970. Features the world’s first WYSIWYG editor A commercial mouse for input. (ask Hideo) A graphical user interface (GUI). 1972 – Also included a bit-mapped display. • The first version of Smalltalk is deployed. (ask Séan) And also offered menus and icons to the user. The HP 9830 seen left is what constituted a personal computer in 1972. The Alto was At this same time the design of the Alto was produced in 1973. finalised. Apple Lisa On the right is the SCELBI personal micro-computer. The Lisa reached the marketplace in 1983. Developed in 1973 and sold the same year. It was the typical conception of a personal Xerox Alto computer at the time. 1 3/9/2009 Desktop Computing Paradigm Visual Object Orientated Computing Networking of the Future Mainframes – Many users working on the same system. • Cost $10,000 in 1970’s. Microcomputers – Smaller version of the • $40,000 in modern money! above. • Alto was not intended for commercial sales! Xerox Alto – A microcomputer for one. ALTO SPECS 1970’s My Desktop PC from 2007 Ye Olde Programming Languages circa 1960’s Bit-mapped black and white display 606x808 1900x1200 Flatscreen Display Ethernet connection Ethernet connection Fortran Structured Programming 5.8 MHz CPU Dual-core 3,000 MHz CPU Numeric Computation Cobol Scientific Computing 128 KB of memory (expandable to 512k) 2,000,152 KB of memory Data Structuring 2.5 MB removable cartridge hard drive Removable USB Storage Devices and Disks Pascal Three button mousemouse,, 646464-64 ---keykey keyboard Two button mouse, 108+ key keyboard Heavily Mathematically Based C About the size of a small refrigerator About half the size of a small refrigerator You must be an uber-geek to Prolog A Graphical User Interface A Graphical User Interface ride this mainframe! Surprisingly Similar! 2 3/9/2009 What is Object Oriented Programming? SIMULA I (1962-65) Programming that uses programmed artifacts known as “Objects” and their interactions to design applications in computer programs. Simula 67 (1967) Object orientated programming facilitates reuse of code. The first object-oriented languages. Not commonly used in software application development until the early 1990’s. Many old languages were converted to object oriented versions. Alan Kay’s Learning Research Group (PARC) Smalltalk Inspired: “We wanted our range of users to include children from age 5 or Syntax and Symantics of many other languages 6 and ‘noncomputer’ adults such as secretaries, librarians....” Alan Kay. Computational prototype of message passing – Simula Smalltalk (1970’s – 1980’s) Java The Alto extended Object Oriented Programming Desktop Graphical User Interface – Windowing Intergration of GUI’s Interactive Program Execution – Not having to wait for the Intergrated Development Environment for visual machine! programming tools. The Ethernet is Everywhere! Pervasive Ethernet THE standard for personal computing communications. Used by the vast majority of internet devices – an enabler of pervasive computing. Underlying protocol implemented on the Alto. 3 3/9/2009 Alto yields the first networked games! User-centric Personal Computing Maze War (1973) Desktop Computing Paradigm 1st Person Perspective ◦ One dedicated computer for each user Players wander about the Visual Object Orientated Computing maze looking for other players to shoot ◦ Easy to use interface for that user Alto Prior Art which Networking of the Future allowed others to copy the concept ◦ Lets the user communicate with any other user What is a GUI ? A graphical user interface is a type of user interface which allows people to interact with Hideo Oda electronic devices such as computers. 4 3/9/2009 30 Years Later Big Problem: Between the years of 1973 and 1975, there was a recession in the United States. At the time that the Alto was launched, American consumers and businesses would also have been contemplating the Period in time Unemployment (%) upcoming problem of this recession, and therefore might not Late 1973 4.9 have been tempted to invest in a product such as the Alto. Early 1974 5.3 Add to this the price tag that the Alto carried with it, a hefty Late 1974 7.2 $40,000!! Early 1975 8.7 The price tag itself was the predominant reason that the Alto Late 1975 8.3 was not publicly advertised and not sold on the general market, as Xerox thought of it as “unmarketable”. Information from http://www.applet-magic.com/rec1974.htm This coincided exactly with the release of the Alto in 1973. 5 3/9/2009 Unlimited Funding Research for most of the revolutionary ideas contained had been done in a facility called PARC (Palo Alto Research Center) which had been established in 1970. A group of the best computer scientists in the world were given unlimited funding by Xerox to simply research and create new advancements in the field of computing These scientists began work on a new computer (The Alto), which would be unique due to it’s simplistic user interface and the ease at which commands could be executed The technology used in the Xerox Alto determined and ultimately shaped future computers and computer technology. As mentioned before, the revolutionary GUI, Ethernet and programming language used in the Alto were all bases upon which future advancements on those areas were based. SmallTalk (Object Oriented Programming) Java, while Ethernet and the style of user interface are used nowadays in modern computers still. http://contexts.org/socimages/files/2009/01/olpc-joyoftech.gif 6.
Recommended publications
  • Vcf Pnw 2019
    VCF PNW 2019 http://vcfed.org/vcf-pnw/ Schedule Saturday 10:00 AM Museum opens and VCF PNW 2019 starts 11:00 AM Erik Klein, opening comments from VCFed.org Stephen M. Jones, opening comments from Living Computers:Museum+Labs 1:00 PM Joe Decuir, IEEE Fellow, Three generations of animation machines: Atari and Amiga 2:30 PM Geoff Pool, From Minix to GNU/Linux - A Retrospective 4:00 PM Chris Rutkowski, The birth of the Business PC - How volatile markets evolve 5:00 PM Museum closes - come back tomorrow! Sunday 10:00 AM Day two of VCF PNW 2019 begins 11:00 AM John Durno, The Lost Art of Telidon 1:00 PM Lars Brinkhoff, ITS: Incompatible Timesharing System 2:30 PM Steve Jamieson, A Brief History of British Computing 4:00 PM Presentation of show awards and wrap-up Exhibitors One of the defining attributes of a Vintage Computer Festival is that exhibits are interactive; VCF exhibitors put in an amazing amount of effort to not only bring their favorite pieces of computing history, but to make them come alive. Be sure to visit all of them, ask questions, play, learn, take pictures, etc. And consider coming back one day as an exhibitor yourself! Rick Bensene, Wang Laboratories’ Electronic Calculators, An exhibit of Wang Labs electronic calculators from their first mass-market calculator, the Wang LOCI-2, through the last of their calculators, the C-Series. The exhibit includes examples of nearly every series of electronic calculator that Wang Laboratories sold, unusual and rare peripheral devices, documentation, and ephemera relating to Wang Labs calculator business.
    [Show full text]
  • (12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy Et Al
    US007945856B2 (12) United States Patent (10) Patent No.: US 7,945,856 B2 Leahy et al. (45) Date of Patent: May 17, 2011 (54) SYSTEMAND METHOD FOR ENABLING (56) References Cited USERS TO INTERACT IN A VIRTUAL SPACE U.S. PATENT DOCUMENTS (75) Inventors: Dave Leahy, Oakland, CA (US); Judith 4.414,621 A 11/1983 Bown et al. Challinger, Santa Cruz, CA (US); B. 4,441,162 A 4, 1984 Lillie 4493,021 A 1/1985 Agrawal et al. Thomas Adler, San Francisco, CA (US); 4,503,499 A 3, 1985 Mason et al. S. Mitra Ardon, San Francisco, CA 4,531,184 A 7/1985 Wigan et al. (US) 4,551,720 A 11/1985 Levin 4,555,781 A 1 1/1985 Baldry et al. (73) Assignee: Worlds.com, Inc., Brookline, MA (US) (Continued) (*) Notice: Subject to any disclaimer, the term of this FOREIGN PATENT DOCUMENTS patent is extended or adjusted under 35 CA 2242626 C 10, 2002 U.S.C. 154(b) by 0 days. (Continued) (21) Appl. No.: 12/353,218 OTHER PUBLICATIONS Andrew Reese et al., Kesami Air Warrior, http://www. (22) Filed: Jan. 13, 2009 atarimagazines.com/startv3n2/kesamiwarrior.html, Jan. 12, 2009. (Under 37 CFR 1.47) (Continued) (65) Prior Publication Data Primary Examiner — Kevin M Nguyen US 2009/0228.809 A1 Sep. 10, 2009 (74) Attorney, Agent, or Firm — Anatoly S. Weiser, Esq.; Acuity Law Group Related U.S. Application Data (57) ABSTRACT (63) Continuation of application No. 1 1/591.878, filed on The present invention provides a highly scalable architecture Nov.
    [Show full text]
  • A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
    A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it.
    [Show full text]
  • The Final Demonstration of the Xerox 'Star' Computer, 1981
    ...... Computer .... History Museum The Final Demonstration of the Xerox ‘Star’ Computer, 1981 Recorded: June 17, 1998 Palo Alto, California CHM Reference number: 102737965 © 2015 Computer History Museum The Final Demonstration of the Xerox ‘Star’ Computer, 1981 Peter Nurkse: I think we’re about ready to begin. Seating has sorted itself out. I’d like to welcome you. I’m Peter Nurkse and I’m from Sun Microsystems, and with Jeanie Treichel, also of Sun, we’ve had a computer history talk series for the last five years. Our very first program, five years ago, back in April, 1993, was right here in this auditorium, on early computing at Livermore. And the total number of people present, including the speakers and the entire audience, was twenty. [Laughter] But this was a very distinguished audience, because right there in the front row, in two seats in the center, we had Gordon Bell and Donald Knuth, sitting side by side, sort of like hardware and software together. [Laughter] So we’ve had five years of programs since then. In the last couple of years we’ve joined forces with the Computer History Museum at Moffett Field, which has the world’s largest collection of computer hardware, over 100 tons of computer hardware. [Laughter] I might say that our second program, after that distinguished first program, was on the 20th birthday of the Ethernet, back in May of 1993, again a PARC occasion, although we held it at Sun, that program. John Shoch was one of the speakers, who also suggested this program here tonight.
    [Show full text]
  • The Camera in 3D Video Games
    University of Utah UNDERGRADUATE RESEARCH JOURNAL DESIGNING FOR INTERACTIVITY: THE CAMERA IN 3D VIDEOGAMES Jackson Keller (Gabriel Olson) Department of Entertainment Arts and Engineering ABSTRACT This paper analyzes the effect that camera control has on art, design, and player experience in 3D video games. It will specifically explore the implications of various methods of camera control that have emerged during the brief history of 3D games: the first and third-person perspectives, fixed and filmic perspectives, abstract non-linear perspectives, and unique perspectives enabled by recent technological innovation, including Virtual and Augmented reality. TABLE OF CONTENTS ABSTRACT I INTRODUCTION 3 THE EMERGENCE OF 3D VIDEO GAMES 4 THE THIRD-PERSON PERSPECTIVE 9 ALTERNATE APPROACHES TO THE CAMERA: IMITATING FILM 14 THE NON-LINEAR PERSPECTIVE: EXPERIMENTAL ART AND SIMULATED CAMERAS 20 THE IMPLICATIONS OF INNOVATION: MODIFICATION OF EXISTING PERSPECTIVES 22 CONCLUSION 24 SPECIAL THANKS 25 WORKS CITED 26 ii INTRODUCTION Both games and film are audiovisual media. One understanding of the medium of games is as a form of interactive movie, descending from the legacy of film. While games are certainly their own art form (The 2011 Brown v. Entertainment Merchants Association Supreme Court decision gave video games first amendment protection as an art form), many games do contain filmic elements. However, interactivityi is central to the medium and generally takes precedence over aesthetic control. Most 3D games allow the player to control the camera, and the gameplay experience lacks the cinematographic precision of film. Designers craft levels to lead players towards game objectives, as well as composed aesthetic experiences when possible.
    [Show full text]
  • Analysis of Embodied Conversational Agents in Secondlife for Speech
    Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems.
    [Show full text]
  • As We May Communicate Carson Reynolds Department of Technical Communication University of Washington
    As We May Communicate Carson Reynolds Department of Technical Communication University of Washington Abstract The purpose of this article is to critique and reshape one of the fundamental paradigms of Human-Computer Interaction: the workspace. This treatise argues that the concept of a workspace—as an interaction metaphor—has certain intrinsic defects. As an alternative, a new interaction model, the communication space is offered in the hope that it will bring user interfaces closer to the ideal of human-computer symbiosis. Keywords: Workspace, Communication Space, Human-Computer Interaction Our computer systems and corresponding interfaces have come quite a long way in recent years. We no longer patiently punch cards or type obscure and unintelligible commands to interact with our computers. However, out current graphical user interfaces, for all of their advantages, still have shortcomings. It is the purpose of this paper to attempt to deduce these flaws by carefully examining our earliest and most basic formulation of what a computer should be: a workspace. The History of the Workspace The modern computerized workspace has its beginning in Vannevar Bush’s landmark article, “As We May Think.” Bush presented the MEMEX: his vision of an ideal workspace for researchers and scholars that was capable of retrieving and managing information. Bush thought that machines capable of manipulating information could transform the way that humans think. What did Bush’s idealized workspace involve? It consists of a desk, and while it can presumably be operated from a distance, it is primarily the piece of furniture at which he works. On top are slanting translucent screens, on which material can be projected for convenient reading.
    [Show full text]
  • PERQ Workstations by R. D. Davis
    PERQ Workstations R. D. Davis Last Updated: November 6, 2003 from the Sept. 7, 1991 edition. 2 Contents 1 Preface and Dedication 11 2 History 13 2.1 PERQ History as Told by Those Who Were There . 13 2.2 PERQ History as Otherwise Researched . 16 2.3 Late 1960's . 16 2.4 1972/1973 . 17 2.5 1973 . 17 2.6 1974 . 17 2.7 1975 . 18 2.8 1976 . 18 2.9 Late 1970's . 18 2.10 1978 . 18 2.11 1979 . 19 2.12 1980 . 19 2.13 1981 . 20 2.14 1982/1983: . 22 2.15 1983-1984? . 22 2.16 1984: . 23 2.17 1985 . 24 2.18 1986: . 25 2.19 1986/1987 . 26 2.20 1997 . 27 2.21 Things whose time period is questionable . 27 3 Accent Systems Corp. 31 4 More PERQ History 33 4.1 Graphic Wonder . 33 3 4 CONTENTS 4.1.1 Historical notes from Chris Lamb . 35 4.2 Alt.sys.perq . 36 4.3 PERQ-Fanatics Mailing Lists . 36 4.4 Original uCode . 37 5 The Accent OS 39 5.1 The Accent Kernel . 42 5.2 Co-Equal Environments . 44 5.3 Accent Window Manager: Sapphire . 44 5.4 Matchmaker . 45 5.5 Microprogramming . 45 5.6 Other Info. 46 5.7 Accent and Printing/Publishing . 46 5.8 Porting POS Code to Accent . 47 5.9 Accent S5 . 47 5.10 Naming of Accent . 47 6 The Action List 49 7 Adverts and Etc. 53 7.1 PERQ-1 . 53 7.1.1 PERQ Systems and cooperative agreements: .
    [Show full text]
  • The Xerox Alto Computer, September 1981, BYTE Magazine
    The Xerox Alto Computer Thomas A Wadlow 5157 Norma Way Apt 226 Livermore CA 94550 In the mid-1970s, the personal­ makes them worthy of mention is the computer market blossomed with the fact that a large number of the per­ introduction of the Altair 8800. Each sonal computers of tomorrow will be year since has brought us personal designed with knowledge gained from computers with more power, faster the development of the Alto. execution, larger memory, and better mass storage. Few computer en­ The Hardware thusiasts or professionals can look at The Alto consists of four major the machines of today without parts: the graphics display, the wondering: What's next? keyboard, the graphics mouse, and the disk storage/processor box. Each The Alto: a Personal Computer Photo 1: Two of the Xerox Alto personal Alto is housed in a beautifully I In 1972, Xerox Corporation de- computers. Each Alto processor is made formed, textured beige metal cabinet of medium- and small-scale TTL in­ cided to produce a personal computer that hints at its $32,000 price tag. tegrated circuits, and is mounted in a rack With the exception of the disk to be used for research. The result beneath two 3-megabyte hard-disk drives. was the Alto computer, whose name Note that the video displays are taller storage/ processor box, everything is comes from the Xerox Palo Alto than they are wide and are similar to a designed to sit on a desk or tabletop. Research Center where it was page of paper, rather than a standard developed.
    [Show full text]
  • Decoding Computers from Mainframes to Microchips
    Decoding Computers From Mainframes to Microchips It’s hard to imagine a world without computers, but there was a time, not too long ago, when they were kept under lock and key. They were stored in specially outfitted rooms, operated by specially trained personnel, performing especially important functions away from the public eye. These first computers, called mainframes, were enormous. We can trace the beginnings of today’s computers to these old mainframes, much like the fossil hunters who seek clues about early life on earth. How did we get here? How did we go from room-filling mainframes to pocket-sized computers? VISIT OUR MUSEUM! Schedule a tour for your classroom today! Go to livingcomputers. org/ and click on visit to learn more. 2245 1st Ave S | Seattle, WA 206-342-2020 | livingcomputers.org Decoding Computers: From Mainframes to Microchips What is a Computer? Basic Parts of a Computer • Hardware: The stuff you can hold — the materials and components It’s simply a machine that stores and processes information, designed to complete tasks that were too dull or difficult for humans. With the right • Software: The stuff you can use once you boot up and log-on instruction, a computer can be made to do almost anything the user can • Applications: Programs you can download and upload, open and close — conceive, from ordering a pizza pie to calculating pi. everything from the word processor you use for English class to the social media you use to chat with friends and frenemies • Operating system: The go-between for hardware and applications that manages the resource constraints of the hardware and the demands of the app Hardware is like a skateboard.
    [Show full text]
  • Modifying the Game
    05_037466 ch01.qxp 6/26/06 11:11 PM Page 9 Chapter 1 Modifying the Game In This Chapter ᮣ Looking at the game through a modder’s eyes ᮣ Finding modding tools that you had all along ᮣ Walking through the making of a mod ᮣ Going public with your creations ave you ever been playing a video game and thought, “I would have Hdone it differently” or “I could have done it better”? Perhaps you thought, “Wouldn’t it be cool if. “ Well, you don’t have to just think it. You can make changes to games and you don’t have to be a software engineer to do it. Game modification is the process of changing something in a game and has generally been associated with the first-person shooter and real-time strategy genres. The change could be very small, such as making a player’s outfit orange instead of blue, or the change could be very large, such as creating a whole new environment for the player to explore. You could change almost every aspect of a game and make it look and feel like something completely different, or instead of altering an existing part of the game, you could add new elements to it. Anything that in some way modifies a game from what it was when the publisher released it is termed a mod. Game modification is not a new practice. It has been going on for quite some time, but only recently, with the creation of multiplayer shooters for the PC, has it become popular.
    [Show full text]
  • ALTO: a Personal Computer System Hardware Manual
    This document is for internal Xerox use only. ALTO: A Personal Computer System Hardware Manual August 1976 Abstract This manual is a revlSlon of the original description of the Alto: "Alto, A Personal Computer System." It includes a complete description of the Alto I and Alto II hardware and of the standard microcode (version 23). © Copyright 1975. 1976 by Xerox Corporation XEROX PALO ALTO RESEARCH CENTER 3333 Coyote Hill Road / Palo Alto / California 94304 This document is for internal Xerox use only. Contents 1.0 Introduction 2.0 Microprocessor 2.1 Arithmetic section 2.2 Constant Memory 2.3 Main Memory 2.4 Microprocessor control 3.0 Emulator 3.1 Standard Instruction Set 3.2 Interrupts 3.3 Augmented Instruction Set 3.4 Bootstrapping 3.5 Hardware 4.0 Display Controller 4.1 Programming Characteristics 4.2 Hardware 4.3 Display Controller Microcode 4.4 Cursor 5.0 Miscellaneous Peri pherals 5.1 Keyboard 5.2 Mouse 5.3 Keyset 5.4 Diablo Printer 5.5 Analog Board 5.6 Parity Error Detection 6.0 Disk and Controller 7.0 Ethernet 7.1 Programming Characteristics 7.2 Ethernet Interface 7.3 Ethernet Microcode 7.4 Software Initiated Boot Feature 8.0 Control RAM 8.1 RAM-Related Tasks 8.2 Processor Bus and ALU Interface 8.3 Microinstruction Bus Interface 8.4 Reset Mode Register 8.5 Standard Emulator Access 8.6 M and S Registers 9.0 Nuts and Bolts for the Microcoder 9.1 Standard Microcode Conventions 9.2 Microcode Techniques Which Need Not Be Rediscovered Appendix A Microinstruction Summary Appendix B Reserved Memory Locations Appendix C Optional Alto Peripherals 2 1.0 INTRODUCTION This document is a description of the Alto, a small personal computing system originally designed at PARCo By 'personal computer' we mean a non-shared system containing sufficient processing power, storage, and input-output capability to satisfy the computational needs of a single user.
    [Show full text]