SIGCIS. The Special Interest Group for Computing, Information, and Society

Category: Uncategorized

  • The Magical Shrinking Cubicle

    Just a quick one-off link this time. Given the growing interest I sense in the community in the labor history of computing (see, for example, the recent IEEE Annals issue dedicated to the subject), I thought people might be interested in a recent story from the L.A. Times.

    The article describes a long-term trend I was completely unaware of, the shrinking of the average square-footage per person in the American white-collar office, to less than half of the 1970s standard. It attributes this physical change in how people work to:

    1. Technological change (personal computers, laptops, videoconferencing, on-line collaborative software)n
    2. Changes in work culture enabled, in part, by that technological change (e.g. an “I can work anywhere” attitude)n
    3. Changes in managerial theories, particularly a greater emphasis on teamwork (it’s unclear what the relationship is between these changes and the technological changes – do new technologies lead HBS professors to imagine new forms of work organization?)n

    Curiously, the more obvious driver for reducing office space, simply saving money, is mentioned but not given much causal weight.

    This would be a very interesting line for someone to investigate further (maybe someone already has? If so I’d love to hear about it). I’m sure some fascinating frictions have emerged in the last few decades at the intersection of new computer technologies, new managerial theories emanating from M.B.A. programs and various management gurus, and white collar workplace practices. A potential starting point might be the “LANing” of the office PC in the mid-1980s.

  • Useful Sites on Contemporary Computing

    One of my colleagues suggested that a good use of this blog would be to inform those of our members who might not be aware of some the good places to find up-to-date information the latest goings-on in computing.

    Here are a few annotated suggestions (as with most of my posts, with a strong American bias. I welcome proposed additions from other parts of the world):

    A couple of more specific recommendations:

    I hope some of you find this info useful!

  • The Value (and Risks) of Emulation

    Courtesy of Evan Koblentz’ recent mailing list message, behold this ancient analog computing device, Lego-style. The contrast between this device and the older reconstruction of the Babbage Difference Engine is illuminating. The latter aimed to be as faithful as possible to the original in terms of materials and design, in order to prove the viability of the machine within its original historical context.

    This Lego Antikythera is instead an emulated piece of computing hardware; it looks nothing like the original and the gearing isn’t even the same, to say nothing of the elegant Danish toys used to build it. From a historical perspective emulators like this serve a rather different role from reconstructions. They allow us to recapture some sense of what a historical device or piece of software was like, and how it was experienced and used, at relatively low expense. Of course, most emulators are created for reasons having nothing to do with historical interest, but that doesn’t stop us form appropriating them to our own ends! The Computer History Museum has also been working to add more emulation to its historical repertoire, with plans for a web-based emulator of the IBM 1620.

    Probably the richest vein of emulator development, however, has been in the field of video and computer gaming, where it allows enthusiasts to indulge their taste for older games that are not otherwise playable on contemporary machines, due to changes in hardware and/or operating systems. One especially fascinating example is the University of Illinois PLATO system. Some enterprising PLATO lovers have re-created that system in a lovingly-detailed emulator, which is used primarily to play multiplayer video games from the 1970s.

    The subject of video game emulation takes me back to Nick Montfort and Ian Bogost’s book Racing the Beam, which I discussed in my previous post, and to the risks of emulation. As Montfort and Bogost point out, it can be difficult to faithfully recreate the look of CRT graphics (especially vector graphics) on contemporary LCD screens; in other words, platforms matter.

    One can imagine comparable examples from the history of computing broadly speaking, for example the difficulty of recreating the ergonomics and sensory experience of a teletype interface on a modern laptop. As we use emulators to help us better understand the past, we must also keep in mind the ways in which they distort our experience of it.

  • Game Internals

    I recently came across a brand new blog that may be of interest to SIGCISers, Game Internals, by programmer Chad Birch. His first post describes the algorithm used to control the ghosts in Pac-Man (including an interesting bug). Along with the “Pac-Man Dossier” that he links to, it would be a great primary source for a study of the history of video game software. Hopefully Birch will keep the interesting material coming.

    Birch’s blog reminds me of probably the best book I’ve read on video games, Racing the Beam, released last year by media scholars Nick Montfort and Ian Bogost. Here are a couple reviews from Digital Culture and Education and Slate.

    Montfort and Bogost describe how Atari Video Computer System (VCS, a.k.a. 2600) games were produced at the intersection of programmer creativity and the affordances offered by the hardware platform. Sometimes the result fell flat, as in the attempt to faithfully recreate Pac-Man on the 2600 system. The dire failure of the home version to live up to the arcade origina contributed to the video game “crash” of 1983. Other efforts, however, laid the seeds for an entire video game genre, as with Pitfall! and the side-scrolling platformer.

    My favorite example from the book is the shimmering band of color that represents the “neutral zone” from the game Yar’s Revenge, which features on the cover. Squeezed for cartridge space, programmer Howard Warshaw used the code itself as a pseudo-random number generator to generate the pattern.

    Racing the Beam is one of very few studies that examine the technical labor involved in programming in any detail. (Dreaming in Code also comes to mind, though it is rather less technically detailed.) If this kind of study were coupled with examinations of the social and political aspects of that labor, one might imagine a sort of Harper’s Ferry Armory of video game programming as the result.

    Montfort and Bogost intend their book to be the launching point for a Platform Studies Series with MIT Press, whose core question is how particular digital platforms affect the media that is created upon them. The implicit argument is that, while the medium may not be the message, the former cannot but shape the latter. The series is open for applications, if you have a relevant manuscript on the way…

  • Virtual Environments and Historical Contexts

    I recently attended a talk given by Fred Brooks in Research Triangle Park. Best known as “the father of the IBM System/360” and for coining “Brooks Law” (the addition of more programmers to a late project will only make it later), he currently teaches at the Department of Computer Science at the University of Chapel Hill in North Carolina, which he helped found in 1964.

    Brooks spoke with lively enthusiasm about how his long-running interest in computer graphics, which he traces back to a talk he heard in 1965, led to his current work in virtual reality systems.

    For the most part, these systems have non-entertainment applications. Flight simulators, military combat simulators, and tools for helping stroke patients regain a normal gait are a few representative examples of the applications of his work. Indeed, Brooks finds entertainment applications less interesting because entertainment consumers are “easier to fool,” and as a result, the products don’t need to be as rigorously designed and tested.

    Nevertheless, the usability of virtual environments, as Brooks prefers to call them, hinges on fooling users into taking a virtual environment as seriously as a real one, and Brooks’s team spends much of their time testing the best ways to do this. One way they’ve begun to get users to take the virtual environment more seriously is by adding real physical and haptic cues.

    Drawing on Eleanor J. Gibson’s experiments with visual cliffs from the 1960s, Brooks’s lab has experimented with a virtual environment in which users must walk around a room with a walkway at the edge, and a large open hole in the center, in order to complete certain tasks. Although wearing a helmet to project the virtual environment, subjects would in some cases walk directly across the virtual hole without concern, breaking through the virtual environment. Elevating the walkway by a few inches, however, resulted in a dramatic change in user behavior. Subjects now jumped back in genuine fear (measured by changes in heart rate and skin conductivity) when approaching the edge.

    Perhaps the most interesting part of his talk centered on the use of redirected walking in order to further mold user experience of a virtual environment. In order to make a virtual environment seem real and to reduce simulator sickness, subjects in a virtual environment walk the same distance and direction in the actual environment. Redirected walking, however, imperceptibly shifts the virtual environment, making the user think, for instance, that he or she is walking in a straight line even when walking in circles. More radical shifts in the virtual environment’s orientation can be snuck by the user with the additional aid of distractionary tactics–like a barking dog or a swarm of butterflies–which cause the user to turn his or head, allowing the scene to be repositioned.

    The major benefit of this technique is that is allows virtual space to transcend real space: subjects could now walk a mile in a straight line in virtual space while in the confines of a 50-foot room. Brooks is quick to point out that we are “not going to see a Holodeck” in his lifetime, but the potential of redirected walking to change immersive virtual environments seems revolutionary nonetheless.

    Brooks’s talk also got me thinking about the ways in which current, state-of-the-art advances in computing impact us as historians of computing technology. For the most part, our research interests and intellectual concerns are necessarily shaped by current contexts; often a difficult issue for historians to contend with as we strive to preserve equanimity. I’d be interested in hearing how recent advances in computing, or current concerns about computing and society, have impacted your most recent research project, and to what extent you welcome (or try to avoid) connections of this kind.

  • The Obituary of Maurice Wilkes, Among Many Others

    A major figure in the history of computing, Britain’s Maurice Wilkes, died this past Monday. Obituaries can be found at the Guardian and the Independent; the latter was written by SIGCIS’ own Martin Campbell-Kelly. Both discuss Wilkes’ microprogramming design, which led me to consider that although we have many histories of machines (of ENIAC, EDSAC, UNIVAC, etc.), we have rather little in the way of histories of machine architectures. It would be interesting to know much more about how decisions about design trade-offs are made, how architectures evolve over time, and how they are shaped by the demands of maintaining compatibility with software, much of which shows remarkable longevity despite the supposed eternal youth of the digital world.

    The death of Wilkes led me on a search for all the figures in the history of computing (well-known and otherwise) that have passed away this year.

    The name that came most readily to mind was Ed Roberts, creator of the Altair microcomputer, who died in April. Obituaries can be found at the New York Times and the Guardian (again by Campbell-Kelly). A recollection from Dave Bunnell, who worked on the documentation for the Altair and later founded PC Magazine, among others, can be found here.

    Roberts is a relatively enigmatic character, despite his significant role in the early history of personal computing in the United States. He was not a heavy self-promoter, nor a great business tycoon. While journalists have dedicated reams of paper and rivers of ink to Steve Jobs and Bill Gates, Roberts remains relatively unknown. Sadly, his memory is now lost to us, and to my knowledge he never recorded any extensive oral history. (He did give a somewhat lengthy interview to Dave Bunnell in the Nov./Dec. 1977 and Jan. 1978 issues of Personal Computing).

    Another familiar figure to historians of computing who died this year was Herb Grosch (see the obituary from the Communications of the ACM). Though Grosch is best known for his Law (published in 1953), which held that electronic computers had economies of scale, he seems to pop up everywhere in the computing literature of the 1960s and 70s. His contrarian style may sometimes have rubbed his colleagues the wrong way, but it certainly makes for fun reading.

    Among the names I recognized, the last was Max Palevsky, founder of Scientific Data Systems (SDS). SDS is, ironically, best known for being bought by Xerox. That purchase led to (or rather, made possible) the creation of the Palo Alto Research Center (PARC), the subject of at least two books. Palevsky himself has not received a great deal of attention, but based on the obituary he sounds fascinating.

    My search also led me to a number of lesser known figures (at least, all of their names were new to me):

    • Peter Hilton, a cryptographer at Bletchley Park and later a mathematician of note, though not one closely allied to computer science.
    • Watts Humphrey, a major player in software engineering.
    • Frederick Jelinek, one of many Jewish emigrés from Eastern Europe who played a significant role in American computing, in his case in speech recognition.
    • Guy Kewney, who wrote the NewsPrint column in the long-running British periodical Personal Computer World (which received its own obituary last year).
    • Robin Milner, a computer scientist and creator of the ML(meta-language) computer language.
    • Finally Ray Solomonoff, one of the organizers of the 1956 Dartmouth conference widely considered to be the founding moment of the field artificial intelligence (AI). Solomonoff actually died last December, but his death was not reported by the New York Times until the following month.

    Whew. That’s what I was able to find, but whom have I missed? I’d especially appreciate any corrections to my obvious Anglo-American bias.

  • Blogs

    SIGCIS has created personal blogs on the request of several of its members. Content from these is sometimes promoted to our front page, but visit the blogs directly to see their full content.

    Currently our featured bloggers are Marie Hicks and Chris MacDonald, who have agreed to help keep the SIGCIS website supplied with new and exciting material, and Dag Spicer who will be keeping us up to date with events at the Computer History Museum. If you would like a blog of your own please let us know.

    Visit http://www.sigcis.org/blog to see the latest blog posts.

  • Learning Who Really Invented the Computer?

    Last month’s Wired magazine contained a story and interview with novelist Jane Smiley, whose recent book, The Man Who Invented the Computer, purports to finally reveal the true author of that device. Hint: The answer rhymes with Batanasoff. I have not had a chance to read the book, but based on the interview Smiley, an alumna of and former professor at John Atansoff’s own Iowa State, appears to portray him as a wronged genius, exploited by a devious John Mauchly. Our own Evan Koblentz has posted a sharp critique of the book on Amazon, as has, evidently, Mauchly’s own son, if Amazon’s Real Name service is to be believed. Does anyone else who has read it have more positive views? Granted that based on her bibliography and notes (available on the Amazon preview) she seems to have done limited research, and not to have delved into the Atansoff papers. Granted that we already have a book called Atansoff: Forgotten Father of the Computer. Can we perhaps still draw something useful from this book at the meta-level? Although the question of who invented the computer (and similar priority disputes) is not a particular pressing one among historians of computing these days, it seems to continue to have currency in the wider world – indeed, one of the reviews of the book on Amazon (besides Mauchly’s) is aimed primarily at defending the ENIAC’s priority claim. How do people with no direct stake (in terms of money, prestige, etc) in the outcome become invested in these questions?

  • More Blog Activity Forthcoming

    Dear SIGCISers,

    I’ve recently taken up the vacant position of Member Communications for SIGCIS. Expect this blog to be more frequently updated with information and commentary that is (hopefully) of interest to this community. Marie Hicks has also agreed to help me with this task from time to time (thank you!).

    I will be keeping an eye out for information to pass on, but my success will in part depend on all of you. If you are aware are any events, books, conferences, or other items that you think our community should be made aware of on this blog, please e-mail me (you can find my e-mail in the member directory).

    Sincerely,nChris McDonald

  • 2010 Workshop: Edwards Keynote Abstract

    Friction: Rethinking Speed, Power, and Possibility in the History of Information Infrastructures

    Tropes involving computers’ “speed” and “power” have dominated discourses about computing from the earliest days of electronic machines. Metaphors of friction may provide a different lens, one that focuses attention on the materiality of information processing. Machines transform energy into work; friction reduces the amount of work they can do with a given input. Information systems transform data (among other things) into information and knowledge. Computational friction opposes this transformation; it expresses the resistance that must always be overcome, the sociotechnical struggle with numbers that always precedes reward.

    Like computation, data always have a material aspect: data are things. They are not just numbers but also numerals, with dimensionality, weight, and texture. Data friction references the costs in time, energy, and attention required simply to collect, check, store, move, receive, and access data — whether it be from one place on Earth to another, from one machine (or computer) to another, or from one medium (such as punch cards) to another (such as magnetic tape).

    Finally, an increasingly salient form of friction today is metadata friction. Just as with data themselves, creating, handling, and managing metadata always exacts a cost in time, energy, and attention. In most fields, this frictional cost is experienced as an additional burden on top of primary work. For example, countless discussions reference the nearly insuperable difficulty of getting research scientists to record even the most basic metadata — let alone the meticulously detailed descriptions needed for long-term, multidisciplinary data sharing.

    Exhibit A in this talk will be the histories of weather forecasting and climatology, where the collection, processing, and storage of data from the whole planet have been explicit goals since the early 19th century.