Title: Digitale medier: formidling og design
1Digitale medier formidling og design
- 19. september
- Visioner fra Leibniz til new media
2Dagens program
- Første vision regnemaskinen
- Anden vision forbedring af menneskets intellekt
- Tredje vision erstatning af menneskelige
funktioner kunstig intelligens - Øvelse
3Første vision Regnemaskinen
4Gottfried Wilhelm Freiherr von Leibniz (1646-1716)
- Mekanisk regnemaskine (1673)
- Kalkulus (1675, for de matematisk udfordrede
formler i øvrigt samtidigt med Newton) - Beskriver som den første det binære talsystem
(1705)
5- Leibniz regne-maskine kunne klare de fire
basale regnearter
6Leibniz vision Lad os kalkulere
- Characteristica universalis
- universelt tegnsystem
- Calculus ratiocinator
- fornuftens matematik
7Jacquard væv (1801)
8Charles Babbage (1791-1871)
- Babbage was educated initially in Totnes in
Devon, where the family had its roots. In 1810 he
went up to Cambridge, where he found that he knew
more algebra than his tutors. - In 1812, the idea occurred to him that a major
part of the work of making mathematical tables
could be carried out by a machine. This was the
start of his vision.
9Babbages Analytical Engine (1833)
- Var udstyret med regneenhed (Mill) og hukommelse
(Store) - Den ligner altså i sin opbygning moderne computere
10Ada Lovelace (1815-1852)
- The Analytical Engine has no pretensions to
originate anything. It can do whatever we know
how to order it to perform (1842) - We may say most aptly that the Analytical Engine
weaves algebraic patterns just as the
Jacquard-loom weaves flowers and leaves (1843 )
11Hulkortet
- Herman Hollerith, den amerikanske folketælling i
1890 og the Computing-Tabulating-Recording Co.
(1896) - International Business Machines Corp. (1924)
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13Fingers you can count on
- IBM 604 Electronic Calculating Punch with Type
521 Card Reader/Punch, 1948
14Youre trying to divide by zero
- Payoff So dont wait until 1957 1958 or 1959
to cash in on the tremendous savings available to
you with the Remington Rand Univac System.
15Anden vision Forbedring af det menneskelige
intellekt
16Hvorfor bruge militærets penge på computere?
- Krævende udregninger
- tabeller med færdige ballistiske kalkulationer
- atombomben
- Kommunikation
- kryptering
- støj
- feedback
17Bush
- Memex
- Vision Hyper-Media (Bush called it trails)
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19The quest for interactive computing
- J.C.R. Licklider, physics/math/psychology
- SAGE
- Psychoacoustics
- DARPA
- John McCarthy, mathematician
- Coined the term artificial intelligence (AI)
- Invented interactive time-sharing
20Douglas Engelbart
- H-LAM/THuman Using Language, Artifacts,
Methodology, in which he is Trained - The mouse
- Vision Computer Supported Cooperative Work (CSCW)
21Alan Kay og PARC
- Dynabook
- Vision Børn skal kunne bruge en computer
kreativt - Smalltalk (Object Oriented Programming)
- Bitmapped graphics
- WYSIWYG
- The best way to predict the future is to invent
it
22Alan Kay The Reactive Engine (1969)
Flex was to be an interactive tool which can aid
in the visualization and realization of
provocative notions. It must be simple enough so
that one does not have to become a systems
programmer (one who understands the arcane rites)
to use it. It must be cheap enough to be owned
(like a grand piano). It must do more than just
be able to realize computable functions it has
to be able to form the abstractions in which the
user deals. Flex is an idea debugger and, as
such, it is hoped that it is also an idea media
sic (p.75)
23Flex (1967)
24Dynabook (1968)
- a dynamic media for creative thought a self
contained knowledge manipulator in a portable
package the size and shape of an ordinary
notebook
25Alto (1974)
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28SAGE
- En bygning i NORADs early warning system, SAGE
29SAGE computerrum
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31Sputnik
- History changed on October 4, 1957, when the
Soviet Union successfully launched Sputnik I. The
world's first artificial satellite was about the
size of a basketball, weighed only 183 pounds,
and took about 98 minutes to orbit the Earth on
its elliptical path. - Then the Soviets struck again on November 3,
Sputnik II was launched, carrying a much heavier
payload, including a dog named Laika.
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33Footnotes to the history of interactivity
- The first personal computer was not the Apple
MacIntosh or the Alto, even if most accounts say
so. It was the experimental TX-0 (pronounced
tixo), designed by Wesley Clark and built by
Ken Olsen in 1956. - The TX-0 was designed deliberately to be
interactive, i.e. not like any other computer
built in the same period, such as the 'batch
processing' computers built by IBM.
34Responsive to input and with visual output
- What they meant by interactive was something
like "Accessible to the user, responsive to
manual input, and offering instant visual output
- and therefore fun." - The TX-0 had a Flexowriter as its main input and
output, but in addition it had a cathode ray tube
with 4.000 lines resolution for output, and
light-pen for input. It even had built-in sound -
there was an amplifier and a loudspeaker
underneath the control table, which could be
controlled by programming (Waldrop 2001 142-146).
35Interactivity play
- The students who had commandeered the TX-0
succeeded in programming something called Mouse
in the Maze, which never really made it as a
full-fledged game. - Spacewar, by many acknowledged as the first real
computergame, was programmed on TX-0's successor,
the PDP-1 from Digital Equipment Corporation -
the company founded by Ken Olsen after he left
MIT (Levy 27-38, 56-65).
36Tredje vision Kunstig intelligens
37Norbert Wiener
- Vision Human and machine must be reduced to a
single structure - A niche in the war effort
- Computers
- Anti-aircraft defense
38Cybernetics
- Negative feedback
- Overshooting and going intooscillation
- Nervous fibers either fire or they do not
fire - ? Cybernetics (from gr. kyberos, styrmand)
39Automation
- A homeostat is a mechanism which keeps certain
bodily conditions within a narrow range - The house thermostat
- When you have simplified a task by reducing it to
a routine of consecutive procedures, you have - ? Automation
40Turing
- Vision Can machines think?
- ? The imitation game
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42Discrete state machines
- Strictly speaking, there are no such machines.
Everything really moves continuously. But there
are many kinds of machine which can profitably be
thought of as being discrete state machines
43Turing machines
- The special property of digital computers, that
they can mimic any discrete state machine, is
described by saying that they are universal
machines
44Turings challenge
- I believe that in about fifty years time it
will be possible to programme computers with a
storage capacity of about 109 to make them play
the imitation game so well that an average
interrogator will have not more than 70 per cent.
chance of making the right identification after
five minutes of questioning