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Digitale medier: formidling og design

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Title: Digitale medier: formidling og design


1
Digitale medier formidling og design
  • 19. september
  • Visioner fra Leibniz til new media

2
Dagens program
  • Første vision regnemaskinen
  • Anden vision forbedring af menneskets intellekt
  • Tredje vision erstatning af menneskelige
    funktioner kunstig intelligens
  • Øvelse

3
Første vision Regnemaskinen
4
Gottfried 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

6
Leibniz vision Lad os kalkulere
  • Characteristica universalis
  • universelt tegnsystem
  • Calculus ratiocinator
  • fornuftens matematik

7
Jacquard væv (1801)
8
Charles 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.

9
Babbages Analytical Engine (1833)
  • Var udstyret med regneenhed (Mill) og hukommelse
    (Store)
  • Den ligner altså i sin opbygning moderne computere

10
Ada 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 )

11
Hulkortet
  • Herman Hollerith, den amerikanske folketælling i
    1890 og the Computing-Tabulating-Recording Co.
    (1896)
  • International Business Machines Corp. (1924)

12
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13
Fingers you can count on
  • IBM 604 Electronic Calculating Punch with Type
    521 Card Reader/Punch, 1948

14
Youre 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.

15
Anden vision Forbedring af det menneskelige
intellekt
16
Hvorfor bruge militærets penge på computere?
  • Krævende udregninger
  • tabeller med færdige ballistiske kalkulationer
  • atombomben
  • Kommunikation
  • kryptering
  • støj
  • feedback

17
Bush
  • Memex
  • Vision Hyper-Media (Bush called it trails)

18
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19
The 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

20
Douglas Engelbart
  • H-LAM/THuman Using Language, Artifacts,
    Methodology, in which he is Trained
  • The mouse
  • Vision Computer Supported Cooperative Work (CSCW)

21
Alan 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

22
Alan 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)
23
Flex (1967)
24
Dynabook (1968)
  • a dynamic media for creative thought a self
    contained knowledge manipulator in a portable
    package the size and shape of an ordinary
    notebook

25
Alto (1974)
  • The interim Dynabook

26
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27
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28
SAGE
  • En bygning i NORADs early warning system, SAGE

29
SAGE computerrum
30
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31
Sputnik
  • 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. 

32
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33
Footnotes 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.

34
Responsive 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).

35
Interactivity 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).

36
Tredje vision Kunstig intelligens
37
Norbert Wiener
  • Vision Human and machine must be reduced to a
    single structure
  • A niche in the war effort
  • Computers
  • Anti-aircraft defense

38
Cybernetics
  • Negative feedback
  • Overshooting and going intooscillation
  • Nervous fibers either fire or they do not
    fire
  • ? Cybernetics (from gr. kyberos, styrmand)

39
Automation
  • 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

40
Turing
  • Vision Can machines think?
  • ? The imitation game

41
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42
Discrete 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

43
Turing machines
  • The special property of digital computers, that
    they can mimic any discrete state machine, is
    described by saying that they are universal
    machines

44
Turings 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
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