From Cave Paintings to the Internet A Chronological and Thematic Database on the History of Information and Media Computer / Internet Culture Timeline

Theme

1300 – 1400

Logical Machines for the Production of Knowledge 1305

A portrait of Ramon Llull. (View Larger)

Majorcan writer and philosopher Ramon Llull (Ramon Lull) publishes in his Ars generalis ultima or Ars magna  (the "The Ultimate General Art") a method of combining religious and philosophical attributes selected from a number of lists, which he invented about 1275. It is believed that Llull's inspiration for the Ars magna came from observing Arab astrologers using a mechanical device called a zairja to calculate ideas.

Llull's method

"was intended as a debating tool for winning Muslims to the Christian faith through logic and reason. Through his detailed analytical efforts, Llull built an in-depth theological reference by which a reader could enter in an argument or question about the Christian faith. The reader would then turn to the appropriate index and page to find the correct answer.

"Llull also invented numerous 'machines' for the purpose. One method is now called the Lullian Circle, each of which consisted of two or more paper discs inscribed with alphabetical letters or symbols that referred to lists of attributes. The discs could be rotated individually to generate a large number of combinations of ideas. A number of terms, or symbols relating to those terms, were laid around the full circumference of the circle. They were then repeated on an inner circle which could be rotated. These combinations were said to show all possible truth about the subject of the circle. Llull based this on the notion that there were a limited number of basic, undeniable truths in all fields of knowledge, and that we could understand everything about these fields of knowledge by studying combinations of these elemental truths.

"The method was an early attempt to use logical means to produce knowledge. Llull hoped to show that Christian doctrines could be obtained artificially from a fixed set of preliminary ideas. For example, one of the tables listed the attributes of God: goodness, greatness, eternity, power, wisdom, will , virtue, truth and glory. Llull knew that all believers in the monotheistic religions - whether Jews, Muslims or Christians - would agree with these attributes, giving him a firm platform from which to argue.

"The idea was developed further by Giordano Bruno in the 16th century, and by Gottfried Leibniz in the 17th century for investigations into the philosophy of science.

"Leibniz gave Llull's idea the name ars combinatoria, by which it is now often known. Some computer scientists have adopted Llull as a sort of founding father, claiming that his system of logic was the beginning of information science" (Wikipedia article on Ramon Llull, accessed 04-02-2009).

Filed under: Computer / Internet Culture, Indexing & Seaching Information, Mathematics / Logic, Religious Texts / Religion | Bookmark or share this entry »

1700 – 1750

Possibly the Earliest References to a Fictional Device that Resembles a Modern Computer 1726

In Gulliver's Travels Jonathan Swift describes a fictional device called The Engine, which generates permutations of word sets. It is possibly the earliest reference to a device resembling aspects of a modern computer.  Though Swift does not reference the medieval Ars combinatoria of the Spanish philosopher Ramon Llull (Lull),  the passage is considered a parody of his method.

Swift wrote:

“... Every one knew how laborious the usual method is of attaining to arts and sciences; whereas, by his contrivance, the most ignorant person, at a reasonable charge, and with a little bodily labour, might write books in philosophy, poetry, politics, laws, mathematics, and theology, without the least assistance from genius or study.” He then led me to the frame, about the sides, whereof all his pupils stood in ranks. It was twenty feet square, placed in the middle of the room. The superfices was composed of several bits of wood, about the bigness of a die, but some larger than others. They were all linked together by slender wires. These bits of wood were covered, on every square, with paper pasted on them; and on these papers were written all the words of their language, in their several moods, tenses, and declensions; but without any order. The professor then desired me “to observe; for he was going to set his engine at work.” The pupils, at his command, took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of the words was entirely changed. He then commanded six-and-thirty of the lads, to read the several lines softly, as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys, who were scribes. This work was repeated three or four times, and at every turn, the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down."

Filed under: Computer / Internet Culture, Fiction, Science Fiction, Drama, Poetry, Mathematics / Logic | Bookmark or share this entry »

1945 – 1950

The First Use of "Bug" in the Context of Computing September 9, 1945

Grace Hopper, testing Aiken’s Harvard Mark II Relay Calculator, found that a large dead moth, trapped between points at Relay #70, Panel F,  caused the relay to fail. She removed the bug and entered the dead insect into a log book with the note, "First actual case of bug being found." This was first use of the term “bug” within the context of computing, and also perhaps the origin of the concept of “debugging” within the context of computing.

Filed under: Computer / Internet Culture, Data Processing / Computing, Software | Bookmark or share this entry »

Cybernetics 1948

Norbert Wiener publishes Cybernetics or Control and Communication in the Animal and the Machine, a widely read and influential book that applied theories of information and communication to both biological systems and machines. Cybernetics was also the first conventionally published book to discuss electronic digital computing. Writing as a mathematician rather than an engineer, Wiener’s discussion was theoretical rather than specific.

Computer-related words with the “cyber” prefix, including "cyberspace," originate from Wiener’s book.

Wiener's book was reviewed in TIME Magazine on December 27, 1948. The review was entitled "In Man's Image." The reviewer used the word calculator to describe the machines; at this time the word computer was reserved for humans.

"Some modern calculators 'remember' by means of electrical impulses circulating for long periods around closed circuits. One kind of human memory is believed to depend on a similar system: groups of neurons connected in rings. The memory impulses go round & round and are called upon when needed. Some calculators use 'scanning' as in television. So does the brain. In place of the beam of electrons which scans a television tube, many physiologists believe, the brain has 'alpha waves': electrical surges, ten per second, which question the circulating memories.

"By copying the human brain, says Professor Wiener, man is learning how to build better calculating machines. And the more he learns about calculators, the better he understands the brain. The cyberneticists are like explorers pushing into a new country and finding that nature, by constructing the human brain, pioneered there before them.

"Psychotic Calculators. If calculators are like human brains, do they ever go insane? Indeed they do, says Professor Wiener. Certain forms of insanity in the brain are believed to be caused by circulating memories which have got out of hand. Memory impulses (of worry or fear) go round & round, refusing to be suppressed. They invade other neuron circuits and eventually occupy so much nerve tissue that the brain, absorbed in its worry, can think of nothing else.

"The more complicated calculating machines, says Professor Wiener, do this too. An electrical impulse, instead of going to its proper destination and quieting down dutifully, starts circulating lawlessly. It invades distant parts of the mechanism and sets the whole mass of electronic neurons moving in wild oscillations" (http://www.time.com/time/magazine/article/0,9171,886484-2,00.html, accessed 03-05-2009).

Filed under: Computer / Internet Culture, Computers & Society, Computers & the Human Brain, Computing & Medicine / Biology, Computing Theory | Bookmark or share this entry »

The First Popular Book on Electronic Computers 1949

Edmund Berkeley publishes Giant Brains or Machines that Think, the first popular book on electronic computers.

Among many interesting details, Giant Brains contains a discussion about a machine called Simon, which has been called the first personal computer. (See Reading 8.6.)

Filed under: Book History, Computer & Calculator Design / Architecture, Computer / Internet Culture, Computers & Society, Computing Theory | Bookmark or share this entry »

1950 – 1955

UNIVAC Predicts the Election of Dwight D. Eisenhower November 4, 1952

UNIVAC I, serial 5, used by the CBS television network, successfully predicts the election of Dwight D. Eisenhower as president of the United States.

This was the first time that millions of people (including me, then aged 7) saw and heard about an electronic computer.

The computer, far too large and delicate for moving to be considered, was actually in Eckert-Mauchly's corporate office in Philadelphia. What was televised by Walter Cronkite from CBS studios in New York was actually a dummy terminal connected by teletype.

Univac 1, serial 5 was later installed at Lawrence Livermore Laboratories in Livermore, California.

Filed under: Computer / Internet Culture, Computers & Society, News Media / Journalism, Popular Culture, Social / Political | Bookmark or share this entry »

Perhaps the First Computer-Controlled Aesthetic System 1953

English cybernetician and psychologist Gordon Pask creates MusiColour, a computer-controlled aesthetic system that "drove an array of lights that adapted to a musician's performance" (Mason, a computer in the art room. the origins of british computer arts 1950-1980 [2008] 6). This was one of the earliest examples of "computer art."

Filed under: Art , Art and Science, Medicine, Technology, Computer / Internet Culture, Graphics / Visualization / Animation, Human-Computer Interaction, Music | Bookmark or share this entry »

Alan Turing Dies June 7, 1954

Alan Turing commits suicide by eating an apple laced with cyanide. 

"The apple itself was never tested for contamination with cyanide, but a post-mortem established that the cause of death was cyanide poisoning. Most believe that his death was intentional, and the death was ruled a suicide. His mother, however, strenuously argued that the ingestion was accidental due to his careless storage of laboratory chemicals. Biographer Andrew Hodges suggests that Turing may have killed himself in this ambiguous way quite deliberately, to give his mother some plausible deniability. Others suggest that Turing was re-enacting a scene from 'Snow White', his favourite fairy tale. Because Turing's homosexuality would have been perceived as a security risk, the possibility of assassination has also been suggested. His remains were cremated at Woking crematorium on 12 June 1954."

Filed under: Computer / Internet Culture | Bookmark or share this entry »

1955 – 1960

Satirizing the Role of Automation in Eliminating Jobs, and Librarians 1957

The romantic comedy film, Desk Set, is the first film to dramatize and satirize the role of automation in eliminating traditional jobs.

The name of the computer in the film, EMERAC, and its room-size installation, was an obvious take-off on UNIVAC, the best-known computer at the time. In the film, the computer was brought-in to replace the library of books, and its staff—an early foreshadowing of the physical information versus digital information issue.  Directed by Walter Lang and starring Spencer Tracy, Katharine Hepburn, Gig Young, Joan Blondell, and Dina Merrill, the screenplay was written by Phoebe Ephron and Henry Ephron from the play by William Marchant.

The film "takes place at the "Federal Broadcasting Network" (exterior shots are of Rockefeller Center, headquarters of NBC). Bunny Watson (Katharine Hepburn) is in charge of its reference library, which is responsible for researching and answering questions on all manner of topics, such as the names of Santa's reindeer. She has been involved for seven years with network executive Mike Cutler (Gig Young), with no marriage in sight.

"The network is negotiating a merger with another company, but is keeping it secret. To help the employees cope with the extra work that will result, the network head has ordered two computers (called "electronic brains" in the film). Richard Sumner (Spencer Tracy), the inventor of EMERAC and an efficiency expert, is brought in to see how the library functions, to figure out how to ease the transition. Though extremely bright, as he gets to know Bunny, he is surprised to discover that she is every bit his match.

"When they find out the computers are coming, the employees jump to the conclusion the machines are going to replace them. Their fears seem to be confirmed when everyone on the staff receives a pink slip printed out by the new payroll computer. Fortunately, it turns out to be a mistake; the machine fired everybody in the company, including the president" Wikipedia article on Desk Set, accessed 12-23-2008).

Filed under: Cinematography / Films / Video, Computer / Internet Culture, Computers & Society, Fiction, Science Fiction, Drama, Poetry, Libraries , Popular Culture | Bookmark or share this entry »

First Formal Definition of Hacker June 1959

Peter R. Samson, Public Relations Committee of the MIT Tech Model Railroad Club, defines the term "hacker" in the Tech Model Railroad Club Dictionary as:

"1) an article or project without constructive end

"2) a project undertaken on bad self-advice

"3) an entropy booster

"4) to produce, or attempt to produce, a hack(3)."

Samson defined hacker is defined as "one who hacks, or makes them."

Much of the Tech Model Railroad Club jargon was later incorporated into early computer culture. In 2005 Samson commented:

"I saw this as a term for an unconventional or unorthodox application of technology, typically deprecated for engineering reasons. There was no specific suggestion of malicious intent (or of benevolence, either). Indeed, the era of this dictionary saw some 'good hacks:' using a room-sized computer to play music, for instance; or, some would say, writing the dictionary itself" (http://www.gricer.com/tmrc/dictionary1959.html, accessed 06-01-2009).

Filed under: Computer / Internet Culture, Linguistics / Translation / Speech | Bookmark or share this entry »

The PDP-1: Programmed Data Processor, Not Called a Computer December 1959

At the Eastern Joint Computer Conference in Boston Digital Equipment Corporation (DEC) demonstrates the prototype of its first computer, the PDP-1 (Programmed Data Processor-1), designed by a team headed by Ben Gurley.

"The launch of the PDP-1 (Programmed Data Processor-1) computer in 1959 marked a radical shift in the philosophy of computer design: it was the first commercial computer that focused on interaction with the user rather than the efficient use of computer cycles" (http://www.computerhistory.org/collections/decpdp-1/, accessed 06-25-2009).

Selling for $120,000, the PDP-1 was a commercialization of the TX-O and TX-2 computers designed at MIT’s Lincoln Laboratories. On advice from the venture-capital firm that financed the company, DEC did not call it a “computer,” but instead called the machine a “programmed data processor.” The PDP-1 was credited as being the most important in the creation of hacker culture. Some references identified this machine as the first minicomputer; however DEC gave that designation to either the PDP-5 introduced in 1963 or the PDP-8 introduced in 1965.

Reference: http://research.microsoft.com/en-us/um/people/gbell/Digital/timeline/1959-2.htm, accessed 08-25-2009.

Filed under: Computer & Calculator Industry, Computer / Internet Culture, Data Processing / Computing, Human-Computer Interaction | Bookmark or share this entry »

1960 – 1970

"Computer Graphics" 1960

William A. Fetter, a researcher at Boeing, coins the term “computer graphics.”

Filed under: Computer / Internet Culture, Graphics / Visualization / Animation, Software | Bookmark or share this entry »

Technical Basis for the Development of Phreaking November 1960

C. Breen and D. A. Dahlbaum publish "Signaling Systems for the Control of Telephone Switching," Bell System Technical Journal, 39 (1960) 1381-1444.

"Telephone signaling is basically a matter of transferring information between machines, and between humans and machines. The techniques developed to accomplish this have evolved over the years in step with advances in the total telephone art. The history of this evolution is traced, starting from the early simple manual switchboard days to the present Direct Distance Dialing era. The effect of the increasing sophistication in automatic switching and transmission systems and their influence on signaling principles are discussed. Emphasis is given to the signaling systems used between central offices of the nationwide telephone network and the influence on such systems of the characteristics of switching systems and their information requirements, the transmission media and the compatibility problem. A review is made of the forms and characteristics of some of the interoffice signaling systems presently in use. In addition, the problem of signaling between Bell System and overseas telephone systems is reviewed with reference to delivering information requirements, signaling techniques and new transmission media. Finally, some speculation is made on the future trends of telephone signaling systems" (abstract of the paper).

According to http://www.historyofphonephreaking.org/docs.php, the Breen and Dahlbaum paper is

"often cited as the article that gave away the keys to the kingdom," leading to the development of the underground "phreaker" culture.  Other papers that included the in-band trunk signaling tones which provided the technical information needed to build Blue Boxes are cited at http://www.lospadres.info/thorg/bstj.html, accessed 09-17-2009).

My thanks to Jeffrey Odel for this reference.

Filed under: Communication, Computer / Internet Culture, Telecommunications, Telephone | Bookmark or share this entry »

"Dial F for Frankenstein" 1961

British science fiction writer, inventor and futurist Arthur C. Clarke publishes a short story entitled "Dial F for Frankenstein.

". . . it foretold an ever-more-interconnected telephone network that spontaneously acts like a newborn baby and leads to global chaos as it takes over financial, transportation and military systems" (John Markoff, "The Coming Superbrain," New York Times, May 24, 2009).

"The father of the internet, Sir Tim Berners-Lee credits Clarke's short story, Dial F for Frankenstein, as an inspiration" (http://www.independent.co.uk/news/science/arthur-c-clarke-science-fiction-turns-to-fact-799519.html, accessed 05-24-2009).

Filed under: Artificial Intelligence, Computer / Internet Culture, Fiction, Science Fiction, Drama, Poetry, Internet & Networking , Telephone | Bookmark or share this entry »

Coining the Term "Computer Science" 1961

Mathematician and founder of Stanford University's Computer Science department, George E. Forsythe coins the term "computer science" in his paper "Engineering Students Must Learn both Computing and Mathematics", J. Eng. Educ. 52 (1961) 177-188, quotation from p. 177:

"In 1961 we find him using the term 'computer science' for the first time in his writing:

[Computers] are developing so rapidly that even computer scientists cannot keep up with them. It must be bewildering to most mathematicians and engineers...In spite of the diversity of the applications, the methods of attacking the difficult problems with computers show a great unity, and the name of Computer Sciences is being attached to the discipline as it emerges. It must be understood, however, that this is still a young field whose structure is still nebulous. The student will find a great many more problems than answers. 

"He identified the "computer sciences" as the theory of programming, numerical analysis, data processing, and the design of computer systems, and observed that the latter three were better understood than the theory of programming, and more available in courses" (Knuth, "George Forsythe and the Development of Computer Science," Communications of the ACM, 15 (1972) 722).

Filed under: Computer & Calculator Design / Architecture, Computer / Internet Culture, Computers & Society, Data Processing / Computing, Education / Reading / Literacy | Bookmark or share this entry »

Spacewar, the First Computer Game for a Commercially Available Computer 1962

Programmer and computer scientist Steve Russell, aka Steve "Slug" Russell, and his team at MIT, including members of the Tech Model Railroad Club, take about 200 hours to program the first computer game for a commercially available computer on a DEC PDP-1.

Inspired by the space battles in the Lensman serial of science fiction space opera by E. E. "Doc" Smith, the computer game, or videogame, was called Spacewar .

Filed under: Computer / Internet Culture, Fiction, Science Fiction, Drama, Poetry, Games / Simulations | Bookmark or share this entry »

First Use of the Term "Hacker" in the Context of Computing November 20, 1963

The first use of the term "hacker" in the context of computing appears in the MIT student newspaper, The Tech:

"Many telephone services have been curtailed because of so-called hackers, according to Prof. Carlton Tucker, administrator of the Institute phone system. . . .The hackers have accomplished such things as tying up all the tie-lines between Harvard and MIT, or making long-distance calls by charging them to a local radar installation. One method involved connecting the PDP-1 computer to the phone system to search the lines until a dial tone, indicating an outside line, was found. . . . Because of the 'hacking,' the majority of the MIT phones are 'trapped.' "

Filed under: Computer / Internet Culture, Computers & Society, Telephone | Bookmark or share this entry »

Origin of the Concept of Technological Singularity 1965

Irving John Good, originally named Isidore Jacob Gudak, publishes "Speculations Concerning the First Ultraintelligent Machine," Advances in Computers, vol. 6 (1965) 31ff.

This paper originated the concept later known as "technological singularity," which anticipates the eventual existence of superhuman intelligence:

"Let an ultraintelligent machine be defined as a machine that can far surpass all the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an 'intelligence explosion,' and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make." 

Stanley Kubrick consulted Good regarding aspects of computing and artificial intelligence when filming 2001: A Space Odyssey (1968), one of whose principal characters was the paranoid HAL 9000 supercomputer.

2001 is noticed in this database.

Filed under: Artificial Intelligence, Computer / Internet Culture, Computers & Society, Computers & the Human Brain | Bookmark or share this entry »

Possibly the First Personal Computer Club 1966

Stephen B. Gray, computers editor for Electronics magazine, founds The Amateur Computer Society, possibly the first personal computer club.

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"2001: A Space Odyssey" 1968

The film 2001: A Space Odyssey, written by American film director Stanley Kubrick in collaboration with science fiction writer and futurist Arthur C. Clarke, captures imaginations with the idea of a computer that can see, speak, hear, and “think.” 

Perhaps the star of the film was the HAL 9000 computer. "HAL (Heuristically programmed ALgorithmic Computer) is an artificial intelligence, the sentient on-board computer of the spaceship Discovery. HAL is usually represented only as his television camera "eyes" that can be seen throughout the Discovery spaceship. . . . HAL is depicted as being capable not only of speech recognition, facial recognition, and natural language processing, but also lip reading, art appreciation, interpreting emotions, expressing emotions, reasoning, and chess, in addition to maintaining all systems on an interplanetary voyage.

"HAL is never visualized as a single entity. He is, however, portrayed with a soft voice and a conversational manner. This is in contrast to the human astronauts, who speak in terse monotone, as do all other actors in the film" (Wikipedia article on HAL 9000, accessed 05-24-2009).

"Kubrick and Clarke had met in New York City in 1964 to discuss the possibility of a collaborative film project. As the idea developed, it was decided that the story for the film was to be loosely based on Clarke's short story "The Sentinel", written in 1948 as an entry in a BBC short story competition. Originally, Clarke was going to write the screenplay for the film, but Kubrick suggested during one of their brainstorming meetings that before beginning on the actual script, they should let their imaginations soar free by writing a novel first, which the film would be based on upon its completion. 'This is more or less the way it worked out, though toward the end, novel and screenplay were being written simultaneously, with feedback in both directions. Thus I rewrote some sections after seeing the movie rushes -- a rather expensive method of literary creation, which few other authors can have enjoyed.' The novel ended up being published a few months after the release of the movie" (Wikipedia article on Arthur C. Clarke, accessed 05-24-2009).

Filed under: Artificial Intelligence, Cinematography / Films / Video, Computer / Internet Culture, Computers & Society, Fiction, Science Fiction, Drama, Poetry, Human-Computer Interaction | Bookmark or share this entry »

The First Message Sent Over the ARPANET October 29, 1969

The first message is sent over the ARPANET from Leonard Kleinrock’s UCLA computer to the second node at Stanford Research Institute’s computer.

The message was simply “Lo.”

Filed under: Communication, Computer / Internet Culture, Internet & Networking , Telecommunications | Bookmark or share this entry »

1970 – 1980

Xerox PARC 1970

Xerox opens the Palo Alto Research Center (PARC).

PARC became the incubator of the Graphical User Interface (GUI), the mouse, the WYSIWYG text editor, the laser printer, the desktop computer, the Smalltalk programming language and integrated development environment, Interpress (a resolution-independent graphical page description language and the precursor to PostScript), and Ethernet.

Filed under: Computer & Calculator Design / Architecture, Computer & Calculator Industry, Computer / Internet Culture, Computers & Society, Human-Computer Interaction, Software | Bookmark or share this entry »

Phreaker Underground Telephone System Culture 1971

Steve "Woz" Wozniak and Steve Jobs read an article about phreaking by Ron Rosenbaum entitled "Secrets of the Little Blue Box" in the October 1971 issue of Esquire magazine, and become active in the phreaker culture, with its legendary character "Captain Crunch." 

Wozniak's "blue box" used for phreaking in 1972 is preserved in the Computer History Museum.

Though on a much smaller scale, the phreaker underground telephone system culture was an analogous precursor of the hacker culture that later evolved around computers and the Internet.

Filed under: Computer / Internet Culture, Technology, Telecommunications, Telephone | Bookmark or share this entry »

The First Computer Virus 1971

The Creeper worm,  an experimental self-replicating program written by Bob Thomas at BBN Technologies (originally Bolt, Beranek and Newman),  is generally accepted to be the first computer virus.

"Creeper infected DEC PDP-10 computers running the TENEX operating system. Creeper gained access via the ARPANET and copied itself to the remote system where the message, "I'm the creeper, catch me if you can!" was displayed. The Reaper program was created to delete Creeper" (Wikipedia article on Creeper virus, accessed 01-18-2010).

Filed under: Computer / Internet Culture, Malware, Software | Bookmark or share this entry »

The @ in Email March 1971

Ray Tomlinson at BBN develops email for ARPANET: SNDMSG and READMAIL, choosing the “@” sign as a key email address component.

Filed under: Computer / Internet Culture, Electronic Media, Internet & Networking , Telecommunications, Writing / Palaeography / Calligraphy | Bookmark or share this entry »

The Earliest Coin-Operated Computer or Video Game September 1971

The earliest known coin-operated computer or video game, Galaxy Game, was installed at the Tresidder Union at Stanford University in September, 1971, two months before the release of Computer Space, the first mass-produced video game. Only one unit was built initially, although the game later included several consoles allowing users to play against each other.

"The game was programmed by Bill Pitts and Hugh Tuck. Like Computer Space, it was a version of the existing Spacewar!, which had been created in the early 1960s on the PDP-1 and ported to a variety of platforms since then. The coin-operated game console incorporated a Digital PDP-11/20 with vector displays. The hardware cost around $20,000, and a game cost 10 cents or three games for 25 cents. In June 1972 the hardware was improved to allow the processor to power four to eight consoles. The game remained popular on campus, with wait times for players as much as one hour, until it was removed in May 1979 due to damaged screens.

"The unit was restored in 1997 and now resides in the Computer History Museum in Mountain View, California" (Wikipedia article on Computer Space, accessed 08-26-2009).

Lowood, "Videogames in Computer Space: The Complex History of Pong, " IEEE Annals of the History of Computing 31 (2009) #3, 5-19.

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The First Commercially Sold Coin-Operated Video Game November 1971

Nutting Associates release the video arcade game Computer Space, created by Nolan Bushnell and Ted Dabney. It was an adaptation of Spacewar (1962).

Computer Space was the first commercially sold coin-operated video game, predating the Magnavox Odyssey by six months, and Atari's Pong by one year.

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SPACEWAR: Fanatic Life and Symbolic Death Among the Computer Bums December 7, 1972

Stewart Brand publishes "SPACEWAR: Fanatic Life and Symbolic Death Among the Computer Bums" in Rolling Stone magazine.

"The first 'Intergalactic Spacewar Olympics' will be held here, Wednesday 19 October, 2000 hours. First prize will be a year's subscription to 'Rolling Stone'. The gala event will be reported by Stone Sports reporter Stewart Brand & photograhed by Annie Liebowitz. Free Beer!

"Ready or not, computers are coming to the people.  

"That’s good news, maybe the best since psychedelics. It’s way off the track of the “Computers — Threat or menace?” school of liberal criticism but surprisingly in line with the romantic fantasies of the forefathers of the science such as Norbert Wiener, Warren McCulloch, J.C.R. Licklider, John von Neumann and Vannevar Bush. The trend owes its health to an odd array of influences: The youthful fervor and firm dis-Establishmentarianism of the freaks who design computer science; an astonishingly enlightened research program from the very top of the Defense Department; an unexpected market-Banking movement by the manufacturers of small calculating machines, and an irrepressible midnight phenomenon known as Spacewar.

"Reliably, at any nighttime moment (i.e. non-business hours) in North America hundreds of computer technicians are effectively out of their bodies, locked in life-or-Death space combat computer-projected onto cathode ray tube display screens, for hours at a time, ruining their eyes, numbing their fingers in frenzied mashing of control buttons, joyously slaying their friend and wasting their employers' valuable computer time. Something basic is going on.  

"Rudimentary Spacewar consists of two humans, two sets of control buttons or joysticks, one TV-like display and one computer. Two spaceships are displayed in motion on the screen, controllable for thrust, yaw, pitch and the firing of torpedoes. Whenever a spaceship and torpedo meet, they disappear in an attractive explosion. That’s the original version invented in 1962 at MIT by Steve Russell. (More on him in a moment.)  

"October, 1972, 8 PM, at Stanford’s Artificial Intelligence (AI) Laboratory, moonlit and remote in the foothills above Palo Alto, California. Two dozen of us are jammed in a semi-dark console room just off the main hall containing AI’s PDP-10 computer. AI’s Head System Programmer and most avid Spacewar nut, Ralph Gorin, faces a display screen which says only:  

"THIS CONSOLE AVAILABLE. . . ."

(http://downlode.org/Etext/Spacewar/, accessed 02-25-2010).

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Probably the World's First Online Community 1973

Probably the world's first online community begins to emerge through online forums, and the message board called PLATO Notes developed by David Woolley, in the PLATO IV system evolving at the University of Illinois at Urbana.

Filed under: Computer / Internet Culture, Computers & Society, Electronic Media, Internet & Networking , Social Media / Wikis, Telecommunications | Bookmark or share this entry »

First Public Computerized Bulletin Board System 1973

Efrem Lipkin, Mark Szpakowski, and Lee Felsenstein establish the first public computerized bulletin board system (BBS) called Community Memory in Berkeley, California.

Community Memory used hard-wired terminals in neighborhoods as distinct from the first public dial-up CBBS noticed on February 16, 1978 in this database.

"Community Memory ran off an XDS-940 timesharing computer located in Resource One in San Francisco. The first terminal was an ASR-33 Teletype at the top of the stairs leading to Leopold's Records in Berkeley. You could leave messages and attach keywords to them. Other people could then find messages by those keywords.

"The line from San Francisco to Berkeley ran at 110 baud - 10 characters per second. The teletype was noisy, so it was encased in a cardboard box, with a transparent plastic top so you could see what was being printed out, and holes for your hands so you could type. It made for some magic moments with the Allman Brothers' "Blue Sky" playing in the record store. Musicians loved it - they ended up generating a monthly printout of fusion rock bassists seeking raga lead guitars. And out of it also emerged the first net personality - Benway, as he called himself."

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The First Networked 3D Multi-User First Person Shooter Game 1973 – 1974

Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game.

"Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze). From its humble 1973-1974 origins on the Imlacs PDS-1 at the NASA Ames Research Center in California, to its life in project MAC at MIT, on Xerox Altos and "D* Machines" running on early ethernet, to versions ported to Mac, NeXT and PalmOS, Maze started it all. Today's massively multiuser 3D games owe a great debt to Maze and those who created and kept on porting it to new systems for the past 30 years. Maze is the reason why nobody can claim ownership of the rights to the invention of a multi-user 3D Cyberspace and is another of the major gifts to innovation made by early net pioneers" (Digibarn Computer Museum, accessed 04-15-2009)

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The Term "Mainframe" 1974

The term “mainframe” is first used in a Scientific American article to distinguish the main computer in a laboratory from other computers.

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Manifesto of the Microcomputer Revolution 1974

Ted Nelson self-publishes the book, Computer Lib, sub-titled You can and must understand computers NOW. Nelson issued this together with: Dream Machines: New freedoms through computer screens—a minority report. In his book Tools for Thought: The History and Future  of Mind-Expanding Technology Howard Rheingold called Computer Lib "the best-selling underground manifesto of the microcomputer revolution."

in 1987 Nelson's book was reissued by Microsoft Press with an introduction by Stewart Brand, of the Whole Earth Catalog.

Both the 1974 and 1987 editions have a highly unconventional layout, with two front covers (one for Computer Lib and the other for Dream Machines) and the division between the two books marked by text (for the other side) rotated 180°. The text itself is broken up into many sections, with simulated pull-quotes, comics, side bars, etc., similar to a magazine layout.

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Byte Magazine 1975

Byte, one of the first personal computer magaines, begins publication.

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The First Computer Text Adventure Game 1975 – 1976

Programmer at Bolt Beranek and Newman, and spelunker William Crowther writes the first computer text adventure game, Adventure.

Adventure was originally called ADVENT because a filename could only be six characters long in its operating system.  The game was renamed Colossal Cave Adventure, as it was based on part of the Mammoth Cave system in Kentucky.

"Crowther had explored the Mammoth Cave in the early 1970s, and created a vector map based on surveys of parts of the real cave, but the text game is a completely separate entity, created during the 1975-76 academic year and featuring fantasy elements such as an axe-throwing dwarf and a magic bridge."

"Crowther's original game consisted of about 700 lines of Fortran code, with about another 700 lines of data, written for BBN's PDP-10. (See the original source code) The program required about 60K words (nearly 300KB) of core memory in order to run, which was a significant amount for PDP-10/KA systems running with only 128K words." (Wikipedia article on Colossal Cave Adventure, accessed 04-14-2009).

"In early 1977, Adventure spread across ARPAnet,  and has survived on the Internet to this day. The game has since been ported to many other operating systems, and was included with the floppy-disk distribution of Microsoft's MS-DOS 5.0 OS. The popularity of Adventure led to the wide success of interactive fiction during the late 1970s and the 1980s, when home computers had little, if any, graphics capability. Many elements of the original game have survived into the present, such as the command 'xyzzy', which is now included as an Easter Egg in games such as Minesweeper" (Wikipedia article on Interactive fiction, accessed 04-15-2009).

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The Warez Scene Circa 1975

The Warez scene, often referred to as The Scene—a "community" specializing in the distribution of pirated content—started emerging around this time. It was used by predecessors of software cracking and reverse engineering groups who made their work public on privately run BBS systems.

"The first BBSes were located in the USA, but similar boards started appearing in the UK, Australia and mainland Europe. At the time setting up a machine capable of distributing data was not a trivial matter and required a certain amount of technical skill. The reason it was usually done was for the technical challenge. The BBS systems typically hosted several megabytes of material. The best boards had multiple phone lines and up to one hundred megabytes of storage space, which was very expensive at the time. Releases were mostly games and later applications" (Wikipedia article on the Warez scene, accessed 07-20-2009).

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"The Mythical Man-Month" 1975

Frederick P. Brooks, Jr. publishes The Mythical Man-Month: Essays on Software Engineering, a book on software engineering and project management.

Brooks's book described what became known in software development as Brooks's Law: "adding manpower to a late software project makes it later".

"According to Brooks himself, the law is an 'outrageous oversimplification', but it captures the general rule. Brooks points to two main factors that explain why it works this way:

"1. It takes some time for the people added to a project to become productive. Brooks calls this the "ramp up" time. Software projects are complex engineering endeavors, and new workers on the project must first become educated about the work that has preceded them; this education requires diverting resources already working on the project, temporarily diminishing their productivity while the new workers are not yet contributing meaningfully. Each new worker also needs to integrate with a team composed of multiple engineers who must educate the new worker in their area of expertise in the code base, day by day. In addition to reducing the contribution of experienced workers (because of the need to train), new workers may even have negative contributions – for example, if they introduce bugs that move the project further from completion. 

"2. Communication overheads increase as the number of people increase. The number of different communication channels increases along with the square of the number of people; doubling the number of people results in four times as many different conversations. Everyone working on the same task needs to keep in sync, so as more people are added they spend more time trying to find out what everyone else is doing."

"Compared with traditional software development, open source projects follow a different methodology. Large scale open source projects leverage the power of vast amount of participants which take care of coding and QA, using cheap communication channels (such as email) to coordinate the work. Such projects scale well, despite Brooks's Law, due to several reasons:

* Management concepts such as "manpower," "team size" and "delivery schedule" are not analogous in open source and internal corporate projects; applying Brooks's Law to both is thus misleading.

* Large scale open source projects have the ability to leverage the large number of testers to find bugs faster (also known as Linus's Law);

* Testers can read and analyze the source code, helping developers to track down bugs more efficiently;

* Efficient parallelization of work, reducing the communication overhead;

* A social context where the contributors are voluntary, associated with a leadership style that does not use coercion;

* Less reliance on traditional management methods to reduce duplication efforts.

* A more efficient allocation of labor to tasks . . .

"Some of these reasons, such as the parallelization of work could theoretically apply to both open source and closed projects" (Wikipedia article on Brooks's Law, accessed 08-08-2009).

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Home Pong 1975

Atari releases the Home Pong video game console through the Sears catalogue.

Home Pong used a television as a monitor. The success of this product resulted in a patent infringement lawsuit from the manufacturers of the Magnavox Odyssey video game console.

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The Utah Teapot 1975

Computer graphics researcher at the University of Utah, Martin Newell, creates the Utah Teapot or Newell teapot, a mathematical model of an ordinary teapot of fairly simple shape which became a standard reference object and something of an "in-joke" in the computer graphics community.

"Versions of the teapot model, or sample scenes containing it, are distributed with or freely available for nearly every current rendering and modelling program and even many graphic API, including AutoCAD, Houdini, Lightwave 3D, modo, POV-Ray, 3D Studio Max, and the APIs OpenGL and Direct3D. Some RenderMan-compliant renderers support the teapot as a built-in geometry by calling RiGeometry("teapot", RI_NULL). Along with the expected cubes and spheres, the GLUT library even provides the function glutSolidTeapot() as a graphics primitive, as does its Direct3D counterpart D3DX (D3DXCreateTeapot()). Mac OS X Tiger and Leopard also include the teapot as part of Quartz Composer, Leopard's teapot supports bump mapping. BeOS included a small demo of a rotating 3D teapot, intended to show off the platform's multimedia facilities. Teapot scenes are commonly used for renderer self-tests and benchmarks. In particular, the Teapot in a stadium benchmark and problem concern the difficulty of rendering a scene with drastically different geometrical density and scale of data in various parts of the scene.

"With the advent first of computer generated short films, and then of full length feature films, it has become something of an in-joke to hide a Utah teapot somewhere in one of the film's scenes. For example, in the movie Toy Story the Utah teapot appears in a short tea-party scene. The Utah teapot sometimes appears in the "Pipes" screensaver shipped with Microsoft Windows, but only in versions prior to Windows XP, and has been included in the "polyhedra" Xscreensaver hack since 2008. The teapot also appears in The Simpsons episode Treehouse of Horror VI in which Homer discovers the "third dimension".

"One famous ray-traced image (by Jim Arvo and Dave Kirk, from their 1987 SIGGRAPH paper "Fast Ray Tracing by Ray Classification") shows six stone columns, five of which are surmounted by the platonic solids (tetrahedron, cube, octahedron, dodecahedron, icosahedron) – and the sixth column has a teapot[7]. The image is titled "The Six Platonic Solids" – which has led some people to call the teapot a "Teapotahedron". This image appeared on the covers of several books and journals. Jim Blinn (in one of his "Project Mathematics!" videos) proves an amusing (but trivial) version of the Pythagorean theorem: Construct a (2D) teapot on each side of a right triangle and the area of the teapot on the hypotenuse is equal to the sum of the areas of the teapots on the other two sides" (Wikipedia article on Utah teapot, accessed 01-07-2010).

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The First Personal Computer Offered for Sale January 1975

H. Edward Roberts, working in Albuquerque, New Mexico, announces the MITS (Micro Instrumentation Telemetry Systems) Altair personal computer kit in an article in Popular Electronics magazine.

The first personal computer to be offered for sale, the MITS Altair had an “open architecture.”

The basic Altair 8800 sold for $397.

Filed under: Computer & Calculator Design / Architecture, Computer & Calculator Industry, Computer / Internet Culture, Computers & Society | Bookmark or share this entry »

The Homebrew Computer Club Holds its First Meeting Circa April 1975

The Homebrew Computer Club holds its first meeting at a garage in in Menlo Park, California. At these informal meetings of "tech-type" people Steve Jobs and Stephen Wozniak learned about computing.

"The Apple I and II were designed strictly on a hobby, for-fun basis, not to be a product for a company. They were meant to bring down to the club and put on the table during the random access period and demonstrate: Look at this, it uses very few chips. It's got a video screen. You can type stuff on it. Personal computer keyboards and video screens were not well established then. There was a lot of showing off to other members of the club. Schematics of the Apple I were passed around freely, and I'd even go over to people's houses and help them build their own" (Wozniak).

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The First Journal on Software for Personal Computers January 1976

Dr. Dobbs' Journal of Tiny Basic Calisthenics and Orthodontia is first published with the orthodontic subtitle, "Running Light without Overbyte."

As irrelevant as the title might have been, Dr. Dobbs' Journal was the first journal focused on software for personal computers. It evolved into the non-orthodontic Dr. Dobbs' Software Tools for the Professional Programmer.

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Probably the First Personal Computer Conference March 1976

The grandly named World Altair Computer Conference, probably the first personal computer conference, takes place in Albuquerque, New Mexico.

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First Multi-Player Computer Games 1977

The first multi-user or multi-player computer games, or MUDs begin to evolve on the PLATO system.

The PLATO MUDs ran on a bulletin board system or Internet server and combined "elements of role-playing games, hack and slash style computer games, and social chat rooms."

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Zork 1977 – 1979

Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling at MIT write the interactive fiction text adventure game Zork in the MDL programming language on a DEC PDP-10.

"Zork" was originally MIT hacker jargon for an unfinished program. The implementors named the completed game Dungeon, but by that time the name Zork had already stuck.

Zork was the first text adventure game to see widespread commercial release.

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The First Intentional Spam May 1, 1977

A DEC sales representative attempts to send the first intentional commercial spam to every Arpanet address on the West Coast.

The sender, Gary Thuerk, thought that Arpanet users would find it cool that DEC had integrated ARPANET protocol support directly into the new DECSYSTEM-20 and TOPS-20 OS.

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The First Dial-UP CBBS February 16, 1978

Ward Christensen founds the Computerized Bulletin Board System (CBBS), the first dial-up bulletin board system (BBS) ever brought online, as a program to allow Christensen and other hobbyists to exchange information. This was distinct from Community Memory, a BBS established in Berkeley in 1973, that used hard-wired terminals placed around the town.

"In January 1978, Chicago was hit by the Great Blizzard of 1978, which dumped record amounts of snow throughout the midwest. Among those caught in it were Christensen and Randy Suess, who were members of CACHE, the Chicago Area Computer Hobbyists' Exchange. They had met at that computer club in the mid 1970s and become friends.

"Christensen had created a file transfer protocol for sending binary computer files through modem connections, which was called, simply, MODEM. Later improvements to the program motivated a name change into the now familiar XMODEM. The success of this project encouraged further experiments. Christensen and Suess became enamored of the idea of creating a computerized answering machine and message center, which would allow members to call in with their then-new modems and leave announcements for upcoming meetings.

"However, they needed some quiet time to set aside for such a project, and the blizzard gave them that time. Christensen worked on the software and Suess cobbled together an S-100 computer to put the program on. They had a working version within two weeks, but claimed soon afterwards that it had taken four so that it wouldn't seem like a "rushed" project. Time and tradition have settled that date to be February 16, 1978.

"Because the Internet was still small and not available to most computer users, users had to dial CBBS directly using a modem. Also because the CBBS hardware and software supported only a single modem for most of its existence, users had to take turns accessing the system, each hanging up when done to let someone else have access. Despite these limitations, the system was seen as very useful, and ran for many years and inspired the creation of many other bulletin board systems.

"Ward & Randy would often watch the users while they were online and comment or go into chat if the subject warranted. Sometime online users wondered if Ward & Randy actually existed.

"The program had many forward thinking ideas, now accepted as canon in the creation of message bases or "forums" (Wikipedia article on CBBS, accessed 04-27-2009).

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The First Graphical Computer Adventure Game 1979 – 1980

Roberta and Ken Williams write Mystery House for the Apple II. Containing 70 simple two-dimensional drawings by Roberta Williams,  Mystery House was the first computer adventure game with graphics.

The game was also eventually released into the public domain.

♦ In the iTunes Store for iPhone and iPod Touch you could buy version 1.0.2 of the program at this link (accessed 12-30-2009):

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=307511510&mt=8

Filed under: Computer / Internet Culture, Games / Simulations , Graphics / Visualization / Animation, Software | Bookmark or share this entry »

Origins of the Computer History Museum September 1979

Gordon and Gwen Bell, with the assistance Digital Equipment Corporation, found the Digital Computer Museum. This evolved into the Computer History Museum in Mountain View, California.

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1980 – 1990

Pac-Man May 22, 1980

The arcade video game Pac-Man is introduced in Japan.

"Originally launched in 1979 [sic], Namco's Pac-Man quickly became the most popular video game of all time. Pac-Man launched a global phenomenon, featuring the medium's biggest star character (and Mad Magazine's Man of the Year 1982). The title also gave birth to the 80's arcade culture while riding a wave of merchandising that reached Saturday Morning Cartoons, toys, pajamas and Pac-Man Fever, a beloved Top 40 record. If imitation is the sincerest form of flattery, then Pac-Man must have one hell of an ego -- the format was borrowed, evolved or outright stolen by dozens of imitators, and remains a staple of arcade collections and mobile time diversions today. Though its gameplay heritage doesn't influence many games anymore, it's hard to imagine another game ever having the global impact of Pac-Man" (Video-Pro.com, The 52 Most Important Video Games of All time, No. 6. accessed 04-15-2009).

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The First Computer Virus Spread by Floppy Disk 1982

"A program called 'Elk Cloner' is credited with being the first computer virus to appear 'in the wild'—that is, outside the single computer or lab where it was created." Written by Rich Skrenta, it attached itself to the Apple DOS 3.3 operating system and spread by floppy disk.

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William Gibson Coins the Word Cyberspace 1982

William Gibson coins the word "cyberspace in his story, Burning Chrome, published in Omni magazine.

"It tells the story of two hackers who hack systems for profit. The two main characters are Bobby Quine who specializes in software and Automatic Jack whose field is hardware. A third character in the story is Rikki, a girl with whom Bobby becomes infatuated and for whom he wants to hit it big. Automatic Jack acquires a piece of Russian hacking software that is very sophisticated and hard to trace. The rest of the story unfolds with Bobby deciding to break into the system of a notorious and vicious criminal called Chrome, who handles money transfers for organized crime, and Automatic Jack reluctantly agreeing to help. One line from this story — "...the street finds its own uses for things" — has become a widely-quoted aphorism for describing the sometimes unexpected uses to which users can put technologies (for example, hip-hop DJs' reinvention of the turntable, which transformed turntables from a medium of playback into one of production)."

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Origins of the Smiley on the Internet September 19, 1982

American computer scientist Scott E. Fahlman suggests on a bulletin board that the emoticons :-) and :- ( be used to express emotion on the Internet.

♦ You can view the original message at this link: http://www-2.cs.cmu.edu/~sef/Orig-Smiley.htm, accessed 5-13-2009.

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Free Software September 23, 1983

Richard Stallman announces the GNU free software project on the net.unix-wizards and net.usoft newsgroups.

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Cyberpunk November 1983

Bruce Bethke coins the word "cyberpunk" in his story with that name published in Amazing Stories.

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Coining the Term Computer Virus November 10, 1983

At Lehigh University, Frederick Cohen demonstrates a virus-like program on a VAX11/750 system. The program is able to install itself to, or infect, other system objects.

In 1984 Cohen used the phrase "computer virus" – as suggested by his teacher Leonard Adleman – to describe the operation of such programs in terms of "infection". He defined a 'virus' as "a program that can 'infect' other programs by modifying them to include a possibly evolved copy of itself.”

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Cyberspace 1984

William Gibson popularizes the term “cyberspace” in his novel Neuromancer.

Gibson coined the term in his short story, Burning Chrome (1982), also noticed in this database.

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2600: The Hacker Quarterly 1984

Under the pen name of Emmanuel Goldstein, Eric Gordon Corley begins publication of 2600: The Hacker Quarterly

"a quarterly American publication that specializes in publishing technical information on a variety of subjects including telephone switching systems, Internet protocols and services, as well as general news concerning the computer "underground" and left wing, and sometimes (but not recently), anarchist issues.

"The magazine's name comes from the phreaker discovery in the 1960s that the transmission of a 2600 hertz tone (which could be produced perfectly with a plastic toy whistle given away free with Cap'n Crunch cereal—discovered by friends of John Draper) over a long-distance trunk connection gained access to "operator mode" and allowed the user to explore aspects of the telephone system that were not otherwise accessible. The magazine was given its name by David Ruderman, who co-founded the magazine with his college friend and roommate, Eric Corley. It was first published in 1984, coinciding with the book of the same name and the break-up of AT&T. Ruderman ended his direct involvement with the magazine three years later.

"The magazine is published and edited by its co-founder Emmanuel Goldstein (a pen name of Eric Corley and allusion to George Orwell's Nineteen Eighty-Four) . . . .

"The magazine offers free advertising for subscribers. Many subscribers who have been imprisoned will take out personal ads seeking new friends and penpals" (Wikipedia article on 2600: The Hacker Quarterly, accessed 01-17-2010(.

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Perhaps the first Underground "Ezine" June 1984

Three BBS SysOps --  "Grandmaster Ratte" (aka Swamp Ratte'), Franken Gibe, and Sid Vicious -- found the Cult of the Dead Cow, also known as cDc Communications, a computer hacker and DIY media organization.  They publish what may be the first underground ezine.

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Avatar in the Context of Online Representation of a User 1985

The Sanskrit word "avatar" is used to denote the computer representation of a user as the name for the player character in the computer role-playing game, Avatar IV, Quest of the Avatar.

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The GNU Manifesto 1985

Richard Stallman publishes the GNU Manifesto in Dr. Dobbs' Journal of Software Tools.This was an outgrowth of the GNU Project, the goal of which was to develop "a sufficient body of free software [...] to get along without any software that is not free."

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Nintendo's Super Mario Bros. 1985

Nintendo introduces the Nintendo Entertainment System, and 8-bit game console. It  was accompanied by Super Mario Bros., the best-selling video game of all time. [As of 2008, 40,000,000 copies were sold.]

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One of the First Online Communities April 1, 1985

Stewart Brand and Larry Brilliant found The Whole Earth ‘Lectronic Link, one of the first online communities. It later became  known as The WELL, and connected to the Internet in 1992.

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Cyberpunk 1986

The magazine High Frontiers renames itself Reality Hackers to better reflect its drug culture and computer themes. It changed its name to Mondo 2000 in 1989. In this form it influenced the development of cyberpunk culture until its closure in 1998.

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The First IBM PC Compatible Virus January 1986

©Brain (the industry standard name being Brain) is the first  IBM PC compatible computer virus for MS-DOS, and the program responsible for the first IBM PC compatible virus epidemic.

"It infected the boot sector of storage media formatted with the DOS File Allocation Table (FAT) file system. The virus is also known as Lahore, Pakistani, Pakistani Brain, Brain-A and UIUC. Businessweek magazine at the time called the virus the Pakistani flu" (Wikipedia article on Brain (computer virus, accessed 01-18-2010).

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The Hacker Manifesto January 8, 1986

After his arrest, Loyd Blankenship, under his "handle" or pseudonym "The Mentor," publishes The Conscience of a Hacker, also known as The Hacker Manifesto, in the underground hacker ezine  Phrack, Volume One, Issue 7, Phile 3 of 10.

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Boing-Boing 1988

Mark Frauenfelder and Carla Sinclair begin publication on paper of the magazine bOING bOING, "The World's Greatest Neurozine."

The magazine became a founding influence in the development of cyberpunk. It become a website in 1995 and was relaunched as a blog—Boing Boing, "a directory of wonderful things," in 2000.

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An Internet-Based Hypertext System March 1989

Tim Berners-Lee at CERN writes Information Management: A Proposal, proposing an Internet-based hypertext system. 

In his words, this was a "an attempt to persuade CERN management that a global hypertext system was in CERN's interests. Note that the only name I had for it at this time was 'Mesh' "

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1990 – 2000

Berners-Lee Plans the World Wide Web November 12, 1990

Tim Berners-Lee at CERN issues World Wide Web: Proposal for a Hypertext Project.

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The First Web Page November 13, 1990

Tim Berners-Lee writes the first web page on a NeXT workstation.

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The First Web Browser and Web Server December 25, 1990

During the Christmas holiday Tim Berners-Lee writes the software tools necessary for a working World Wide Web:

1, The first web browser called WorldWideWeb.

2. A WYSIWYG HTML editor

3. The first Web serverCERN httpd. It was operational on Christmas Day 1990.

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The First Webcam 1991

The first webcam, called the CoffeeCam, points at the Trojan room coffee pot in the computer science department of Cambridge University.

"The camera was installed on a local network in 1991 using a video capture card on an Acorn Archimedes computer. Employing the X Window System protocol, Quentin Stafford-Fraser wrote the client software and Paul Jardetzky wrote the server. When web browsers gained the ability to display images in March 1993, it was clear this would be an easier way to make the picture available. The camera was connected to the Internet in November 1993 by Daniel Gordon and Martyn Johnson. It therefore became visible to any Internet user and grew into a popular landmark of the early web." (quoted from the Trojan Room Coffee Machine article in Wikipedia, accessed 11-23-2008).

The camera was finally switched off on August 22, 2001. The final image captured by the camera may still be viewed at its homepage.(Accessed 11-23-2008).

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First Release of the First Web Browser March 1991

Tim Berners-Lee releases the first web browser, WorldWideWeb, to a number of people at CERN.

This release introduced the web to the high energy physics community and began the spread of the World Wide Web.

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The Gopher Protocol September 1991

Mark P. McCahill and team at the University of Minnesota develop the Gopher protocol, "a simple way to navigate distributed information resources on the Internet.," but without hyperlinks, a significant disadvantage to the World Wide Web.

They announced the Internet Gopher on USENET. Its central goals were:

"* A file-like hierarchical arrangement that would be familiar to users

"* A simple syntax

"* A system that can be created quickly and inexpensively

"* Extending the file system metaphor to include things like searches

" The source of the name "Gopher" is claimed to be threefold:

"1. Users instruct it to 'go for' information

"2. It does so through a web of menu items analogous to gopher holes

"3. The sports teams of the University of Minnesota are the Golden Gophers (Wikipedia article on Gopher (protocol), accessed 06-04-2009).

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The First Web Server in North America December 12, 1991

Through the efforts of  physicist and software developer Paul Kunz and Terry Hung, the first web server in North America goes live at Stanford Linear Accelerator Center (SLAC).

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The First Image Posted to the Web 1992

The first image posted to the web is a photograph of a CERN singing group called Les Horribles Cernettes.

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Visions of a Metaverse June 1992

Neal Stephenson publishes the science fiction novel, Snow Crash. In it he coins the term Metaverse to describe "how a virtual reality-based Internet might evolve in the future."

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The Web's First and Longest Continuously Running Blog 1993

"In 1993, Dr. Glen Barry invented blogging, defined as web based commentary, linking to other articles. The "Forest Protection Blog" (originally entitled "Gaia's Forest Conservation Archives") at http://forests.org/blog/ was also the first political blog, as Dr. Barry campaigned there for forest protection and documented these efforts as his Ph.D. project. The first blog initially used the gopher protocol, and has been on the web continuously since Jan. 1995, making it the web's first and longest continuously running blog. Prior to this, Dr. Barry provided forest conservation materials via email and bulletin board since 1989. The work has since evolved into the world's largest environmental portals at http://www.ecoearth.info/" (Wikipedia article on History of blogging timeline, accessed 04-21-2009).

Filed under: Communication, Computer / Internet Culture, Ecology / Conservation / Planning, Publishing | Bookmark or share this entry »

The Singularity January 1993

Mathematician, computer scientist and science fiction writer Vernor Vinge calls the creation of the first ultraintelligent machine the Singularity in Omni magazine.

Vinge's follow-up paper entitled "What is the Singularity?" presented at the VISION-21 Symposium sponsored by NASA Lewis Research Center and the Ohio Aerospace Institute, March 30-31, 1993, and  slightly changed in the Winter 1993 issue of Whole Earth Review, contains the oft-quoted statement,

"Within thirty years, we will have the technological means to create superhuman intelligence. Shortly thereafter, the human era will be ended."

"Vinge refines his estimate of the time scales involved, adding, 'I'll be surprised if this event occurs before 2005 or after 2030.

"Vinge continues by predicting that superhuman intelligences, however created, will be able to enhance their own minds faster than the humans that created them. 'When greater-than-human intelligence drives progress," Vinge writes, "that progress will be much more rapid.' This feedback loop of self-improving intelligence, he predicts, will cause large amounts of technological progress within a short period of time" (Wikipedia article on Technological singularity, accessed 05-24-2009).

Filed under: Artificial Intelligence, Computer / Internet Culture, Computers & the Human Brain, Human-Computer Interaction | Bookmark or share this entry »

Wired 1.01 March 1993

Wired 1.01, a magazine of cyberculture, is published under the editorship of Kevin Kelly.

Filed under: Computer / Internet Culture, Publishing | Bookmark or share this entry »

The First Commercial Website with the First Online Advertising May 1993

Tim O’Reilly launches the Global Network Navigator. This the first web portal and the first true commercial website. According to a statement by Tim O'Reilly, it contains the first online advertising. The Global Network Navigator will be sold to America Online in 1995.

Filed under: Computer / Internet Culture, Computers & Society, eCommerce, Internet & Networking , Publishing, Telephone | Bookmark or share this entry »

From Webspace to Cyberspace 1994

On the Internet Kevin Hughes publishes a pioneering cultural and historical work entitled From Webspace to Cyberspace.

Filed under: Computer / Internet Culture, Computers & Society, Internet & Networking | Bookmark or share this entry »

FishCam: The Oldest Nearly Continuously Operational Webcam 1994

While working on the Netscape web browser, Louis J. "Lou" Montulli II builds the Fishcam, one of the earliest live image websites.

Netscape hosted the Fishcam until long after they were no longer Netscape. After a short hiatus, in 2009 it found a new host.  

When this note was written in May 2009 the Fishcam was operational and remained  one of the longest nearly continuously running live websites.

Filed under: Computer / Internet Culture, Imaging / Photography | Bookmark or share this entry »

One of the Earliest Guided Tours of the Web January 1994

Justin Hall, a student at Swarthmore College, starts his web-based diary Justin's Links from the Underground, Links.net, offering one of the earliest guided tours of the web. This is considered one of the earliest blogs.

Filed under: Computer / Internet Culture, Computers & Society | Bookmark or share this entry »

The First Internet Cafe March 12 – March 13, 1994

Commissioned to develop an Internet event for "Towards the Aesthetics of the Future," an arts weekend at the Institute of Contemporary Arts (ICA) in London, Ivan Pope writes a proposal outlining the concept of a café with Internet access from the tables. Pope's Cybercafe, the first Internet cafe, operates during the weekend event.

Filed under: Computer / Internet Culture, Computers & Society, Internet & Networking | Bookmark or share this entry »

PlayStation December 3, 1994

Sony launches its first PlayStation game console in Japan.

Filed under: Computer / Internet Culture, Games / Simulations , Software | Bookmark or share this entry »

The First Wiki March 25, 1995

Ward Cunningham establishes the first wiki, the WikiWikiWeb on the c2.com domain for Cunningham & Cunningham, Inc.

Wiki "was named by Cunningham, who remembered a Honolulu International Airport counter employee telling him to take the 'Wiki Wiki' shuttle bus that runs between the airport's terminals. According to Cunningham, 'I chose wiki-wiki as an alliterative substitute for 'quick' and thereby avoided naming this stuff quick-web.' Cunningham was in part inspired by Apple's HyperCard. Apple had designed a system allowing users to create virtual 'card stacks' supporting links among the various cards. Cunningham developed Vannevar Bush's ideas by allowing users to 'comment on and change one another's text' (Wikipedia article on Wiki, accessed 12-29-2009).

♦ You can watch a video of an interview of Ward Cunningham with John Gage at the Computer History Museum in 2006 at this link: http://www.youtube.com/watch?v=bx6nNqSASGo

Filed under: Computer / Internet Culture, Internet & Networking , Publishing, Social Media / Wikis | Bookmark or share this entry »

A Declaration of the Independence of Cyberspace 1996

In response to the passage of the Telecommunications Act of 1996, John Perry Barlow writes A Declaration of the Independence of Cyberspace.

Filed under: Computer / Internet Culture, Computers & Society, Freedom / Privacy / Security , Internet & Networking | Bookmark or share this entry »

First Recorded Use of the Term, Phishing January 2, 1996

The first recorded use of the term "phishing" (baits used to "catch financial information and passwords) occurs on the "alt.online-service. America-online" Usenet newsgroup after AOL introduces measures to prevent using fake, algorithmically generated credit card numbers to open accounts. To obtain legitimate credit card information AOL crackers resorted to phishing.

Filed under: Computer / Internet Culture, Crimes / Forgeries / Hoaxes , Internet & Networking , Malware | Bookmark or share this entry »

The First Full-Time Online Webcam Girl April 1996 – 2003

Internet personality and lifecaster Jennifer Ringley begins the popular website, JenniCam. She was the first real full time online webcam girl.

"Previously, live webcams transmitted static shots from cameras aimed through windows or at coffee pots. Ringley's innovation was simply to allow others to view her daily activities.

"In June 2008, CNET hailed JenniCam as one of the greatest defunct websites in history.

"Regarded by some as a conceptual artist, Ringley viewed her site as a straight-forward document of her life. She did not wish to filter the events that were shown on her camera, so sometimes she was shown nude or engaging in sexual behavior, including sexual intercourse and masturbation. This was a new use of Internet technology in 1996 and viewers were stimulated both for its sociological implications and for sexual arousal. Surveillance became conceptual art, as noted by Mark Tribe in 'New Media Art':

In Web sites like JenniCAM, in which a young woman installed Web cameras in her home to expose her everyday actions to online viewers. . . surveillance became a source of voyeuristic and exhibitionistic excitement. . . Institutional surveillance and the invasion of privacy have been widely explored by New Media artists.'

"Ringley's genuine desires to maintain the purity of the cam-eye view of her life eventually created the need to establish that she was within her rights as an adult to broadcast such information, in the legal sense, and that it was not harmful to other adults. Unlike later for-profit webcam services, Ringley did not spend her day displaying her private parts, and she spent much more time discussing her romantic life than she did her sex life. Ringley maintained her webcam site for seven years" (Wikipedia article on Jennifer Ringley, accessed 05-08-2009).

Filed under: Art , Computer / Internet Culture, Imaging / Photography , Popular Culture | Bookmark or share this entry »

IBM Deep Blue Defeats Gary Kasparov May 11, 1997

Gary Kasparov, sometimes regarded as the greatest chess player of all time, resigns 19 moves into Game 6 against Deep Blue, an IBM RS/6000 SP supercomputer capable of calculating 200 million chess positions per second.

This was the first time that a human world chess champion lost to a computer under tournament conditions.

The event was broadcast live from IBM's website via a Java viewer, and became the world's record "Net event" at the time.

"The AI crowd, too, was pleased with the result and the attention, but dismayed by the fact that Deep Blue was hardly what their predecessors had imagined decades earlier when they dreamed of creating a machine to defeat the world chess champion. Instead of a computer that thought and played chess like a human, with human creativity and intuition, they got one that played like a machine, systematically evaluating 200 million possible moves on the chess board per second and winning with brute number-crunching force. As Igor Aleksander, a British AI and neural networks pioneer, explained in his 2000 book, How to Build a Mind:  

" 'By the mid-1990s the number of people with some experience of using computers was many orders of magnitude greater than in the 1960s. In the Kasparov defeat they recognized that here was a great triumph for programmers, but not one that may compete with the human intelligence that helps us to lead our lives.'

"It was an impressive achievement, of course, and a human achievement by the members of the IBM team, but Deep Blue was only intelligent the way your programmable alarm clock is intelligent. Not that losing to a $10 million alarm clock made me feel any better" (Gary Kasparov, "The Chess Master and the Computer," The New York Review of Books, 57, February 11, 2010).

Filed under: Artificial Intelligence, Computer / Internet Culture, Computers & Society, Computers & the Human Brain, Games / Simulations , Human-Computer Interaction | Bookmark or share this entry »

The Cluetrain Manifesto 1998

Rick Levine, Christopher Locke, Doc Searles and David Weinberger publish the Cluetrain Manifesto containing 95 theses:

“A powerful global conversation has begun.” “Through the Internet, people are discovering and inventing new ways to share relevant knowledge with blinding speed. As a direct result, markets are getting smarter--and getting smarter faster than most companies.” “Markets are conversations.” The manifesto is first published online, followed by a book.

Filed under: Computer / Internet Culture, Computers & Society, eCommerce, Internet & Networking | Bookmark or share this entry »

"You've Got Mail" 1998

You've Got Mail, an American romantic comedy film starring Tom Hanks and Meg Ryan, is released by Warner Brothers. The film dramatizes a romantic relationship that develops over email, featuring AOL's "You've got mail" slogan in product placement. Paralleling this film about computers and society is the film's subplot of the forced closure of a small independent bookshop by competition from a big-box chain bookstore — thus not only a film about computers and romance but also a commentary about the changing face of the book trade.

Filed under: Book Trade, Cinematography / Films / Video, Computer / Internet Culture, Computers & Society | Bookmark or share this entry »

The Matrix 1999

The Matrix, a science fiction-martial arts-action film,

"describes a future in which reality perceived by humans is actually the Matrix: a simulated reality created by sentient machines in order to pacify and subdue the human population while their bodies' heat and electrical activity are used as an energy source. Upon learning this, computer programmer "Neo" is drawn into a rebellion against the machines. The film contains many references to the cyberpunk and hacker subcultures; philosophical and religious ideas; and homages to Alice's Adventures in Wonderland, Hong Kong action cinema, Spaghetti Westerns, and Japanese animation" (Wikipedia article on The Matrix, accessed 12-23-2008).

Filed under: Cinematography / Films / Video, Computer / Internet Culture, Computers & Society, Fiction, Science Fiction, Drama, Poetry, Popular Culture | Bookmark or share this entry »

Nigerian Letter Scams Move to the Internet 1999

The Better Business Bureau warns about Nigerian spams. These letter scams had previously operated for perhaps 100 years by snail mail.

"For Immediate Release

"June 10, 1999 - The wording is very familiar to Better Business Bureaus nationwide Â…only the method of contact, and country of origin have changed:

"* 'We respectfully invite your kind attention to the transfer of U.S. $25 million into your personal/company offshore account.'

"* 'you will receive 20% of the total sum, 10% for miscellaneous expenses and the remaining 70% is for me and my colleagues.'

"* 'It is our sincere conviction that you will handle this transaction with absolute confidentiality, maturity and utmost sense of purpose.'

"* 'such transaction to commence within 10 business days.'

"These statements are typical of the lures contained in what's commonly referred to as 'Nigerian Letter Scams.' The BBB warns that these scams have recently gone high-tech and are emanating from several countries throughout Africa, as well as New Zealand, Brazil and Great Britain. Members of the BBB nationwide report that such pitches now arrive unannounced and uninvited in their fax and email boxes.

"The letters are usually signed by someone who 'represents' the relevant country's Ministry of Commerce or Finance or the Department of Petroleum Resources. The writer claims that huge funds are left over from a deliberately inflated construction contract or purchase order and he's seeking to ship the funds offshore.

" 'Now that the Nigerian letter scam has gone high-tech and is being perpetrated via fax machines and e-mails, it's more critical than ever that we educate business owners and managers to this scam,' said James L. Bast, president of the Council of Better Business Bureaus, Inc., the umbrella organization for the nation's BBBs. 'If you receive an offer from a stranger who promises a large payoff in return for assisting in transferring millions of dollars out of Nigeria or any other country, ignore it.' Some letters request copies of business letterhead; others request the name and address of the company and details about its business activities. 'Any response to this fraudulent offer will bring the con artist one step closer to being able to plunder your bank account,' Bast said" (http://www.bbb.org/alerts/article.asp?ID=41. accessed 05-08-2009).

Filed under: Computer / Internet Culture, Crimes / Forgeries / Hoaxes | Bookmark or share this entry »

Napster June 1999

Shawn Fanning releases the Napster file sharing service for MP3 files.

"It was the first of the massively popular peer-to-peer file sharing systems, although it was not fully peer-to-peer since it used central servers to maintain lists of connected systems and the files they provided, while actual transactions were conducted directly between machines. Although there were already media which facilitated the sharing of files across the Internet, such as IRC, Hotline, and USENET, Napster specialized exclusively in music in the form of MP3 files and presented a friendly user-interface. The result was a system whose popularity generated an enormous selection of music to download."

Filed under: Computer / Internet Culture, Computers & Society, Electronic Media, Music , Popular Culture, Sound / Video Recording | Bookmark or share this entry »

Anticybersquatting Consumer Protection Act November 29, 1999

The Anticybersquatting Consumer Protection Act (also known as Truth in Domain Names Act), is enacted into U.S. law as is part of A bill to amend the provisions of title 17, United States Code, and the Communications Act of 1934, relating to copyright licensing and carriage of broadcast signals by satellite (S. 1948). The act makes people who register domain names that are either trademarks or individual's names with the sole intent of selling the rights of the domain name to the trademark holder or individual for a profit liable to civil action.

"In order for a trademark owner to bring a claim under the ACPA, the owner must establish

  • the trademark owner’s mark is distinctive or famous;
  • the domain name owner acted in bad faith to profit from the mark; and
  • the domain name and the trademark are either identical or confusingly similar (or dilutive for famous trademarks)" 

(Wikipedia article on Anticybersquatting Consumer Protection Act, accessed 11-24-2008).


The Anticybersquatting Consumer Protection Act was enacted in part because the domain whitehouse.com went online in 1997 as an "adult entertainment" site, leading to this letter from a Whitehouse consel:

"The following is a December letter from a White House counsel to the operator of the "whitehouse.com" adult site regarding the use of the domain and the names and images of the White House, President Clinton, and Hillary Clinton on the site:

"The White House

"Washington

"December 8, 1997

 

"Mr. Dan Parisi

"Secaucus, New Jersey

"Dear Mr. Parisi:

"It will come as no surprise to you that the White House Counsel's Office is aware of your Internet Web site, "www.whitehouse.com," and that we object to your use of the names and images of the White House, the President, and the First Lady on that Web site to sell memberships in an adult video club. We also recognize that you undoubtedly will use this letter as an object of humor and as an invitation to advance the claim that you are merely exercising your rights under the First Amendment.

"We too believe in the First Amendment--and in humor, although we see nothing humorous in your use of the White House domain name to draw children and other unwitting Internet users to your Web site. However distasteful your business may be, we do not challenge your right to pursue it or to exercise your First Amendment rights, but we do challenge your right to use the White House, the President, and the First Lady as a marketing device. For adult internet users, that device is, at the least, part of a deceptive scheme. For younger Internet users, it has more disturbing consequences. As your own online disclaimer implicitly acknowledges, the foreseeable result of your use of the White House domain name is that children will access your Web site inadvertently. Your customers will understand that such a result is unconscionable, and so, we submit, should you.

Sincerely,

Charles F.C. Ruff

Counsel to the President" (http://news.cnet.com/2009-1023-207800.html, accessed 06-15-2009).

Filed under: Censorship , Computer / Internet Culture, Freedom / Privacy / Security , Law / Copyrights / Patents | Bookmark or share this entry »

2000 – 2005

An Injunction Against Napter to Prevent Trading of Copyrighted Music March 5, 2001

The Ninth Circuit Court issues an injunction ordering Napster to prevent the trading of copyrighted music on its network..

Filed under: Computer / Internet Culture, Computers & Society, Law / Copyrights / Patents, Music , Sound / Video Recording | Bookmark or share this entry »

Xbox November 15, 2001

Microsoft launches the Xbox game console, its first entry into the gaming console market.

"According to the book Smartbomb, by Heather Chaplin and Aaron Ruby, the remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would diversify Microsoft's product line, which up to that time had been heavily concentrated on software."

Filed under: Computer & Calculator Industry, Computer / Internet Culture, Games / Simulations , Software | Bookmark or share this entry »

Minority Report 2002

Steven Spielberg directs the science fiction film Minority Report, loosely based on the short story, "The Minority Report" by Philip K. Dick.

"It is set primarily in Washington, D.C. and Northern Virginia in the year 2054, where "Precrime", a specialized police department, apprehends criminals based on foreknowledge provided by three psychics called 'precogs'. The cast includes Tom Cruise as Precrime officer John Anderton, Colin Farrell as Department of Justice agent Danny Witwer, Samantha Morton as the senior precog Agatha, and Max von Sydow as Anderton's superior Lamar Burgess. The film has a distinctive look, featuring desaturated colors that make it almost resemble a black-and-white film, yet the blacks and shadows have a high contrast, resembling film noir."

"Some of the technologies depicted in the film were later developed in the real world – for example, multi-touch interfaces are similar to the glove-controlled interface used by Anderton. Conversely, while arguing against the lack of physical contact in touch screen phones, PC Magazine's Sascha Segan argued in February 2009, 'This is one of the reasons why we don't yet have the famous Minority Report information interface. In that movie, Tom Cruise donned special gloves to interact with an awesome PC interface where you literally grab windows and toss them around the screen. But that interface is impractical without the proper feedback—without actually being able to feel where the edges of the windows are' " (Wikipedia article on Minority Report [film] accessed 05-25-2009).

The two-disc special edition of the film issued on DVD in 2002 contains excellent supplementary material on the special digital effects.

Filed under: Cinematography / Films / Video, Computer / Internet Culture, Computers & Society, Computers & the Human Brain, Fiction, Science Fiction, Drama, Poetry, Graphics / Visualization / Animation, Human-Computer Interaction | Bookmark or share this entry »

Machinima 2002

Paul Marino founds the Academy of Machinima Arts and Sciences in New York.

"So, what is Machinima?

"Machinima (muh-sheen-eh-mah) is filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies.  

"In an expanded definition, it is the convergence of filmmaking, animation and game development. Machinima is real-world filmmaking techniques applied within an interactive virtual space where characters and events can be either controlled by humans, scripts or artificial intelligence. By combining the techniques of filmmaking, animation production and the technology of real-time 3D game engines, Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control" (http://www.machinima.org/machinima-faq.html, accessed 02-25-2010).

Filed under: Cinematography / Films / Video, Computer / Internet Culture, Games / Simulations , Graphics / Visualization / Animation | Bookmark or share this entry »

Second Life 2003

Linden Lab makes publicly available the privately owned, partly subscription-based, virtual world, Second Life.

Filed under: Computer / Internet Culture, Computers & Society, Human-Computer Interaction, Social Media / Wikis, Virtual Reality | Bookmark or share this entry »

Grand Text Auto May 2003

Mary Flanagan, Michael Mateas, Nick Montfort, Scott Rettberg, Andrew Stern, and Noah Wardrip-Fruin found the group blog Grand Text Auto. It is
"about computer mediated and computer generated works of many forms: interactive fiction, net.art, electronic poetry, interactive drama, hypertext fiction, computer games of all sorts, shared virtual environments, and more."

Filed under: Art , Computer / Internet Culture, Electronic Media, Graphics / Visualization / Animation, Virtual Reality | Bookmark or share this entry »

MySpace August 2003

Brad Greenspan and eUniverse found MySpace.

Filed under: Computer / Internet Culture, Computers & Society, eCommerce, Popular Culture, Social Media / Wikis | Bookmark or share this entry »

Facebook February 4, 2004

While a student at Harvard Mark Zuckerberg founds Thefacebook.com.

The name of the site was later simplified to Facebook. Membership was initially limited to Harvard students. but then expanded to other colleges in the Ivy League. Facebook expanded further to include any university student, then high school students, and, finally, to anyone aged 13 and over. 

Filed under: Computer / Internet Culture, Computers & Society, Social Media / Wikis | Bookmark or share this entry »

2005 – 2010

Over 102 Million Units Shipped March 31, 2005

Sony's PlayStation and PS 1 reach "a combined total of 102.49 million units shipped", becoming the first video game console to reach the 100 million mark.

Filed under: Computer / Internet Culture, Games / Simulations , Software | Bookmark or share this entry »

Wikimania! August 4 – August 8, 2005

Wikimania 2005: The First International Wikimedia Conference is held in Frankfurt am Main.

Filed under: Computer / Internet Culture, Computers & Society, Publishing, Social Media / Wikis | Bookmark or share this entry »

The Million Dollar Homepage August 25, 2005

English student Alex Tew launches The Million Dollar Homepage to pay for his university education.

"The home page consists of a million pixels arranged in a 1000 × 1000 pixel grid; the image-based links on it were sold for $1 per pixel in 10 × 10 blocks. The purchasers of these pixel blocks provided tiny images to be displayed on them, a Uniform Resource Locator (URL) to which the images were linked, and a slogan to be displayed when hovering a cursor over the link. The aim of the site was to sell all of the pixels in the image, thus generating a million dollars of income for the creator. The Wall Street Journal has commented that the site inspired other websites that sell pixels.

"Launched on 26 August 2005, the website became an Internet phenomenon. The Alexa ranking of web traffic peaked at around 127; as of 18 February 2009 (2009 -02-18)[update], it is 42,735. On 1 January 2006, the final 1,000 pixels were put up for auction on eBay. The auction closed on 11 January with a winning bid of $38,100 that brought the final tally to $1,037,100 in gross income" (Wikipedia article on The Million Dollar Homepage, accessed 05-08-2009).

Filed under: Computer / Internet Culture, Education / Reading / Literacy | Bookmark or share this entry »

The Most Viewed Video on YouTube April 2006

American motivational speaker, inspirational comedian, and dancer Judson Laipply posts the video clip Evolution of Dance on YouTube.

On May 9, 2009 the video had been viewed 119,378,381 times.  It was the Most Viewed (All Time) Video, the Most Favorited (All Time) Video, and the eighth Most Discussed (All Time) Video on YouTube.

Filed under: Cinematography / Films / Video, Computer / Internet Culture, Dance / Choreography, Popular Culture | Bookmark or share this entry »

Will it Blend? October 2006

Tom Dickson, the founder of Blendtec, a blender manufacturer, begins the Will it Blend? viral marketing campaign on the Internet.

Between downloads on YouTube and on the Will it Blend? website, the advertising program, featuring blending of many absurd items such as blending an iPhone, many of which are listed and linked-to in the Wikipedia article on Will it Blend?, became one of the most successful Internet marketing campaigns, surpassing 100,000,000 hits by May 2009.

Filed under: Computer / Internet Culture, eCommerce, Popular Culture | Bookmark or share this entry »

"Anshe Chung Becomes First Virtual World Millionaire" November 26, 2006

"Anshe Chung [Real life: Ailin Graef] has become the first online personality to achieve a net worth exceeding one million US dollars from profits entirely earned inside a virtual world.

"Recently featured on the cover of Business Week Magazine, Anshe Chung is a resident in the virtual world Second Life. Inside Second Life, Anshe buys and develops virtual real-estate in an official currency, known as Linden Dollars, which is convertible to US Dollars. There is also a liquid market in virtual real estate, making it possible to assess the value of her total holdings using publicly available statistics. 

"The fortune Anshe Chung commands in Second Life includes virtual real estate that is equivalent to 36 square kilometers of land – this property is supported by 550 servers or land "simulators". In addition to her virtual real estate holdings, Anshe has 'cash' holdings of several million Linden Dollars, several virtual shopping malls, virtual store chains, and she has established several virtual brands in Second Life. She also has significant virtual stock market investments in Second Life companies.

"Anshe Chung's achievement is all the more remarkable because the fortune was developed over a period of two and a half years from an initial investment of $9.95 for a Second Life account by Anshe's creator, Ailin Graef. Anshe/Ailin achieved her fortune by beginning with small scale purchases of virtual real estate which she then subdivided and developed with landscaping and themed architectural builds for rental and resale. Her operations have since grown to include the development and sale of properties for large scale real world corporations, and have led to a real life "spin off" corporation called Anshe Chung Studios, which develops immersive 3D environments for applications ranging from education to business conferencing and product prototyping.

"Ailin Graef was born and raised in Hubei, China, but is currently a citizen of Germany" (http://www.anshechung.com/include/press/press_release251106.html, accessed 01-27-2010).

Filed under: Computer / Internet Culture, Economics , Virtual Reality | Bookmark or share this entry »

More than 110,000,000 Active Users October 2008

Facebook, founded in February 2004, has more than 110 million active users worldwide.

Filed under: Computer / Internet Culture, Computers & Society, Social Media / Wikis | Bookmark or share this entry »

First Reported Case of ZZZ-Mailing December 15, 2008

"A WOMAN in a deep sleep sent emails to friends asking them over for wine and caviar in what doctors believe is the first reported case of 'zzz-mailing' - using the internet while asleep.

"The case of the 44-year-old woman is reported by researchers from the University of Toledo in the latest edition of the medical journal Sleep Medicine.

"They said the woman went to bed about 10pm but got up two hours later and walked to her computer in the next room, Britain's Daily Mail newspaper reports.

"She turned it on, connected to the internet, and logged on before composing and sending three emails.

"Each was in a random mix of upper and lower cases, not well formatted and written in strange language, the researchers said.

"One read: "Come tomorrow and sort this hell hole out. Dinner and drinks, 4pm,. Bring wine and caviar only."

"Another said simply, "What the…".

"The new variation of sleepwalking has been described as "zzz-mailing".

"We believe writing an email after turning the computer on, connecting to the internet and remembering the password displayed by our patient is novel," the researchers said.

"To our knowledge this type of complex behaviour requiring co-ordinated movements has not been reported before in sleepwalking" (http://www.news.com.au/technology/story/0,28348,24802639-5014239,00.html, accessed 12-30-2008)

Filed under: Communication, Computer / Internet Culture, Computers & Society, Science | Bookmark or share this entry »

2010 – Present

"The Data-Driven Life" April 20, 2010

Gary Wolf publishes "The Data-Driven Life" in The New York Times Magazine.

". . . . Another person I’m friendly with, Mark Carranza — he also makes his living with computers — has been keeping a detailed, searchable archive of all the ideas he has had since he was 21. That was in 1984. I realize that this seems impossible. But I have seen his archive, with its million plus entries, and observed him using it. He navigates smoothly between an interaction with somebody in the present moment and his digital record, bringing in associations to conversations that took place years earlier. Most thoughts are tagged with date, time and location. What for other people is an inchoate flow of mental life is broken up into elements and cross-referenced.  

"These men all know that their behavior is abnormal. They are outliers. Geeks. But why does what they are doing seem so strange? In other contexts, it is normal to seek data. A fetish for numbers is the defining trait of the modern manager. Corporate executives facing down hostile shareholders load their pockets full of numbers. So do politicians on the hustings, doctors counseling patients and fans abusing their local sports franchise on talk radio. Charles Dickens was already making fun of this obsession in 1854, with his sketch of the fact-mad schoolmaster Gradgrind, who blasted his students with memorized trivia. But Dickens’s great caricature only proved the durability of the type. For another century and a half, it got worse.

"Or, by another standard, you could say it got better. We tolerate the pathologies of quantification — a dry, abstract, mechanical type of knowledge — because the results are so powerful. Numbering things allows tests, comparisons, experiments. Numbers make problems less resonant emotionally but more tractable intellectually. In science, in business and in the more reasonable sectors of government, numbers have won fair and square. For a long time, only one area of human activity appeared to be immune. In the cozy confines of personal life, we rarely used the power of numbers. The techniques of analysis that had proved so effective were left behind at the office at the end of the day and picked up again the next morning. The imposition, on oneself or one’s family, of a regime of objective record keeping seemed ridiculous. A journal was respectable. A spreadsheet was creepy.  

"And yet, almost imperceptibly, numbers are infiltrating the last redoubts of the personal. Sleep, exercise, sex, food, mood, location, alertness, productivity, even spiritual well-being are being tracked and measured, shared and displayed. On MedHelp, one of the largest Internet forums for health information, more than 30,000 new personal tracking projects are started by users every month. Foursquare, a geo-tracking application with about one million users, keeps a running tally of how many times players “check in” at every locale, automatically building a detailed diary of movements and habits; many users publish these data widely. Nintendo’s Wii Fit, a device that allows players to stand on a platform, play physical games, measure their body weight and compare their stats, has sold more than 28 million units.  

"Two years ago, as I noticed that the daily habits of millions of people were starting to edge uncannily close to the experiments of the most extreme experimenters, I started a Web site called the Quantified Self with my colleague Kevin Kelly. We began holding regular meetings for people running interesting personal data projects. I had recently written a long article about a trend among Silicon Valley types who time their days in increments as small as two minutes, and I suspected that the self-tracking explosion was simply the logical outcome of this obsession with efficiency. We use numbers when we want to tune up a car, analyze a chemical reaction, predict the outcome of an election. We use numbers to optimize an assembly line. Why not use numbers on ourselves?  

"But I soon realized that an emphasis on efficiency missed something important. Efficiency implies rapid progress toward a known goal. For many self-trackers, the goal is unknown. Although they may take up tracking with a specific question in mind, they continue because they believe their numbers hold secrets that they can’t afford to ignore, including answers to questions they have not yet thought to ask.

"Ubiquitous self-tracking is a dream of engineers. For all their expertise at figuring out how things work, technical people are often painfully aware how much of human behavior is a mystery. People do things for unfathomable reasons. They are opaque even to themselves. A hundred years ago, a bold researcher fascinated by the riddle of human personality might have grabbed onto new psychoanalytic concepts like repression and the unconscious. These ideas were invented by people who loved language. Even as therapeutic concepts of the self spread widely in simplified, easily accessible form, they retained something of the prolix, literary humanism of their inventors. From the languor of the analyst’s couch to the chatty inquisitiveness of a self-help questionnaire, the dominant forms of self-exploration assume that the road to knowledge lies through words. Trackers are exploring an alternate route. Instead of interrogating their inner worlds through talking and writing, they are using numbers. They are constructing a quantified self.  

"UNTIL A FEW YEARS ago it would have been pointless to seek self-knowledge through numbers. Although sociologists could survey us in aggregate, and laboratory psychologists could do clever experiments with volunteer subjects, the real way we ate, played, talked and loved left only the faintest measurable trace. Our only method of tracking ourselves was to notice what we were doing and write it down. But even this written record couldn’t be analyzed objectively without laborious processing and analysis.  "Then four things changed. First, electronic sensors got smaller and better. Second, people started carrying powerful computing devices, typically disguised as mobile phones. Third, social media made it seem normal to share everything. And fourth, we began to get an inkling of the rise of a global superintelligence known as the cloud.

"Millions of us track ourselves all the time. We step on a scale and record our weight. We balance a checkbook. We count calories. But when the familiar pen-and-paper methods of self-analysis are enhanced by sensors that monitor our behavior automatically, the process of self-tracking becomes both more alluring and more meaningful. Automated sensors do more than give us facts; they also remind us that our ordinary behavior contains obscure quantitative signals that can be used to inform our behavior, once we learn to read them."

". . . . Adler’s idea that we can — and should — defend ourselves against the imposed generalities of official knowledge is typical of pioneering self-trackers, and it shows how closely the dream of a quantified self resembles therapeutic ideas of self-actualization, even as its methods are startlingly different. Trackers focused on their health want to ensure that their medical practitioners don’t miss the particulars of their condition; trackers who record their mental states are often trying to find their own way to personal fulfillment amid the seductions of marketing and the errors of common opinion; fitness trackers are trying to tune their training regimes to their own body types and competitive goals, but they are also looking to understand their strengths and weaknesses, to uncover potential they didn’t know they had. Self-tracking, in this way, is not really a tool of optimization but of discovery, and if tracking regimes that we would once have thought bizarre are becoming normal, one of the most interesting effects may be to make us re-evaluate what “normal” means" (http://www.nytimes.com/2010/05/02/magazine/02self-measurement-t.html?pagewanted=7&ref=magazine, accessed 05-07-2010).

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The 2010 Social Networking "World Map" August 5, 2010

Ethan Bloch, founder of Flowtown.com, creates the 2010 Social Networking Map.

This was intended as a tribute to XKCD’s ‘Map of Online Communities’ published in 2007. The differences between the two maps, reflective of extremely rapid changing in the social network world, are dramatic!

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