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

Theme

1,000 BCE – 300 BCE

The First Olympic Games 776 BCE

Date of the first Olympic games, according to ancient Greek records, which also represent the adoption in Greece of the Phoenician alphabet, from which all other Western alphabets are descended.

The date is based on inscriptions, found at Olympia, of the winners of a foot race held every four years, starting in 776 BCE.

Filed under: Archaeology, Games / Simulations , Linguistics / Translation / Speech, Writing / Palaeography / Calligraphy | Bookmark or share this entry »

1000 – 1100

Playing Cards: One of the Earliest Forms of Block Printing 1007 – 1072

"There is little doubt that both playing cards and dominoes originated in China and that both games were influenced by certain forms of divination and the drawing of lots and possibly by paper money. There are certain indications that the development of playing cards took place at about the same time as the transition from manuscript rolls to paged books. As the advent of printing made it more convenient to produce and use books in the form of pages, so was it easier to produce cards. These 'sheet-dice,' as they were called, began to appear according to Ou-yang Hsiu (1007-72) before the end of the Tang dynasty, and if this is true, they were one of the earliest forms of block printing in China, as they were in the West" (Carter, Invention of Printing in China 2nd ed [1955] 184).

Filed under: Games / Simulations , Popular Culture, Printing / Typography, Prints and Printmaking | Bookmark or share this entry »

1300 – 1400

The Earliest References to Playing Cards in Europe 1377

"The earliest references to playing cards in Europe that can be clearly differentiated from chess, follow each other with rapid succession in various countries—Germany 1377, Spain 1377, Luxemburg 1379, Italy 1379, Belgium 1379, France 1382. . . "(Carter, Invention of Printing in China, 2nd ed. [1955] 185).

At this time playing cards in Europe were probably not printed.

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1400 – 1450

Printing Playing Cards 1418

Card makers, who presumably are card printers printing from wood-blocks, are mentioned five times in the city records of Augsburg and Nuremberg by this date. About the same time the records of the city of Ulm in Germany show that cards are being shipped in barrels to Sicily and Italy.

Carter, History of Printing in China 2nd ed (1955) 186.

Filed under: Games / Simulations , Graphics / Visualization / Animation, Popular Culture, Printing / Typography, Prints and Printmaking | Bookmark or share this entry »

The Earliest Known Artist to Produce Copperplate Engravings 1435 – 1455

The first artist known to produce copperplate engravings, and the "first personality" in the history of printmaking, the "Master of the Playing Cards," is active in Germany at this time. Of this artist about 100 engravings are known. He is associated with playing cards because sixty of his engravings are playing cards—the first cards printed from intaglio plates.

Filed under: Art , Games / Simulations , Printing / Typography, Prints and Printmaking | Bookmark or share this entry »

1750 – 1800

The Chess-Playing Turk 1769

Wolfgang von Kempelen builds his chess-playing Turk, an automaton that purports to play chess.

Although the machine displayed an elaborate gear mechanism, its cabinet actually concealed a small human controlling the moves of the machine. Von Kempelen's Turk became a commercial sensation, deceiving a very large number of people. It became the most famous, or the most notorious, automaton in history.

According to to a magazine article by Edgar Allan Poe, the original Turk was exhibited in Richmond, Virginia as late as 1836.

Even though the machine intelligence exhibited by the Turk was an illusion, von Kempelen's automaton was much later viewed as an analog to efforts in computer chess and artificial intelligence.

Filed under: Artificial Intelligence, Crimes / Forgeries / Hoaxes , Data Processing / Computing, Games / Simulations , Robotics / Automata | Bookmark or share this entry »

The First Successful Speech Synthesizer 1791

Austro-Hungarian author and inventor, Wolfgang von Kempelen, publishes in Vienna Mechanismus der mensclichen Sprache nebst Beschreibung seiner sprechenden Maschine, in which he discusses the origins and development of languages, and describes the first successful speech synthesizer.

Unlike von Kempelen’s fraudulent chess-playing Turk automaton (1769, and noticed in this database), Kempelin's speech synthesizer actually worked.  Kempelen's synthesizer was the first that produced not only some speech sounds, but also whole words and short sentences. He believed that it was possible to acquire skill in using the machine within three weeks, especially if one chose to synthesize sentences in Latin, French, or Italian. German von Kempelen considered much more difficult to synthesize because of its many closed syllables and consonant clusters.

"The machine consisted of a bellows that simulated the lungs and was to be operated with the right forearm (uppermost drawing). A counterweight provided for inhalation. The middle and lower drawings show the 'wind box' that was provided with some levers to be actuated with the fingers of the right hand, the 'mouth', made of rubber, and the 'nose' of the machine. The two nostrils had to be covered with two fingers unless a nasal was to be produced. The whole speech production mechanism was enclosed in a box with holes for the hands and additional holes in its cover.

"The air flow was conducted into the mouth not only by way of an oscillating reed, but also through a narrow shunting tube. This allowed the air pressure in the mouth cavity to increase when its opening was covered tightly in order to produce unvoiced speech sounds. Driven by a spring, a small auxiliary bellows would then deliver an extra puff of air at the release.

"With the left hand, it was also possible to control the resonance properties of the mouth by varied covering of its opening. In this way, some vowels and consonants could be simulated in sufficient approximation. This was not really a simulation of natural articulation, since the shape of the mouth of the machine in itself remained constant. Some vowels and, especially, the consonants [d t g k] could not be simulated in this way, but only feigned, at best. An [l] could be produced by putting the thumb into the mouth.

"The function of the vocal cords was simulated by a slamming reed made of ivory (leftmost drawing). Although the effective length of the reed could be varied, this could not be done during speech production, so that the machine spoke on a monotone.

"Two of the levers to be actuated with the right hand served the production of the fricatives [s] and . . . as well as [z] and . . . by means of separate, hissing whistles (right drawing). A third one effectuated the production of a rattling [R] by dropping a wire on the vibrating reed (middle drawing)." (http://www.ling.su.se/staff/hartmut/kemplne.htm, accessed 12-14-2008).

Kempelin's final version of the machine, which differs slightly from the version shown in the book, is preserved in the Deutsches Museum, in the department of musical instruments.

Because Kempelin's speech synthesizer required a human for its operation it was not literally an automation but may be thought of as a forerunner of robotic or computer speech synthesizers.

Filed under: Games / Simulations , Linguistics / Translation / Speech, Music , Robotics / Automata, Science, Technology | Bookmark or share this entry »

1910 – 1920

The First Decision-Making Automaton 1911

Leonardo Torres y Quevedo builds the first decision-making automaton — a chess-playing machine that pits the machine’s rook and king against the king of a human opponent.

Quevedo's machine was fully automatic with electrical sensing of the pieces on the board and a mechanical arm to move its own pieces.

Filed under: Computing Theory, Games / Simulations , Robotics / Automata | Bookmark or share this entry »

1920 – 1930

The Minimax Theorem 1928

Mathematician, physicist, and economist John von Neumann publishes "Zur Theorie der Gesellschaftsspiele" in Mathematische Annalen, 100, 295–300. This paper "On the Theory of Parlor Games" propounds the minimax theorem, inventing the theory of games.

Filed under: Artificial Intelligence, Computing Theory, Economics , Games / Simulations , Mathematics / Logic | Bookmark or share this entry »

The First Flight Simulator 1929

Edwin Albert Link, a former organ and nickelodeon builder, designs and constructs  the Link Trainer, the first flight simulator, as a safe way to teach new pilots how to fly by instruments.

Link used his knowledge of pumps, valves and bellows to create a flight simulator that responded to the pilot's controls and gave an accurate reading on the included instruments.

Link Trainers became famous in World War II and were used by almost every combatant nation. The Link Company became a leader in flight simulation and training.

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1930 – 1940

The First Electronic Speech Synthesizer 1936 – 1939

Homer Dudley and a team of engineers at Bell Labs produce the first electronic speech synthesizer, called the Voder.

The Voder was demonstrated at the 1939 World's Fair by experts who used a keyboard and foot pedals to play the machine and emit speech.

Filed under: Communication, Electronic Media, Games / Simulations , Linguistics / Translation / Speech, Technology | Bookmark or share this entry »

1940 – 1945

Project Whirlwind Begins 1943

Project Whirlwind starts as an analog flight simulator project at MIT.

Filed under: Computer & Calculator Design / Architecture, Games / Simulations | Bookmark or share this entry »

The Theory of Games and Economic Behavior 1944

Mathematician, physicist, and economist John von Neumann and economist Oskar Morgenstern publish The Theory of Games and Economic Behavior.

Quantitative mathematical models for games such as poker or bridge at one time appeared impossible, since games like these involve free choices by the players at each move, and each move reacts to the moves of other players. However, in the 1920s John von Neumann single-handedly invented game theory, introducing the general mathematical concept of "strategy" in a paper on games of chance (Mathematische Annalen 100 [1928] 295-320). This contained the proof of his "minimax" theorem that says "a strategy exists that guarantees, for each player, a maximum payoff assuming that the adversary acts so as to minimize that payoff." The "minimax" principle, a key component of the game-playing computer programs developed in the 1950s and 1960s by Arthur Samuel, Allen Newell, Herbert Simon, and others was more fully articulated and explored in The Theory of Games and Economic Behavior, co-authored by von Neumann and Morgenstern.

Game theory, which draws upon mathematical logic, set theory and functional analysis, attempts to describe in mathematical terms the decision-making strategies used in games and other competitive situations. The Von Neumann-Morgenstern theory assumes (1) that people's preferences will remain fixed throughout; (2) that they will have wide knowledge of all available options; (3) that they will be able to calculate their own best interests intelligently; and (4) that they will always act to maximize these interests. Attempts to apply the theory in real-world situations have been problematical, and the theory has been criticized by many, including AI pioneer Herbert Simon, as failing to model the actual decision-making process, which typically takes place in circumstances of relative ignorance where only a limited number of options can be explored.

Von Neumann revolutionized mathematical economics. Had he not suffered an early death from cancer in 1957, most probably he would have received the first Nobel Prize in economics. (The first Nobel prize in economics was awarded in 1969; it cannot be awarded posthumously.) Several mathematical economists influenced by von Neumann's ideas later received the Nobel Prize in economics. 

Hook & Norman, Origins of Cyberspace (2002) no. 953.

Filed under: Artificial Intelligence, Economics , Games / Simulations , Mathematics / Logic | Bookmark or share this entry »

1950 – 1955

The First Weather Forecast by Electronic Computer 1950

Jule Charney, Agnar Fjörtoff, and John von Neumann publish “Numerical Integration of the Barotropic Vorticity Equation,” Tellus 2 (1950): 237-254.

Charney, Fjörthoff, and von Neumann's paper reported the first weather forecast by electronic computer. It took twenty-four hours of processing time on the ENIAC to calculate a twenty-four hour forecast.

"As a committed opponent of Communism and a key member of the WWII-era national security establishment, von Neumann hoped that weather modeling might lead to weather control, which might be used as a weapon of war. Soviet harvests, for example, might be ruined by a US-induced drought.

"Under grants from the Weather Bureau, the Navy, and the Air Force, he assembled a group of theoretical meteorologists at Princeton's Institute for Advanced Study (IAS). If regional weather prediction proved feasible, von Neumann planned to move on to the extremely ambitious problem of simulating the entire atmosphere. This, in turn, would allow the modeling of climate. Jule Charney, an energetic and visionary meteorologist who had worked with Carl-Gustaf Rossby at the University of Chicago and with Arnt Eliassen at the University of Oslo, was invited to head the new Meteorology Group.

"The Meteorology Project ran its first computerized weather forecast on the ENIAC in 1950. The group's model, like [Lewis Fry] Richardson's, divided the atmosphere into a set of grid cells and employed finite difference methods to solve differential equations numerically. The 1950 forecasts, covering North America, used a two-dimensional grid with 270 points about 700 km apart. The time step was three hours. Results, while far from perfect, justified further work" (Paul N. Edwards [ed], Atmospheric General Circulation Modeling: A Participatory History, accessed 04-26-2009).

Filed under: Computing Theory, Data Processing / Computing, Games / Simulations , Military / Warfare / Cyberwarfare | Bookmark or share this entry »

The First Technical Paper on Computer Chess March 1950

Claude Shannon publishes Programming a computer for playing chess, the first technical paper on computer chess. (See Reading 11.3.)

Filed under: Artificial Intelligence, Computing Theory, Games / Simulations , Software | Bookmark or share this entry »

The First Graphical Computer Game 1952

A. S. Douglas writes Noughts and Crosses, the first graphical computer game, on the cathode ray tube (CRT) screen of the EDSAC at Cambridge University.

Filed under: Games / Simulations , Human-Computer Interaction | Bookmark or share this entry »

1955 – 1960

The First Video Game 1958

William Higinbotham, head of the Instrumentation Division at the Brookhaven National Laboratory, invents the first video game, "Tennis for Two" run on an analog computer hooked up to an oscilloscope.

Filed under: Electronic Media, Games / Simulations | Bookmark or share this entry »

Game Tree Pruning October 1958

Allan Newell, Clifford Shaw, and Herbert Simon invent “game tree pruning,” an artificial intelligence technique.

Filed under: Artificial Intelligence, Games / Simulations | Bookmark or share this entry »

Machines Can Learn from Past Errors July 1959

Arthur Lee Samuel publishes "Some Studies in Machine Learning Using the Game of Checkers," IBM Journal of Research and Development 3 (1959) no. 3, 210-29.

In this work Samuel demonstrated that machines can learn from past errors — one of the earliest examples of non-numerical computation.

Hook & Norman, Origins of Cyberspace (2002) no. 874.

Filed under: Artificial Intelligence, Computing Theory, Education / Reading / Literacy, Games / Simulations | Bookmark or share this entry »

1960 – 1970

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 »

The First CAD Program December 1962

Demonstration of DAC-1 (Design Augmented by Computers), a joint development effort between General Motors and IBM, which began development in 1959. This was the first computer-assisted design (CAD) program.

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

The First Graphical User Interface 1963

Ivan Sutherland, a student at MIT's Lincoln Laboratory working on the experimental TX- 2 computer, creates the first graphical user interface, or first interactive graphics program, in his Ph.D. thesis, Sketchpad: A Man-Machine Graphical Communication System. (See Reading 10.7.)

Filed under: Games / Simulations , Graphics / Visualization / Animation, Human-Computer Interaction, Software | Bookmark or share this entry »

Programming Language for Education and Games 1965 – 1969

Paul Tenczar develops the TUTOR programming language for use in developing electronic learning programs called "lessons" for the PLATO system at the University of Illinois at Urbana-Champaign. It has "powerful answer-parsing and answer-judging commands, graphics and features to stimulate handling student records and statistics by instructors." This also made it suitable for the creation of many non-educational lessons— that is, games—including flight simulators, war games, role-playing, such as Dungeons and Dragons (dnd), card games, word games, and Medical lesson games.

The first documentation of the TUTOR language, under this name, appears to be The TUTOR Manual, CERL Report X-4, by R. A. Avner and P. Tenczar, January 1969.

Filed under: Education / Reading / Literacy, Games / Simulations , Software | Bookmark or share this entry »

First Virtual Reality Head Mounted Display System 1968

Ivan Sutherland at the University of Utah, with the help of his student Bob Sproull, creates the first Virtual Reality (VR) and Augmented Reality (AR) head mounted display system.

Sutherland's head mounted display was so heavy that it had to be suspended from the ceiling, and the formidable appearance of the device inspired its name—the Sword of Damocles. The system was primitive both in terms of user interface and realism, and the graphics comprising the virtual environment were simple wireframe rooms.

Filed under: Games / Simulations , Graphics / Visualization / Animation, Human-Computer Interaction, Virtual Reality | Bookmark or share this entry »

Commercializing the Use of Computers as Simulators 1968

Ivan Sutherland and David Evans, both professors at the University of Utah, found Evans & Sutherland to commercialize the use of computers as simulators for training purposes.

Filed under: Games / Simulations , Virtual Reality | Bookmark or share this entry »

1970 – 1980

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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The First Home Video Game Console May 24, 1972

The first home video game console, the Magavox Odyssey, which used a television screen as a display, was first demonstrated on May 24, 1972 and released in August of that year, predating the Atari Pong home consoles by three years. The Odyssey was designed by Ralph Baer, who began development around 1966 and had a working prototype finished by 1968.

This prototype, known as the Brown Box, is preserved in the Smithsonian Institution's National Museum of American History in Washington, D.C.

Filed under: Games / Simulations , Television | Bookmark or share this entry »

Pong: The First Successful Computer Game June 27, 1972

Nolan Bushnell  and Ted Dabney found  Atari and hire Al Alcorn to program the table tennis (ping-pong) game “PONG.”

Pong was the first commercially successful video game (videogame).

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

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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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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 First Computer Role-Playing Game, Dungeons & Dragons 1974 – 1975

Gary Whisenhunt and Ray Wood at Southern Illinois University write the first computer role-playing game in the TUTOR programming language for the PLATO system. It is called Dungeons & Dragons (dnd).

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The Roots of the PostScript Page Description Language 1975 – 1978

At Evans & Sutherland John Warnock and John Gaffney develop the "The Evans and Sutherland Design System" for producing 3-dimensional graphical databases both for the Evans & Sutherland CAD/CAM Picture System and for custom-built simulation machines. 

These graphics systems used a graphics model, developed by Ivan Sutherland and others, based on coordinate system transformations and line drawing.

"John Warnock joined Xerox PARC in 1978 to work for Charles "Chuck" Geschke. There he teamed up with Martin Newell in producing an interpreted graphics system called JAM. "JAM" stands for "John And Martin". JAM had the same postfix execution semantics as Gaffney's Design System, and was based on the Evans and Sutherland imaging model, but augmented the E&S imaging model by providing a much more extensive set of graphics primitives. Like the later versions of the Design System, JAM was "token based" rather than "command line based", which means that the JAM interpreter reads a stream of input tokens and processes each token completely before moving to the next. Newell and Warnock implemented JAM on various Xerox workstations; by 1981 JAM was available at Stanford on the Xerox Alto computers, where I first saw it.  

"In the meantime, various people at Xerox were building a series of experimental raster printers. The first of these was called XGP, the Xerox Graphics Printer, and had a resolution of 192 dots to the inch. Xerox made XGP's available to certain universities, and by 1972 they were in use at Carnegie-Mellon, Stanford, MIT, Caltech, and the University of Toronto. Each of those organizations produced its own hardware and software interfaces. The XGP is historically interesting only because it is the first raster printer to gain substantial use by computer scientists, and was the arena in which a lot of mistakes were made and a lot of lessons learned.  

"To replace the XGP, Xerox PARC developed a new printer called EARS, and then another newer printer called Dover. After the agony of converting software from XGP to EARS, various Xerox people realized that applications programs generating files for the XGP or for EARS should not be tied to the device properties of the printer itself. Bob Sproull and William Newman, of Xerox PARC, developed a relatively device-independent page image description scheme, called "Press format", which was used to instruct raster printers what to print.  

"As part of an extensive grant program to selected universities, Xerox donated Dover printers and made documentation of the Press format available under a nondisclosure agreement. As far as I know, that nondisclosure agreement has never been lifted, though information about Press format has been widely enough distributed that by 1982 researchers at the Swiss Federal Institute of Technology (EPFL) at Lausanne had given conference papers about their own independent implementation of Press format.  

"Press format was a smashing success; it revolutionized laser printing technology in the academic and research communities, and stimulated a large number of people to think about issues of device-independent print graphics. Nevertheless, Press format had its limitations, and various people felt the need to revise the basic design.  

"Sproull left Xerox in 1978 to become a professor of computer science at CMU. Newman returned home to England to become an independent consultant. Martin Newell left Xerox to join Cadlinc Corp. Warnock and Geschke remained at Xerox.  

"While at CMU, Sproull began making plans for a new version of Press that would combine the graphics model of JAM with the page image description properties of Press. Sproull returned to Xerox for a sabbatical leave in 1982, and enlisted the help of Butler Lampson in the creation of the new page image description language that Warnock dubbed "Interpress". The name caught on.  

"While it is difficult to separate the contributions made by Sproull and Lampson, it is not incorrect to say that Lampson and Warnock produced the execution model of Interpress while Sproull and Warnock produced the imaging model. It is also approximately correct to characterize this first version of Interpress as being derived from the graphics model and execution model of JAM with additional protection and security mechanisms derived from experience with programming languages like Euclid and Cedar, and a careful silence on the issue of fonts. The trio worked under Geschke's direction, and Geschke was responsible for refereeing disagreements and for making certain that the resulting design was acceptable to the rest of Xerox" (Brian Reid, http://groups.google.com/group/fa.laser-lovers/msg/5d0df32a0e91f1fa?rnum=2&pli=1, accessed 01-07-2009).

Filed under: Games / Simulations , Graphics / Visualization / Animation, Human-Computer Interaction, Printing / Typography, Software | Bookmark or share this entry »

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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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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First Successful Video Game Console Using Plug-in Cartridges 1977

Nolan Bushnell introduces the Atari Video Computer System ( VCS).

Later known as the Atari 2600, VCS was the first successful video game console to use plug-in cartridges instead of having one or more games built in. It was "typically bundled with two joystick constrollers, a conjoined pair of paddle controllers, and a cartridge game."

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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 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

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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 Cheap Home Computer August 1982

Commodore issues the Commodore 64 — "the first cheap home computer."

The Commodore 64 looked like a bulky keyboard, but included color graphics, and excelled at playing early video games. Between 1982 and 1984 30,000,000 units were sold, making it the best-selling personal computer model of this era. Roughly 10,000 commercial programs were produced for this computer.

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"Dial-a-Game" 1983

Control Video Corporation founded by William van Miester offers video games "by telephone" for Atari VCS game machine owners through a service called GameLine. Using variable speed adaptive modem technology, GameLine planned other services for the millions of game machine owners who might upgrade their units with programmable adaptors. The company nearly went bankrupt. After revamping its product line, the company changed its name to Quantum Computer Services in 1985.

In 1991 the company was renamed America Online (AOL).

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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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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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Kasparov Defeats 32 Different Chess Computers 1985

"In 1985, in Hamburg, I played against thirty-two different chess computers at the same time in what is known as a simultaneous exhibition. I walked from one machine to the next, making my moves over a period of more than five hours. The four leading chess computer manufacturers had sent their top models, including eight named after me from the electronics firm Saitek.  

"It illustrates the state of computer chess at the time that it didn't come as much of a surprise when I achieved a perfect 32–0 score, winning every game, although there was an uncomfortable moment. At one point I realized that I was drifting into trouble in a game against one of the "Kasparov" brand models. If this machine scored a win or even a draw, people would be quick to say that I had thrown the game to get PR for the company, so I had to intensify my efforts. Eventually I found a way to trick the machine with a sacrifice it should have refused. From the human perspective, or at least from my perspective, those were the good old days of man vs. machine chess" (Gary Kasparov, "The Chess Master and the Computer," The New York Review of Books 57 February 11, 2010.

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The First Computer Games Developers Conference 1988

Computer game designer Chris Crawford holds the first meeting of the Computer Games Developers Conference in his San Jose, California living room.

About 27 game designers attended.

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1990 – 2000

The Electronic Frontier Foundation is Founded 1990

Mitchell Kapor, John Gilmore, and John Perry Barlow found the Electronic Frontier Foundation to defend individual rights in the digital world. The three had met on The Well.

Motivation for creation of the organization was the

“massive search and seizure on Steve Jackson Games by the United States Secret Service early in 1990.” The first successful achievement of the new foundation was to lay “the groundwork for the successful representation of Steven Jackson Games (SJG) in a Federal court case to prosecute the United States Secret Service for unlawfully raiding their offices and seizing computers.”

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

A Computer Checkers Program Defeats the Human World Checkers Champion 1994

At the Second Man-Machine World Championship, Chinook, a computer checkers program developed around 1989 at the University of Alberta by a team led by Jonathan Schaeffer, wins due to human frailty.

This was the first time that a computer program defeated a human champion in a game competition.  "In 1996 the Guinness Book of World Records recognized Chinook as the first program to win a human world championship" (http://webdocs.cs.ualberta.ca/~chinook/project/, accessed 01-24-2010).

Filed under: Artificial Intelligence, Computers & the Human Brain, Games / Simulations | Bookmark or share this entry »

Steve Jackson Games v. U.S. Secret Service October 31, 1994

The Unites States Court of Appeals decides Steve Jackson Games v. U.S. Secret Service,36 F.3d 457 (5th Cir. 1994).

"The narrow issue before us is whether the seizure of a computer, used to operate an electronic bulletin board system, and containing private electronic mail which had been sent to (stored on) the bulletin board, but not read (retrieved) by the intended recipients, constitutes an unlawful intercept under the Federal Wiretap Act, 18 U.S.C. s 2510, et seq., as amended by Title I of the Electronic Communications Privacy Act of 1986, Pub.L. No. 99-508, Title I, 100 Stat. 1848 (1986). We hold that it is not, and therefore AFFIRM."

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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 »

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 »

Where's George? December 23, 1998

Database consultant Hank Estrin creates and makes operational Where's George?, a website that tracks the natural geographic circulation of American paper money.

"A hit is when a bill registered with Where's George? is re-entered into the database. Where's George? does not have specific goals other than tracking currency movements, but many users like to collect interesting patterns of hits, called bingos. The most common bingo involves getting at least one hit in all 50 states (called "50 State Bingo"). Another Bingo, FRB Bingo, is when a user gets hits on bills from all 12 Federal Reserve Banks.

"Most bills do not receive any responses, or hits, but many bills receive two or more hits. The average hit rate is slightly over 11.1%. Double- and triple-hitters are common, and bills with 4 or 5 hits are not unheard of. Almost daily a bill receives its 6th hit. The site record is held by a $1 bill with 15 entries.

"To increase the chance of having a bill reported, users (called "Georgers") may write or stamp text on the bills encouraging bill finders to visit www.wheresgeorge.com and track the bill's travels. Bills that are entered into the database, but not marked, are known as stealths" (Wikipedia article on Where's George, accessed 05-04-2009).

Filed under: Economics , Games / Simulations , Indexing & Seaching Information, Social Media / Wikis | Bookmark or share this entry »

2000 – 2005

The First Attempt to Make a Photorealistic Computer Animated 3D Feature Film July 11, 2001

Final Fantasy: The Spirits Within, a computer animated science fiction film by Hironobu Sakaguchi, the creator of the Final Fantasy series of role-playing games, is released in the United States by Columbia Pictures.

This was the first attempt to make a photorealistic rendered 3D feature film.

Final Fantasy: The Spirits Within received mixed reviews and despite aggressive promotion, it became a huge box office bomb.

"Roger Ebert was a strong advocate of the film; he gave the film 3 1/2 stars out of 4, praising it as a "technical milestone" while conceding that its 'nuts and bolts' story lacked 'the intelligence and daring of, say, Steven Spielberg's A.I.'. He also expressed a desire for the film to succeed in hopes of seeing more films made in its image, though he was skeptical of its ability to be accepted" (Wikipedia article on Final Fantasy: The Spirits Within, accessed 05-05-2009).

Filed under: Cinematography / Films / Video, Games / Simulations , Graphics / Visualization / Animation, Popular Culture | 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."

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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 »

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.

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The "Cyber Storm" War Game February 6 – February 10, 2006

Vital US infrastructure, including power grids and banking systems, are put under simulated attack in a week-long security exercise called Cyber Storm.

FROM THE U.S. GOVERNMENT'S PUBLISHED INTERPRETATION OF THE RESULTS

"The U.S. Department of Homeland Security’s (DHS) National Cyber Security Division (NCSD) successfully executed Cyber Storm, the first national cyber exercise Feb. 6 thru Feb. 10, 2006. The exercise was the first government-led, full-scale cyber security exercise of its kind. NCSD, a division within the department’s Preparedness Directorate, provides the federal government with a centralized cyber security coordination and preparedness function called for in the National Strategy for Homeland Security, the National Strategy to Secure Cyberspace and Homeland Security Presidential Directive 7. NCSD is the focal point for the federal government’s interaction with state and local government, the private sector and the international community concerning cyberspace vulnerability reduction efforts."

"The Scenario

"The exercise simulated a sophisticated cyber attack campaign through a series of scenarios directed at several critical infrastructure sectors. The intent of these scenarios was to highlight the interconnectedness of cyber systems with physical infrastructure and to exercise coordination and communication between the public and private sectors. Each scenario was developed with the assistance of industry experts and was executed in a closed and secure environment.

"Cyber Storm scenarios had three major adversarial objectives:

"* To disrupt specifically targeted critical infrastructure through cyber attacks

"* To hinder the governments' ability to respond to the cyber attacks

"* To undermine public confidence in the governments' ability to provide and protect service" (http://www.dhs.gov/xnews/releases/pr_1158340980371.shtm, accessed 08-09-2009).

♦ A LESS OPTIMISTIC INTERPRETATION FROM THE WIKIPEDIA

"The Cyber Storm exercise was a simulated exercise overseen by the Department of Homeland Security that took place February 6 through February 10, 2006 with the purpose of testing the nations defenses against digital espionage. The simulation was targeted primarily at American security organizations but officials from Britain, Canada, Australia and New Zealand participated as well.

"Simulation

"The exercise simulated a large scale attack on critical digital infrastructure such as communications, transportation, and energy production. The simulation took place a series of incidents which included.

" * Washington's metro trains mysteriously shutting down.

" * Bloggers revealing locations of railcars containing hazardous materials. * The airport control towers of Philadelphia and Chicago mysteriously shutting down.

" * A mysterious liquid appearing on a London subway.

" * Significant numbers of people on "no fly" lists suddenly appearing at airports all over the nation.

" * Planes flying too close to the White House. * Water utilities in Los Angeles getting compromised.

"Internal difficulties

"During the exercise the computers running the simulation came under attack by the players themselves. Heavily censored files released to the Associated Press reveal that at some time during the exercise the organizers sent every one involved an e-mail marked "IMPORTANT!" telling the participants in the simulation not to attack the game's control computers.

"Performance of participants

"The Cyber Storm exercise highlighted the gaps and shortcomings of the nation's cyber defenses. The cyber storm exercise report found that institutions under attack had a hard time getting the bigger picture and instead focused on single incidents treating them as 'individual and discrete.'

"In light of the test the Department of Homeland Security raised concern that the relatively modest resources assigned to cyber-defense would be 'overwhelmed in a real attack' (Wikipedia article on Cyber Storm Exercise, accessed 08-09-2009).

 

Filed under: Freedom / Privacy / Security , Games / Simulations , Internet & Networking , Military / Warfare / Cyberwarfare | Bookmark or share this entry »

Checkers is Solved. April 29, 2007

Jonathan Schaeffer and his team at the University of Alberta announce that checkers is solved. Perfect play leads to a draw.

"The crucial part of Schaeffer's computer proof involved playing out every possible endgame involving fewer than 10 pieces. The result is an endgame database of 39 trillion positions. By contrast, there are only 19 different opening moves in draughts. Schaeffer's proof shows that each of these leads to a draw in the endgame database, providing neither player makes a mistake.  

"Schaeffer was able to get his result by searching only a subset of board positions rather than all of them, since some of them can be considered equivalent. He carried out a mere 1014 calculations to complete the proof in under two decades. 'This pushes the envelope as far as artificial intelligence is concerned,' he says.  

"At its peak, Schaeffer had 200 desktop computers working on the problem full time, although in later years he reduced this to 50 or so. 'The problem is such that if I made a mistake 10 years ago, all the work from then on would be wrong,' says Schaeffer. 'So I've been fanatical about checking for errors.' " (http://www.newscientist.com/article/dn12296-checkers-solved-after-years-of-number-crunching.html, accessed 01-24-2010).

Based on this proof, Schaeffer's checkers-playing program Chinook, can no longer be beaten. The best an opponent can hope for is a draw.

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Game-Based Learning for Virtual Patients March 2008

Imperial College London Medical School develops Phase I - Game-based learning for Virtual Patients in Second Life.

"The four-dimensional framework described by De Freitas and Martin (2006), plus the learning types described by Helmer (2007), as well as the different aspects of emergent narrative described by Murray (1997) have provided the basis for the design of these game-based learning activities for virtual patients under two different categories: context and learner specification, and narrative and modes of representation. Phase I of this project focused on the delivery of a virtual patient in the area of Respiratory Medicine following a game-based learning model in Second Life."

You can watch the video of Phase 1 on YouTube at this link.

Filed under: Education / Reading / Literacy, Games / Simulations , Medicine, Virtual Reality | Bookmark or share this entry »

Cyber Storm II March 10 – March 14, 2008

"The U.S. Department of Homeland Security (DHS) is conducting the largest cyber security exercise ever organized. Cyber Storm II is being held from March 10-14 in Washington, D.C. and brings together participants from federal, state and local governments, the private sector, and the international community.

"Cyber Storm II is the second in a series of congressionally mandated exercises that will examine the nation’s cyber security preparedness and response capabilities. The exercise will simulate a coordinated cyber attack on information technology, communications, chemical, and transportation systems and assets.

" 'Securing cyberspace is vital to maintaining America’s strategic interests, public safety, and economic prosperity,' said Greg Garcia, Homeland Security Assistant Secretary for Cyber Security and Communications. 'Exercises like Cyber Storm II help to ensure that the public and private sectors are prepared for an effective response to attacks against our critical systems and networks.'

"Cyber Storm II will include 18 federal departments and agencies, nine states (Calif., Colo., Del., Ill., Mich., N.C., Pa., Texas and Va.), five countries (United States, Australia, Canada, New Zealand and the United Kingdom), and more than 40 private sector companies. They include ABB, Inc., Air Products, Cisco, Dow Chemical Company Inc., Harris Corporation, Juniper Networks, McAfee, Microsoft, NeuStar, PPG Industries, and Wachovia" (http://www.dhs.gov/xnews/releases/pr_1205180340404.shtm, accessed 08-09-2009).

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Supercomputer Built from Video Gaming Components June 2008

The American military supercomputer called the Roadrunner, designed and built by scientists at I.B.M. and Los Alamos National Laboratories from components originally designed for video game machines, has processed more than 1.026 quadrillion calculations per second.

"To put the performance of the machine in perspective, Thomas P. D’Agostino, the administrator of the National Nuclear Security Administration, said that if all six billion people on earth used hand calculators and performed calculations 24 hours a day and seven days a week, it would take them 46 years to do what the Roadrunner can in one day."

Filed under: Computer & Calculator Design / Architecture, Data Processing / Computing, Games / Simulations , Science | Bookmark or share this entry »

IBM's Watson Question Answering System Challenges Humans at Jeopardy April 27, 2009

IBM's Watson Question Answering (QA) System will challenge humans in the television quiz show Jeopardy!

"IBM is working to build a computing system that can understand and answer complex questions with enough precision and speed to compete against some of the best Jeopardy! contestants out there.

"This challenge is much more than a game. Jeopardy! demands knowledge of a broad range of topics including history, literature, politics, film, pop culture and science. What's more, Jeopardy! clues involve irony, riddles, analyzing subtle meaning and other complexities at which humans excel and computers traditionally do not. This, along with the speed at which contestants have to answer, makes Jeopardy! an enormous challenge for computing systems. Code-named "Watson" after IBM founder Thomas J. Watson, the IBM computing system is designed to rival the human mind's ability to understand the actual meaning behind words, distinguish between relevant and irrelevant content, and ultimately, demonstrate confidence to deliver precise final answers.

"Known as a Question Answering (QA) system among computer scientists, Watson has been under development for more than three years. According to Dr. David Ferrucci, leader of the project team, 'The confidence processing ability is key to winning at Jeopardy! and is critical to implementing useful business applications of Question Answering.

"Watson will also incorporate massively parallel analytical capabilities and, just like human competitors, Watson will not be connected to the Internet, or have any other outside assistance.  

"If we can teach a computer to play Jeopardy!, what could it mean for science, finance, healthcare and business? By drastically advancing the field of automatic question answering, the Watson project's ultimate success will be measured not by daily doubles, but by what it means for society" (http://www.research.ibm.com/deepqa/index.shtml, accessed 06-16-2010).

On June 16, 2010 The New York Times Magazine published a long article by Clive Thompson on IBM's Watson's challenge of humans in Jeopardy! entitled, in the question response language of Jeopardy!, "What is I.B.M.'s Watson?."

Filed under: Artificial Intelligence, Games / Simulations , Linguistics / Translation / Speech, Television | Bookmark or share this entry »

Employment in the Field of Simulation June 14, 2009

"As employment headlines go from grim to grimmer, it’s appropriate that one job category with expanding demand involves helping people avoid reality. Designers of computer simulations are sought in many fields to help understand complex, multifaceted phenomena that are too expensive or perilous to study in real life."

Bill Waite, chairman of the AEgis Technologies Group, a Huntsville, Ala., company that creates simulations for various military and civilian applications, "estimates that 400,000 people make a living in the United States in one aspect or another of simulation" (http://www.nytimes.com/2009/06/14/jobs/14starts.html?8dpc, accessed 06-22-2009).

Filed under: Economics , Games / Simulations , Virtual Reality | Bookmark or share this entry »

2010 – Present

"The World's First Full-Size Robotic Girlfriend" January 9, 2010

Artificial intelligence engineer Douglas Hines of TrueCompanion.com introduces Roxxxy at the AVN Adult Entertainment Expo in Las Vegas, Nevada.

" 'She doesn't vacuum or cook, but she does almost everything else,' said her inventor, Douglas Hines, who unveiled Roxxxy last month at the Adult Entertainment Expo in Las Vegas, Nevada.

"Lifelike dolls, artificial sex organs and sex-chat phone lines have been keeping the lonely company for decades. But Roxxxy takes virtual companionship to a new level. Powered by a computer under her soft silicone ;skin,; she employs voice-recognition and speech-synthesis software to answer questions and carry on conversations. She even comes loaded with five distinct 'personalities,' from Frigid Farrah to Wild Wendy, that can be programmed to suit customers' preferences.

" 'There's a tremendous need for this kind of product,' said Hines, a computer scientist and former Bell Labs engineer. Roxxxy won't be available for delivery for several months, but Hines is taking pre-orders through his Web site, TrueCompanion.com, where thousands of men have signed up. 'They're like, 'I can't wait to meet her,' ' Hines said. 'It's almost like the anticipation of a first date.' Women have inquired about ordering a sex robot, too. Hines says a female sex therapist even contacted him about buying one for her patients.

"Roxxxy has been like catnip to talk-show hosts since her debut at AEE, the largest porn-industry convention in the country. In a recent monologue, Jay Leno expressed amazement that a sex robot could carry on lifelike conversations and express realistic emotions. 'Luckily, guys,' he joked, 'there's a button that turns that off.' Curious conventioneers packed Hines' AEE booth last month in Las Vegas, asking questions and stroking Roxxxy's skin as she sat on a couch in a black negligee.

" 'Roxxxy generated a lot of buzz at AEE,' said Grace Lee, spokeswoman for the porn-industry convention. 'The prevailing sentiment of everyone I talked to about Roxxxy is 'version 1.0,' but people were fascinated by the concept, and it caused them to rethink the possibilities of 'sex toys.' '

"Hines, a self-professed happily married man from Lincoln Park, New Jersey, says he spent more than three years developing the robot after trying to find a marketable application for his artificial-intelligence technology. Roxxxy's body is made from hypoallergenic silicone -- the kind of stuff in prosthetic limbs -- molded over a rigid skeleton. She cannot move on her own but can be contorted into almost any natural position. To create her shape, a female model spent a week posing for a series of molds. The robot runs on a self-contained battery that lasts about three hours on one charge, Hines says. Customers can recharge Roxxxy with an electrical cord that plugs into her back.

"A motor in her chest pumps heated air through a tube that winds through the robot's body, which Hines says keeps her warm to the touch. Roxxxy also has sensors in her hands and genital areas -- yes, she is anatomically correct -- that will trigger vocal responses from her when touched. She even shudders to simulate orgasm. When someone speaks to Roxxxy, her computer converts the words to text and then uses pattern-recognition software to match them against a database containing hundreds of appropriate responses. The robot then answers aloud -- her prerecorded "voice" is supplied by an unnamed radio host -- through a loudspeaker hidden under her wig.

" 'Everything you say to her is processed. It's very near real time, almost without delay,' Hines said of the dynamics of human-Roxxxy conversation. 'To make it as realistic as possible, she has different dialogue at different times. She talks in her sleep. She even snores.' (The snoring feature can be turned off, he says.) Roxxxy understands and speaks only English for now, but Hines' True Companion company is developing Japanese and Spanish versions. For an extra fee, he'll also record customizable dialogue and phrases for each client, which means Roxxxy could talk to you about NASCAR, say, or the intricacies of politics in the Middle East" (http://www.cnn.com/2010/TECH/02/01/sex.robot/, accessed 02-06-2010).

Filed under: Artificial Intelligence, Games / Simulations , Robotics / Automata | Bookmark or share this entry »