Visions for the future of computing

Cultures of Programming — Part 7

Tomas Petricek, Charles University, Prague

tomas@tomasp.net
https://tomasp.net
@tomasp.net

Humanistic essays

Imagining the future of computing

As we may think (1945)

"Consider a future device ... in which an individual stores all his books .. and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory."

Vannevar Bush

Background

  • Electrical Engineering at MIT (1919)
  • Analog differential analyzer
  • Inventor, science administrator

Library problem

  • Modern scientific enterprise
  • Need to "plough through hundreds of materials"
  • Analog vision, based on microfiche

Bush's Memex system

Electromechanical device for information management

Associative trails
Allows "linking" of files across human knowledge

Personal annotations
Drawn on the desk, photographed and linked

Man-Computer Symbiosis (1960)

The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today.

J. C. R. Licklider

Background

  • PhD in psychoacoustics research
  • Human factors of the SAGE system
  • Moved from MIT to BBN

Time-sharing systems

  • Learned about the idea from
    Christopher Strachey
  • Prototyped BBN Time-Sharing System
  • Director at ARPA (1962, 1974)

ARPA

Information Processing Techniques Office

  • Command and control research for military
  • Time-sharing via Project MAC, CTSS & Multics
  • ARPANET, the predecessor of the Internet
  • Community behind NLS and Xerox PARC

Frieder Nake

Computer art pioneer

Two exhibitions
in Stuttgart and
New York in 1965

Noll's study with recon­struction of Mondrian's "Composition with Lines"

There should be no computer art (1971)

"It seems to me that computer art is nothing but one of the latest fashions"

"Computers ought not to be used for the creation of another art fashion."

"Computers can and should be used in art in order to draw attention to new circumstances and connections and to forget art."

Future of computing

Humanistic perspectives

  • What could computing do in the future?
  • Human at the centre of these visions!
  • Empowering human to achieve more
  • Critical of the current practice

Programming

Man-machine symbiosis

Ivan Sutherland's Sketchapd (1963)

Predecessor of CAD systems for TX-2 with custom HW tweaks

  • Light pen input
  • Prototype-based abstraction model
  • Visual constraints

Ivan and Bert Sutherland

Sketchpad project (1963)

  • "Communication system" in a subtitle
  • Sketching, drawing, modelling
  • Most expensive computer at the time

Follow up project (1966)

  • Online graphical specification of computer procedures
  • Programming using (then ubiquitous) flow-charts
  • Inspired later tablet-based GRAIL system

A Step Toward Man-Computer Symbiosis

Warren Teitelman (1966)

Sources of inspiration

  • Interactive LISP editor
  • Man-Computer Symbiosis
  • Experimenting with running program in AI context

Lisp programming systems

PILOT

  • List transformation language FLIP
  • Advising to modify procedures
  • Lisp as a programming system

DWIM

  • Auto-correction system for Interlisp
  • Parenthesisation and typos fixed interactively at runtime
  • "Damn Warren's Infernal Machine"

Lisp machines

Lisp as the operating system with interactive programming support

Accidental motivation
PDP-10 used 36-bit words, subsequent computers had less

Programming

Thinking about thinking

Logo environment (1967)

"The computer can be a mathe­matics-speaking and analphabetic-speaking entity. We are learning how to make computers with which children love to communicate. When this communication occurs, children learn mathematics as a living language."

Piaget's theory of active learning

MIT AI Lab

Minsky and Papert

  • Extraordinary learning
    in the hacker community
  • Education research at BBN
  • Thinking in humans, thinking in machines

LOGO research

  • Teaching "powerful ideas" such as meta-language
  • Microwords for linguistics and drawing (turtle)

"Revolutionary" educational ideas

Let children learn by working on their own

Button box to see how early can kids learn

Humanistic and hacker views

  • Direct interaction with computer
    Supports human learning and understanding
  • Modifying programs live
    Rapid feedback, guides understanding
  • At odds with managerial and engineering needs
    Too expensive, too easy to break
  • Exploring novel interfaces
    Visual programming, leverage visual thinking

Mother of All demos

Cultures of Programming

Home    Continue to Part 8