3870 entries. Last updated May 17, 2013.

Human-Computer Interaction Timeline

Theme

1900 – 1910

Revealing a Hidden Image in a Newspaper Article 1901 – October 24, 2012

Since 1989 conservators and art historians have known that hidden beneath the surface of Picasso's “Woman Ironing”  preserved in the Solomon R. Guggenheim Museum, New York, is the upside-down ghost of another painting — a three-quarter-length portrait of a man with a mustache. The hidden image was first seen in photographs of this painting from Picasso's Blue Period (1901-1904) taken with an infrared camera in 1989.  

On October 24, 2012 The New York Times published an article by Carol Vogel on this painting and the painting hidden underneath entitled "Under One Picasso, Another."  From the standpoint of this database on the history of media what I find most interesting about this is the "interactive feature" published in association with the article entitled "Scratching the Surface, Two Picassos Revealed."

A very clever imaging program in the interactive feature invited the reader to "click and drag your mouse over the painting to see what was hidden beneath it." As I wiped the top image of the painting off with mouse strokes the painting underneath was revealed.  I could also rotate the image and reset it back to the top layer.

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1920 – 1930

Robot 1920

In 1920 Czech novelist, playwright, journalist and translator Karel Capek published R. U. R. (Rossum’s Universal Robots) in Prague. This play, written in Czech except for the title, introduced the word “robot” and explored the issue of whether worker-machines would replace people.

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1950 – 1960

Whirlwind is in Limited Operation 1950

Project Whirlwind was in limited operation at MIT as a general purpose computer. The first computer that operated in real time, with the first video display for output, the Whirlwind was the first computer that was not just an electronic replacement of older mechanical systems

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The First OCR System: "GISMO" 1951

American inventor David Hammond Shepard, a cryptanalyst at AFSA, the forerunner of the U.S. National Security Agency (NSA), built "Gismo" in his spare time.

Gismo was a machine to convert printed messages into machine language for processing by computer— the first optical character recognition (OCR) system.

"IBM licensed the [OCR] machine, but never put it into production. Shepard designed the Farrington B numeric font now used on most credit cards. Recognition was more reliable on a simple and open font, to avoid the effects of smearing at gasoline station pumps. Reading credit cards was the first major industry use of OCR, although today the information is read magnetically from the back of the cards.

"In 1962 Shepard founded Cognitronics Corporation. In 1964 his patented 'Conversation Machine' was the first to provide telephone Interactive voice response access to computer stored data using speech recognition. The first words recognized were 'yes' and 'no' " (Wikipedia article on David H. Shepard, accessed 02-29-2012).

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The First Graphical Display for a Computer April 20, 1951

Whirlwind I began operation at MIT.

Whirlwind I included the first primitive graphical display on its vectorscope screen. (See Reading 8.7.)

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The First Graphical Computer Game 1952

In 1952 A. S. Douglas wrote Noughts and Crosses, the first graphical computer game, on the cathode ray tube (CRT) screen of the EDSAC at Cambridge University.

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The First Trackball 1952

British electrical engineer Kenyon Taylor and team, working on the Royal Canadian Navy's DATAR project (a pioneering computerized battlefield information system) invented the first trackball, a precursor of the computer mouse. It used a standard Canadian five-pin bowling ball. The DATAR system was first successfully tested on Lake Ontario in autumn 1953.

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Perhaps the First Computer-Controlled Aesthetic System 1953

English cybernetician and psychologist Gordon Pask created 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."

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The First Light Pen 1954

Development began for NORAD on the SAGE Air Defense System, using a computer built by IBM after a design based on the Whirlwind.

The system included the first light pen.

The full SAGE (Semi-Automatic Ground Environment) automated control system for tracking and intercepting enemy bomber aircraft was completed by 1963.

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Intelligence Amplification by Machines 1956

English psychiatrist and cybernetician W[illiam] Ross Ashby wrote of intelligence amplification by machines in his book, Introduction to Cybernetics.

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Physically the Largest Computers Ever Built 1957

The first SAGE AN/FSQ-7 was operational for the SAGE Air Defense System on a limited basis. The AN/FSQ-7 computer contained 55,000 vacuum tubes, occupied 0.5 acres (2,000 m2) of of floor space, weighed 275 tons, and used up to three megawatts of power. Performance was about 75,000 instructions per second. From the standpoint of physical dimensions, the fifty-two AN/FSQ-7s remain the largest computers ever built.  

"Although the machines used a large number of vacuum tubes, the failure rate of an individual tube was low due to efforts in quality control and a novel quality assurance system called marginal checking that discovered tubes that were growing weak, before they failed. Each SAGE site included two computers for redundancy, with one processor on "hot standby" at all times. In spite of the poor reliability of the tubes, this dual-processor design made for remarkably high overall system uptime. 99% availability was not unusual."

The system allowed online access, in graphical form, to data transmitted to and processed by its computers. Fully deployed by 1963, the IBM-built early warning system remained operational until 1984. With 23 direction centers situated on the northern, eastern, and western boundaries of the United States, SAGE pioneered the use of computer control over large, geographically distributed systems.

"Both MIT and IBM supported the project as contractors. IBM's role in SAGE (the design and manufacture of the AN/FSQ-7 computer, a vacuum tube computer with ferrite core memory based on the never-built Whirlwind II) was an important factor leading to IBM's domination of the computer industry, accounting for more than a half billion dollars in revenue, nearly 10% of IBM's income in the late 1950s" (Wikipedia article on Semi-Automatic Ground Environment, accessed 03-03-2012).

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The TX-2 Computer for the Study of Human-Computer Interaction 1959

Wesley A. Clark designed and built the TX-2 computer at MIT’s Lincoln Laboratory in Lexington, Massachusetts. It had 320 kilobytes of fast memory, about twice the capacity of the biggest commercial machines. Other features were magnetic tape storage, an on-line typewriter, the first Xerox printer, paper tape for program input, and a nine inch CRT screen. Among its applications were development of interactive graphics and research on human-computer interaction.

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Human Versus Machine Intelligence and Communication 1959

"Somewhat the same problem arises in communicating with a machine entity that would arise in communicating with a person of an entirely different language background than your own. A system of logical definition and translation would have to be available. In order that meanings should not be lost, such a system of translation would also need to be precise. We are all familiar with the unhappy results of language translations which are either lacking in precision or where suitable words of equivalent meaning cannot be found. Likewise, translating into a machine language cannot be anything but an exact operation. Machines even more than people must be addressed with clarity and unambiguity, for machines cannot improvise on their own or imagine that about which they have not been specifically informed, as a human might do within reasonable limits of error. . . .

"We must now ascertain how concepts are formulated within the framework of computer language. For analogy, let us first consider the manner in which instructions are usually given to a non-mechanical entity. When we instruct, for example, a human being, we are aided by the fact that the human is usually able to fill in gaps in our instructions through acumen acquired from his own past experiences. It is seldom necessary that instructions be either detailed or literal, although we may have lost sight of this fact.

"The computer in a correlate example is a mechanical 'being' which must be instructed at each and every step. But it can be given a very long list of instructions upon which it can be expected to subsequently act with great speed and accuracy and with untiring repetition. Machine traits are: low comprehension, high retention, extreme reliability, and tremendous speed. The use of superlatives here to describe these traits is not exaggerative. Since speed becomes in practice the equivalent of number, the machine might be, and has sometimes been, equated to legions — an army, if you will — of lowgrade morons whose conceptualization is entirely literal, who remember as long as is necessary or as you desire them to, whose loyalty and subservience is complete, who require no holidays, no spurious incentives, no morale programs, pensions, not even gratitude for past service, and who seemingly never tire of doing elementary repetitive tasks such as typing, accounting, bookkeeping, arithmetic, filling in forms, and the like. In about all these respects the machine may be seen to be the exact opposite of nature's loftiest creature, the intellligent human being, who becomes bored with the petty and repetitious, who is unreliable, who wanders from the task for the most trivial reasons, who gets out of humor, who forgets, who requires constant incentives and rewards, who improvises on his own even when to do so is impertinent to the objectives being undertaken, and who in summary (let's face it) is unsuitable to most forms of industry as the latter are ideally and practically conceived in our times. It becomes apparent in retrospect that the only excuse we might ever have had for employing him to do many of civilization's more literal and repetitious tasks was the absence of something more efficient with which to replace him!

"It is not the purpose of this volume to explore further the ramifications of the above statements of fact. . . ."(Nett & Hetzler, An Introduction to Electronic Data Processing [1959] 86-88).

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

At the Eastern Joint Computer Conference in Boston Digital Equipment Corporation (DEC) of Maynard, Massachusetts, demonstrated 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 Laboratory. 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.

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1960 – 1970

The First Electronic Learning System 1960

PLATO I (Programmed Logic for Automatic Teaching Operations), the first electronic learning system, developed by Donald Bitzer, operated on the ILLIAC 1 at the University of Illinois at Urbana-Champaign.

Plato I included a television for a display and a special system to navigate the system's menu. It serviced a single user. In 1961 PLATO II allowed two students to operate the system at one time.

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Man-Computer Symbiosis March 1960

Computer scientist J. C. R. Licklider of Bolt, Baranek and Newman published "Man-Computer Symbiosis," IRE Transactions on Human Factors in Electronics, volume HFE-1 (March 1960) 4-11, postulating that the computer should become an intimate symbiotic partner in human activity, including communication. (See Reading 10.5.)

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"Online Man-Computer Communication" Circa June 1962

J.C.R. Licklider of Bolt, Baranek, and Newman and Welden E. Clark published “Online Man-Computer Communication,” calling for time-sharing of computers, for graphic displays of information, and the need for an improved graphical interface. (See Reading 10.6.)

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Augmenting Human Intellect October 1962

Douglas Engelbart of the Stanford Research Institute, Menlo Park, California, completed his report, Augmenting Human Intellect: A Conceptual Framework, for the Director of Information Sciences, Air Force Office of Scientific Research. This report led J. C. R. Licklider of DARPA to fund SRI's Augmentation Research Center.

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The First Graphical User Interface 1963

In 1963 Ivan Sutherland, a student at MIT's Lincoln Laboratory in Lexington, Massachusetts, working on the experimental TX- 2 computer, created the first graphical user interface, or first interactive graphics program, in his Ph.D. thesis, Sketchpad: A Man-Machine Graphical Communication System. 

Sketchpad was an early application of vector graphics.

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Foundation of Engelbart's Augmentation Research Center 1963

As a result of Engelbart's 1962 reportJ. C. R. Licklider, the first director of the US Defense Department's Advanced Research Project Agency (DARPA) Information Processing Techniques Office (IPTO), funded Douglas Engelbart's Augmentation Research Center at Stanford Research Institute in early 1963. The first experiments done there included trying to connect a display at SRI to the massive and unique AN/FSQ-32 computer at System Development Corporation in Santa Monica, California.

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The "Intergalactic Computer Network" April 25, 1963

From his office at The Pentagon J.C.R. Licklider, Director of Behavioral Sciences Command & Control Research at ARPA,  the U. S. Department of Defense Advanced Research Projects Agency, sent a memo to members and affiliates of what he jokingly called the "Intergalactic Computer Network, "outlining a key part of his strategy to connect all their individual computers and time-sharing systems into a single computer network spanning the continent” (Waldrop).

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Machine Perception of Three Dimensional Solids May 1963 – 1965

Computer scientist Lawrence G. Roberts published Machine Perception of Three Dimensional Solids, MIT Lincoln Laboratory Report, TR 315, May 1963. This contained "the first algorithm to eliminate hidden or obscured surfaces from a perspective picture" (Carlson, A Critical History of Computer Graphics and Animation, accessed 05-30-2009).

In 1965, Roberts implemented a homogeneous coordinate scheme for transformations and perspective,  publishing Homogenous Matrix Representation and Manipulation of N-Dimensional Constructs, MIT MS-1505. Roberts's "solutions to these problems prompted attempts over the next decade to find faster algorithms for generating hidden surfaces" (Carlson, op. cit.).

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Touch-Tone Dialing is Introduced November 1963

In November 1963 touch-tone telephone dialing, developed at Bell Labs, was introduced, enabling calls to be switched digitally. The research leading to the design of the touch-tone keyboard was conducted by industrial psychologist John E. Karlin, head of Bell Labs’ Human Factors Engineering department, the first department of its kind at any American company.

"The rectangular design of the keypad, the shape of its buttons and the position of the numbers — with 1-2-3' on the top row instead of the bottom, as on a calculator — all sprang from empirical research conducted or overseen by Mr. Karlin.  

"The legacy of that research now extends far beyond the telephone: the keypad design Mr. Karlin shepherded into being has become the international standard on objects as diverse as A.T.M.’s, gas pumps, door locks, vending machines and medical equipment" (http://www.nytimes.com/2013/02/09/business/john-e-karlin-who-led-the-way-to-all-digit-dialing-dies-at-94.html, accessed 02-10-2013).

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The First Plasma Video Display (Neon Orange) 1964

Donald Bitzer, H. Gene Slottow, and Robert Willson at the University of Illinois at Urbana-Champaign invented the first plasma video display for the PLATO Computer System.

The display was monochrome neon orange and incorporated both memory and bitmapped graphics. Built by Owens-Illinois glass, the flat panels were marketed under the name "Digivue."

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Origins of Automated Facial Recognition 1964 – 1966

Woodbrow W. "Bledsoe, along with Helen Chan and Charles Bisson of Panoramic Research, Palo Alto, California, researched programming computers to recognize human faces (Bledsoe 1966a, 1966b; Bledsoe and Chan 1965). Because the funding was provided by an unnamed intelligence agency, little of the work was published. Given a large database of images—in effect, a book of mug shots—and a photograph, the problem was to select from the database a small set of records such that one of the image records matched the photograph. The success of the program could be measured in terms of the ratio of the answer list to the number of records in the database. Bledsoe (1966a) described the following difficulties:

" 'This recognition problem is made difficult by the great variability in head rotation and tilt, lighting intensity and angle, facial expression, aging, etc. Some other attempts at facial recognition by machine have allowed for little or no variability in these quantities. Yet the method of correlation (or pattern matching) of unprocessed optical data, which is often used by some researchers, is certain to fail in cases where the variability is great. In particular, the correlation is very low between two pictures of the same person with two different head rotations.'

"This project was labeled man-machine because the human extracted the coordinates of a set of features from the photographs, which were then used by the computer for recognition. Using a GRAFACON, or RAND TABLET, the operator would extract the coordinates of features such as the center of pupils, the inside corner of eyes, the outside corner of eyes, point of widows peak, and so on. From these coordinates, a list of 20 distances, such as width of mouth and width of eyes, pupil to pupil, were computed. These operators could process about 40 pictures an hour. When building the database, the name of the person in the photograph was associated with the list of computed distances and stored in the computer. In the recognition phase, the set of distances was compared with the corresponding distance for each photograph, yielding a distance between the photograph and the database record. The closest records are returned.

"This brief description is an oversimplification that fails in general because it is unlikely that any two pictures would match in head rotation, lean, tilt, and scale (distance from the camera). Thus, each set of distances is normalized to represent the face in a frontal orientation. To accomplish this normalization, the program first tries to determine the tilt, the lean, and the rotation. Then, using these angles, the computer undoes the effect of these transformations on the computed distances. To compute these angles, the computer must know the three-dimensional geometry of the head. Because the actual heads were unavailable, Bledsoe (1964) used a standard head derived from measurements on seven heads.

"After Bledsoe left PRI [Panoramic Research, Inc.] in 1966, this work was continued at the Stanford Research Institute, primarily by Peter Hart. In experiments performed on a database of over 2000 photographs, the computer consistently outperformed humans when presented with the same recognition tasks (Bledsoe 1968). Peter Hart (1996) enthusiastically recalled the project with the exclamation, 'It really worked!' " (Faculty Council, University of Texas at Austin, In Memoriam Woodrow W. Bledsoe, accessed 05-15-2009).

Bledsoe, W. W. 1964. The Model Method in Facial Recognition, Technical Report PRI 15, Panoramic Research, Inc., Palo Alto, California.

Bledsoe, W. W., and Chan, H. 1965. A Man-Machine Facial Recognition System-Some Preliminary Results, Technical Report PRI 19A, Panoramic Research, Inc., Palo Alto, California.

Bledsoe, W. W. 1966a. Man-Machine Facial Recognition: Report on a Large-Scale Experiment, Technical Report PRI 22, Panoramic Research, Inc., Palo Alto, California.

Bledsoe, W. W. 1966b. Some Results on Multicategory Patten Recognition. Journal of the Association for Computing Machinery 13(2):304-316.

Bledsoe, W. W. 1968. Semiautomatic Facial Recognition, Technical Report SRI Project 6693, Stanford Research Institute, Menlo Park, California.

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One of the Earliest Tablet Computers and the First Reference to Electronic Ink August 1964

M. R. Davis and T. O. Ellis of The Rand Corporation, Santa Monica, California, published The RAND Tablet: A Machine Graphical Communication DeviceThey indicated that the device had been in use since 1963.

"The RAND table is believed to be the first such graphic device that is digital, is relatively low-cost, possesses excellent linearity, and is able to uniquely describe 10 [to the 6th power] locations in the 10" x 10" active table area. . . . the tablet has great potential no only in such applications as digitizing map information, but also as a working tool in the study of more esoteric applications of graphical languages for man-machine interaction. . . . " (p.iv)

"The RAND tablet device generates 10-bit x and 10-bit y stylus position information. It is connected to an input channel of a general-purpose computer and also to an oscilloscope display. The display control multiplexes the stylus position information with computer-generated information in such a way that the oscilloscope display contains a composite of the current pen position (represented as a dot) and the computer output. In addition, the computer may regenerate meaningful track history on the CRT, so that while the user is writing, it appears that the pen has "ink." This displayed "ink" is visualized from the oscilloscope display while hand-directing the stylus position on the tablet. users normally adjust within a few minutes to the conceptual superposition of the displayed ink and the actual off-screen pen movement. There is no apparent loss of ease or speed in writing, printing, constructing arbitrary figures, or even in penning one's signature" (pp. 2-3).

J. W. Ward, History of Pen Computing: Annotated Bibliography in On-line Character Recognition and Pen Computing: http://rwservices.no-ip.info:81/pens/biblio70.html#DavisMR64 , accessed 12-30-2009).

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"Libraries of the Future" 1965

J.C.R. Licklider, Director of Project MAC (Machine-Aided Cognition and Multiple-Access Computers) at MIT and Professor of Electrical Engineering at MIT, published Libraries of the Future, a study of what libraries might be at the end of the twentieth century. Licklider's book reviewed systems for information storage, organization, and retrieval, use of computers in libraries, and library question-answering systems. In his discussion he was probably the first to raise general questions concerning the transition of the book from exclusively printing on paper to electronic form.

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Coining the Terms Hypertext, Hypermedia, and Hyperlink 1965

Self-styled "systems humanist" Ted Nelson Theodor Holm Nelson) published "Complex Information Processing: A File Structure for the Complex, the Changing, and the Indeterminate," ACM '65 Proceedings of the 1965 20th national conference, 84-100

In this paper Nelson coined the terms hypertext and hypermedia  to refer to features of a computerized information system.  He used the word "link" to refer the logical connections that came to be associated with the word "hyperlink."  

Nelson is also credited with inventing the word hyperlink, though its published origin is less specific:

"The term "hyperlink" was coined in 1965 (or possibly 1964) by Ted Nelson and his assistant Calvin Curtin at the start of Project Xanadu. Nelson had been inspired by "As We May Think", a popular essay by Vannevar Bush. In the essay, Bush described a microfilm-based machine (the Memex) in which one could link any two pages of information into a "trail" of related information, and then scroll back and forth among pages in a trail as if they were on a single microfilm reel. The closest contemporary analogy would be to build a list of bookmarks to topically related Web pages and then allow the user to scroll forward and backward through the list.

In a series of books and articles published from 1964 through 1980, Nelson transposed Bush's concept of automated cross-referencing into the computer context, made it applicable to specific text strings rather than whole pages, generalized it from a local desk-sized machine to a theoretical worldwide computer network, and advocated the creation of such a network. Meanwhile, working independently, a team led by Douglas Engelbart (with Jeff Rulifson as chief programmer) was the first to implement the hyperlink concept for scrolling within a single document (1966), and soon after for connecting between paragraphs within separate documents (1968)" (Wikipedia article on Hyperlink, accessed 08-29-2010). 

Wardrip-Fruin and Montfort, the NewMedia Reader (2003) 133-45.

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Programming Language for Education and Games 1965 – 1969

Paul Tenczar developed 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.

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First System for Interactive Display of Molecular Structures 1966

Using the Project MAC, an early time-sharing system at MIT, Cyrus Levinthal built the first system for the interactive display of molecular structures

"This program allowed the study of short-range interaction between atoms and the "online manipulation" of molecular structures. The display terminal (nicknamed Kluge) was a monochrome oscilloscope (figures 1 and 2), showing the structures in wireframe fashion (figures 3 and 4). Three-dimensional effect was achieved by having the structure rotate constantly on the screen. To compensate for any ambiguity as to the actual sense of the rotation, the rate of rotation could be controlled by globe-shaped device on which the user rested his/her hand (an ancestor of today's trackball). Technical details of this system were published in 1968 (Levinthal et al.). What could be the full potential of such a set-up was not completely settled at the time, but there was no doubt that it was paving the way for the future. Thus, this is the conclusion of Cyrus Levinthal's description of the system in Scientific American (p. 52):

It is too early to evaluate the usefulness of the man-computer combination in solving real problems of molecular biology. It does seems likely, however, that only with this combination can the investigator use his "chemical insight" in an effective way. We already know that we can use the computer to build and display models of large molecules and that this procedure can be very useful in helping us to understand how such molecules function. But it may still be a few years before we have learned just how useful it is for the investigator to be able to interact with the computer while the molecular model is being constructed.

"Shortly before his death in 1990, Cyrus Levinthal penned a short biographical account of his early work in molecular graphics. The text of this account can be found here."

You can watch a six minute film produced with the interactive molecular graphics and modeling system devised by Cyrus Levinthal and his collaborators in the mid-1960s at this link.

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The "Coons Patch" June 1967

Professor of mechanical engineering and researcher in interactive computer graphics at MIT's Electronic Systems Laboratory Steven A. Coons published Surfaces for Computer-aided Design of Space Forms, Project MAC Report MAC-TR-41, MIT.

Known as the "The Little Red Book,

" the paper described what became known as the "Coons Patch"— "a formulation that presented the notation, mathematical foundation, and intuitive interpretation of an idea that would ultimately become the foundation for surface descriptions that are commonly used today, such as b-spline surfaces, NURB surfaces, etc. His technique for describing a surface was to construct it out of collections of adjacent patches, which had continuity constraints that would allow surfaces to have curvature which was expected by the designer. Each patch was defined by four boundary curves, and a set of "blending functions" that defined how the interior was constructed out of interpolated values of the boundaries" (Carlson, A Critical History of Computer Graphics and Animation, accessed 05-30-2009).

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Invention of the Computer Mouse June 27, 1967

Electrical engineer and inventor Douglas C. Engelbart of the Augmentation Research Center at SRI  filed a patent for an X-Y Position Indicator for a Display System. This device eventually became known as the Mouse.

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First Virtual Reality Head Mounted Display System 1968

In 1968 Ivan Sutherland at the University of Utah, with the help of his student Bob Sproull, created 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.

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Commercializing the Use of Computers as Simulators 1968

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

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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, captured imaginations with the idea of a computer that could 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).

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Features of the Future ARPANET April 1968

J.C.R. Licklider of MIT and Robert W. Taylor published The Computer as a Communication Device in which they described features of the future ARPANET. (See Reading 13.6.)

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Hypertext, Text Editing, Windows, Email and a Mouse December 8, 1968

Douglas Engelbart of the Stanford Research Institute, Menlo Park, California, demonstrated at the San Francisco Convention Center an “oNLine System” (NLS), the features of which included hypertext, text editing, screen windowing, and email. To make this system operate, Engelbart used the mouse which he had invented the previous year.

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The First ATM Circa 1969 – 1970

In 1969 or 1970 the first automatic teller machine (ATM) was installed. Dates conflict as to whether this was in 1969 or slightly later. The first machine installed at Chemical Bank in New York may have been only a cash dispenser.

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1970 – 1980

Xerox PARC is Founded 1970

In 1970 Xerox opened 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.

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The Architecture Machine 1970

Architect and computer scientist Nicholas Negroponte of MIT published The Architecture Machine.

Negroponte's pioneering and forward-looking book described early research on computer-aided design, and in so doing covered early work on human-computer interaction, artificial intelligence, and computer graphics. It contained a large number of illustrations.

"Most of the machines that I will be discussing do not exist at this time. The chapters are primarily extrapolations into the future derived from experiences with various computer-aided design systems. . . .

"There are three possible ways in which machines can assist the design process: (1) current procedures can be automated, thus speeding up and reducing the cost of existing practices; (2) existing methods can be altered to fit within the specifications and constitution of a machine, where only those issues are considered that are supposedly machine-compatible; (3) the design process, considered as evolutionary, can be presented to a machine, also considered as evolutionary, and a mutal training, resilience, and growth can be developed" (From Negroponte's "Preface to a Preface," p. [6]).

This book has been called the first book on the personal computer. On that I do not agree. The book contains only vague discussions of the possiblity of eventual personal computers. Most specifically it says, as caption to its second illustration, a cartoon relating to a home computer, "The computer at home is not a fanciful concept. As the cost of computation lowers, the computer utility will become a consumer item, and every child should have one." Instead The Architecture Machine may be the first book on human-computer interaction, and on the possibilities of computer-aided design.

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First Test of Magnetic Stripe Transaction Card Technology January 1970 – May 1973

The first test of magnetic stripe transaction card technology developed by IBM occurred at the American Airlines terminal at Chicago's O'Hare Airport with the Automatic Ticket Vendor.

Reference: Computer History Museum, Jerome Svigals donation, "Automatic Ticket Vendor Press Kit", October 30, 1969. X3951.2007.

Though the test at O'Hare Airport was successful the airline did not implement the technology because of a recession. IBM patented the technology, but did not announce its availability until 1973.

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Speech Recognition Technology 1971

IBM’s first operational application of speech recognition enabled customer engineers servicing equipment to “talk” to and receive “spoken” answers from a computer that could recognize about 5,000 words.

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One of the First Touchscreens 1972

One of the first touchscreens in a working computer application was in the terminal of the Plato IV system at the University of Illinois.

"In 1972 a new system named PLATO IV was ready for operation. The PLATO IV terminal was a major innovation. It included Bitzer's orange plasma display invention which incorporated both memory and bitmapped graphics into one display. This plasma display included fast vector line drawing capability and ran at 1260 baud, rendering 60 lines or 180 characters per second. The display was a 512x512 bitmap, with both character and vector plotting done by hardwired logic. Users could provide their own characters to support rudimentary bitmap graphics. Compressed air powered a piston-driven microfiche image selector that permitted colored images to be projected on the back of the screen under program control. The PLATO IV display also included a 16-by-16 grid infrared touch panel allowing students to answer questions by touching anywhere on the screen" (Wikipedia article on Plato (computer system), accessed 12-30-2009).

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

Stewart Brand published "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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Conceptually, the First Personal Computer System 1973

In 1973 the Alto computer system was operational at Xerox PARC. Conceptually the first personal computer system, the Alto eventually featured the first WYSYWG (What You See is What You Get) editor, a graphic user interface (GUI), networking through Ethernet, and a mouse. The system was priced $32,000.

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Probably the World's First Online Community 1973

Probably the world's first online community began 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-Champaign.

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Invention of the Word "Internet" Circa 1973

Vinton G. Cerf and Robert E. Kahn invented the word Internet about this time as an abbreviation for the "inter-networking of networks" (Segaller, Nerds 2.0.1: A Brief History of the Internet [1998] 111).

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The Brain-Computer Interface 1973

Computer scientist Jacques J. Vidal of UCLA coined the term brain-computer interface (BCI) in his paper "Toward Direct Brain-Computer Communication," Annual Review of Biophysics and Bioengineering 2: 157–80. doi:10.1146/annurev.bb.02.060173.001105. PMID 4583653.

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

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

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Manifesto of the Microcomputer Revolution 1974

Ted Nelson (Theodor Holm Nelson) self-published from South Bend, Indiana, the book, Computer Lib / Dream Machines, 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 Microsoft Press reissued Nelson's book 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" (Wikipedia article on Computer Lib /Dream Machines, accessed 03-08-2012).

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The Roots of the PostScript Page Description Language 1975 – 1978

At Evans & Sutherland in Salt Lake City, Utah, John Warnock and John Gaffney developed 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).

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The First Personal Computer Sold as a Fully Assembled Product 1977

Apple introduced the Apple II, the first personal computer sold as a fully assembled product, and the first with color graphics.

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Early Interactive Computing and Virtual Reality 1978 – 1979

Funded by ARPA, The Aspen Movie Map, an early hypermedia project produced at the Architecture Machine Group (ARC MAC) at MIT under the direction of Andrew Lippman, allowed the user to take a virtual tour through the city of Aspen, Colorado.

"ARPA funding during the late 1970s was subject to the military application requirements of the notorious Mansfield Amendment introduced by Mike Mansfield (which had severely limited funding for hypertext researchers like Douglas Engelbart).

"The Aspen Movie Map's military application was to solve the problem of quickly familiarizing soldiers with new territory. The Department of Defense had been deeply impressed by the success of Operation Entebbe in 1976, where the Israeli commandos had quickly built a crude replica of the airport and practiced in it before attacking the real thing. DOD hoped that the Movie Map would show the way to a future where computers could instantly create a three-dimensional simulation of a hostile environment at much lower cost and in less time (see virtual reality).

"While the Movie Map has been referred to as an early example of interactive video, it is perhaps more accurate to describe it as a pioneering example of interactive computing. Video, audio, still images, and metadata were retrieved from a database and assembled on the fly by the computer (an Interdata minicomputer running the MagicSix operating system) redirecting its actions based upon user input; video was the principle, but not sole affordance of the interaction" (Wikipedia article on Aspen Movie Map, accessed 04-16-2009).

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1980 – 1990

The Xerox Star: The "Office of the Future" 1981

Xerox introduced the 8010 Star Information System, the first commercial system to incorporate a bitmapped display, a windows-based graphical user interface, icons, folders, mouse, Ethernet networking, file servers, printer servers and e-mail.

Xerox's 8010 Star was developed at Xerox's Systems Development Department (SDD) in El Segundo, California. A section of SDD ("SDD North") was located in Palo Alto, California, and included some people borrowed from Xerox's PARC. SDD's mission was to design the "Office of the Future"— a system, easy to use, that would incorporate the best features of the Xerox Alto, and could automate many office tasks.

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Blade Runner 1982

The science fiction film Blade Runner, starring Harrison Ford and directed by Ridley Scott, loosely based on the novel Do Androids Dream of Electric Sheep? by Philip K. Dick, depicted a dreary, rainy, and polluted Los Angeles in 2019. In the film genetically manufactured, bioengineered biorobots called replicants—visually indistinguishable from adult humans—are used for dangerous and degrading work in Earth's "off-world colonies."  After a minor replicant uprising, replicants are banned on Earth; and specialist police units called "blade runners" are trained to hunt down and "retire" (kill) escaped replicants on Earth.

The film, which  became a cult classic for many reasons, including its unique sets, lighting, costumes and visual effects, is considered the last great science fiction film in which the special effects were produced entirely through analog, rather than digital or computer graphics methods, using elaborate model-making, multiple exposures, etc.

Scott's original director's cut of the film was first issued as a DVD in 1999. In 2007 the so-called "Final Cut" with a great deal of supplementary material, including three previous versions of the film, and a "definitive" documentary, even longer than the original film, was issued on DVD, HD-DVD and Blue-ray. The documentary, and the collection of versions of the film, present a superb opportunity to gain insight into way that Ridley Scott creates a film.

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Microsoft Word 1.0 September 1983

Microsoft,  Bellevue, Washington, introduced Microsoft Word 1.0 for MS-DOS. This was the first word processor to make extensive use of the computer mouse.

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On of the First Commercially Available Touchscreen Computers November 1983

Hewlett-Packard, Palo Alto, California, introduced the HP-150, one of the earliest commercially available touchscreen computers. 

"The screen is not a touch screen in the strict sense, but a 9" Sony CRT surrounded by infrared emitters and detectors which detect the position of any non-transparent object on the screen. In the original HP-150, these emitters & detectors were placed within small holes located in the inside of the monitor's bezel (which resulted in the bottom series of holes sometimes filling with dust and causing the touch screen to fail; until the dust was vacuumed from the holes)" (Wikipedia article on HP-150, accessed 12-30-2009).

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The Greatest PC Keyboard of All Time? 1984

IBM introduced the model M keyboard, considered by PC World to be the "greatest keyboard of all time." (http://www.pcworld.com/article/147939/inside_the_worlds_greatest_keyboard.html) The PC World article contains a remarkable series of images showing how the keyboard was engineered and its many virtues.

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Apple Introduces the "Mac" January 24, 1984

Apple Computer introduced the Macintosh ("Mac"), with a graphical user interface based on the Xerox Star system.

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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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Windows 1.0 November 20, 1985

Microsoft, Bellevue, Washington, introduced Windows 1.0 for the PC. Windows 1.0 was a graphical user interface (GUI) multi-tasking operating environment extension of MS-DOS rather than a completely new operating system.

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The First Commercially Available Tablet Computer September 1989

GRiD Systems, a subsidiary of Tandy Corporation, Fort Worth, Texas, introduced the first commercially available tablet computer: the GRiDPad, which used an operating system based on MS-DOS.

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1990 – 2000

The First "Search Engine" but Not a "Web Search Engine" 1990

Alan Emtage, Bill Heelan, and Peter J. Deutsch, students at McGill University, Montreal, Canada, wrote ARCHIE, a program designed to index FTP archives.  ARCHIE was the first search engine,” as distinct from a “web search engine.”

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Development of Neural Networks 1993

Psychologist, neuroscientist and cognitive scientist James A. Anderson of Brown University, Providence, RI, published "The BSB Model: A simple non-linear autoassociative network," M. Hassoun (Ed), Associative Neural Memories: Theory and Implementation (1993).  Anderson's neural networks were applied to models of human concept formation, decision making, speech perception, and models of vision.

Anderson, J. A., Spoehr, K. T. and Bennett, D.J.  "A study in numerical perversity: Teaching arithmetic to a neural network,"  D.S. Levine and M. Aparicio (Eds.) Neural Networks for Knowledge Representation and Inference, (1994).

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The Singularity January 1993

Mathematician, computer scientist and science fiction writer Vernor Vinge called 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( now NASA John H. Glenn Research Center at Lewis Field) and the Ohio Aerospace Institute, March 30-31, 1993, and  slightly changed in the Winter 1993 issue of Whole Earth Review, contained 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).

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Chinook, 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, won 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).

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Cyberpsychology January 1996

Pschologist John Suler of Rider University, Lawrenceville, New Jersey, published The Psychology of Cyberspace as an online hypertext book.

This book has been cited as a founding work in the developing fields of cyberspychology and cybertherapy, in which avatars assist with treatment.

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IBM Deep Blue Defeats Gary Kasparov May 11, 1997

Gary Kasparov, sometimes regarded as the greatest chess player of all time, resigned 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).

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2000 – 2005

Conflicts between Androids and Men 2001

American director, screen writer and film producer Steven Spielberg directed, co-authored and produced, through DreamWorks and Amblin Entertainment, Universal City, California, the science fiction film A.I. Artificial Intelligence, telling the story of David, an android robot child programmed with the ability to love and to dream. The film explored the hopes and fears involved with efforts to simulate human thought processes, and the social consequences of creating robots that may be better than people at specialized tasks.

The film was a 1970s project of Stanley Kubrick, who eventually turned it over to Spielberg. The project languished in development hell for nearly three decades before technology advanced sufficiently for a successful production. The film required enormously complex puppetry, computer graphics, and make-up prosthetics, which are well-described and explained in the supplementary material in the two-disc special edition of the film issued on DVD in 2002.

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Minority Report 2002

Steven Spielberg directed 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 contained excellent supplementary material on the special digital effects.

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Second Life is Launched 2003

Linden Lab, San Francisco, California, made publicly available the privately owned, partly subscription-based, virtual world, Second Life.

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The Actroid November 2003 – 2007

Hiroshi Ishiguro (石黒浩 Ishiguro Hiroshi), director of the Intelligent Robotics Laboratory, part of the Department of Adaptive Machine Systems(知能・機能創成工学専攻) at Osaka University, Japan, developed the actroid, a humanoid robot and android with a lifelike appearance and visible behavior such as facial movements.

"In robot development, Professor Ishiguro concentrates on the idea of making a robot that is as similar as possible to a live human being; at the unveiling in July 2005 of the "female" android named Repliee Q1Expo, he was quoted as saying 'I have developed many robots before, but I soon realised the importance of its appearance. A human-like appearance gives a robot a strong feeling of presence. ... Repliee Q1Expo can interact with people. It can respond to people touching it. It's very satisfying, although we obviously have a long way to go yet.' In his opinion, it may be possible to build an android that is indistinguishable from a human, at least during a brief encounter" (Wikipedia article on Hiroshi Ishiguro, accessed 03-05-2011).

In 2007 Ishiguro described an android that resembles himself, called the Geminoid, but dubbed by Wired (April 2007) his 'Creepy Robot Doppelganger'. 

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2005 – 2010

Kosmix.com 2005

"With the vision of connecting people to information that makes a difference in their lives," Venky Harinarayan and Anand Rajaraman founded Kosmix.com in Mountain View, California.

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Codex in Crisis November 5, 2007

Historian Anthony Grafton of Princeton University published "Future Reading. Digitization and its Discontents" in The New Yorker Magazine. This was revised and reissued as a small book entitled Codex in Crisis (2008). It was reprinted as the last chapter in Grafton's, Worlds Made by Words. Scholarship and Community in the Modern West (2009).

On December 18, 2008 Grafton spoke about Codex in Crisis at Google, Montain View, in the Authors@Google series. A video of this presentation was available on YouTube at http://www.google.com/cse?cx=002920929640144004653%3A7yibd0sz9ny&ie=UTF-8&q=codex+in+crisis&x=48&y=9.

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2011 – 2013

Voice-Activated Translation on Cell Phones January 12, 2011

Google introduced an improved Google Translate for Android Conversation Mode: 

"This is a new interface within Google Translate that’s optimized to allow you to communicate fluidly with a nearby person in another language. You may have seen an early demo a few months ago, and today you can try it yourself on your Android device.  

"Currently, you can only use Conversation Mode when translating between English and Spanish. In conversation mode, simply press the microphone for your language and start speaking. Google Translate will translate your speech and read the translation out loud. Your conversation partner can then respond in their language, and you’ll hear the translation spoken back to you. Because this technology is still in alpha, factors like regional accents, background noise or rapid speech may make it difficult to understand what you’re saying. Even with these caveats, we’re excited about the future promise of this technology to be able to help people connect across languages" (http://googleblog.blogspot.com/2011/01/new-look-for-google-translate-for.html?utm_source=feedburner&utm_medium=email&utm_campaign=Feed:+blogspot/MKuf+(Official+Google+Blog), accessed 01-14-2011.

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How Search Engines Have Become a Primary Form of External or Transactive Memory July 14, 2011

Betsy Sparrow of Columbia University, Jenny Liu, and Daniel M. Wegner of Harvard University published "Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips," published online 14 July 2011, Science 5 August 2011: Vol. 333 no. 6043 pp. 776-778 DOI: 10.1126/science.1207745.

Abstract: 

"The advent of the Internet, with sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. No longer do we have to make costly efforts to find the things we want. We can “Google” the old classmate, find articles online, or look up the actor who was on the tip of our tongue. The results of four studies suggest that when faced with difficult questions, people are primed to think about computers and that when people expect to have future access to information, they have lower rates of recall of the information itself and enhanced recall instead for where to access it. The Internet has become a primary form of external or transactive memory, where information is stored collectively outside ourselves."

First two paragraphs (footnotes removed):

"In a development that would have seemed extraordinary just over a decade ago, many of us have constant access to information. If we need to find out the score of a ball game, learn how to perform a complicated statistical test, or simply remember the name of the actress in the classic movie we are viewing, we need only turn to our laptops, tablets, or smartphones and we can find the answers immediately. It has become so commonplace to look up the answer to any question the moment it occurs that it can feel like going through withdrawal when we can’t find out something immediately. We are seldom offline unless by choice, and it is hard to remember how we found information before the Internet became a ubiquitous presence in our lives. The Internet, with its search engines such as Google and databases such as IMDB and the information stored there, has become an external memory source that we can access at any time.

"Storing information externally is nothing particularly novel, even before the advent of computers. In any long-term relationship, a team work environment, or other ongoing group, people typically develop a group or transactive memory (1), a combination of memory stores held directly by individuals and the memory stores they can access because they know someone who knows that information. Like linked computers that can address each other’s memories, people in dyads or groups form transactive memory systems (2, 3). The present research explores whether having online access to search engines, databases, and the like, has become a primary transactive memory source in itself. We investigate whether the Internet has become an external memory system that is primed by the need to acquire information. If asked the question whether there are any countries with only one color in their flag, for example, do we think about flags or immediately think to go online to find out? Our research then tested whether, once information has been accessed, our internal encoding is increased for where the information is to be found rather than for the information itself."

An article by Alexander Bloom published in Harvard Magazine, November 2011 had this to say regarding the research:

"Wegner, the senior author of the study, believes the new findings show that the Internet has become part of a transactive memory source, a method by which our brains compartmentalize information. First hypothesized by Wegner in 1985, transactive memory exists in many forms, as when a husband relies on his wife to remember a relative’s birthday. '[It is] this whole network of memory where you don’t have to remember everything in the world yourself,' he says. 'You just have to remember who knows it.' Now computers and technology as well are becoming virtual extensions of our memory. The idea validates habits already forming in our daily lives. Cell phones have become the primary location for phone numbers. GPS devices in cars remove the need to memorize directions. Wegner points out that we never have to stretch our memories too far to remember the name of an obscure movie actor or the capital of Kyrgyzstan—we just type our questions into Google. 'We become part of the Internet in a way,' he says. 'We become part of the system and we end up trusting it.' "(http://harvardmagazine.com/2011/11/how-the-web-affects-memory, accessed 12-11-2011).

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Amazon Introduces the Kindle Fire September 28 – November 14, 2011

On September 28, 2011 Amazon announced the Kindle Fire, a tablet computer version of Amazon.com's Kindle e-book reader, with a  7" color multi-touch display with IPS technology, running a forked version of Google's Android operating system. The device, which included access to the Amazon Appstore, streaming movies and TV shows, and Kindle's e-books, was released on November 14, 2011 for $199.

In January 2012 Amazon advertised that there were 19 million movies, TV shows, songs, magazines, and books available for the Kindle Fire.

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Apple Introduces iBooks 2, iBooks Author, and iTunes U January 19, 2012

Apple released iBooks 2, a free app to support digital textbooks that could display interactive diagrams, audio and video. At a news conference at the Guggenheim Museum in New York the company demonstrated a biology textbook featuring 3-D models, searchable text, photo galleries and flash cards for studying. Apple said high school textbooks from its initial publishing partners, including Pearson, McGraw-Hill and Houghton Mifflin Harcourt, would cost $15 or less.  

"Apple also announced a free tool called iBooks Author, a piece of Macintosh software that allows people to make these interactive textbooks. The tool includes templates designed by Apple, which publishers and authors can customize to suit their content. It requires no programming knowledge and will be available Thursday. 

"The company also unveiled the iTunes U app for the iPad, which allows teachers to build an interactive syllabus for their coursework. Students can load the syllabus in iTunes U and, for example, tap to open an electronic textbook and go directly to the assigned chapter. Teachers can use iTunes U to create full online courses with podcasts, video, documents and books" (http://bits.blogs.nytimes.com/2012/01/19/apple-unveils-tools-for-digital-textbooks/?nl=technology&emc=cta4, accessed 01-19-2012). 

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Windows 8, With Touch Screen Features, is Released October 26, 2012

On October 26, 2012 Microsoft released the Windows 8 operating system to the general public. Development of Windows 8 started in 2009 before the release of its predecessor, Windows 7, the last iteration of Windows designed primarily for desktop computers. Windows 8 introduced very significant changes primarily focused toward mobile devices, tablets and cell phones which use touch screens, and:

"to rival other mobile operating systems like Android and iOS, taking advantage of new or emerging technologies like USB 3.0, UEFI firmware, near field communications, cloud computing and the low-power ARM architecture, new security features such as malware filtering, built-in antivirus capabilities, a new installation process optimized for digital distribution, and support for secure boot (a UEFI feature which allows operating systems to be digitally signed to prevent malware from altering the boot process), the ability to synchronize certain apps and settings between multiple devices, along with other changes and performance improvements. Windows 8 also introduces a new shell and user interface based on Microsoft's "Metro" design language, featuring a new Start screen with a grid of dynamically updating tiles to represent applications, a new app platform with an emphasis on touchscreen input, and the new Windows Store to obtain and/or purchase applications to run on the operating system" (Wikipedia article on Windows 8, accessed 12-14-2012).

On December 13, 2012 MIT's technologyreview.com published an interview with Julie Larson-Green, head of product development at Microsoft, in which Larson-Green explained why Microsoft decided it was necessary to rethink and redesign in a relatively radical manner the operating system used by 1.2 billion people:

Why was it necessary to make such broad changes in Windows 8?

"When Windows was first created 25 years ago, the assumptions about the world and what computing could do and how people were going to use it were completely different. It was at a desk, with a monitor. Before Windows 8 the goal was to launch into a window, and then you put that window away and you got another one. But with Windows 8, all the different things that you might want to do are there at a glance with the Live Tiles. Instead of having to find many little rocks to look underneath, you see a kind of dashboard of everything that’s going on and everything you care about all at once. It puts you closer to what you’re trying to get done. 

Windows 8 is clearly designed with touch in mind, and many new Windows 8 PCs have touch screens. Why is touch so important? 

"It’s a very natural way to interact. If you get a laptop with a touch screen, your brain clicks in and you just start touching what makes it faster for you. You’ll use the mouse and keyboard, but even on the regular desktop you’ll find yourself reaching up doing the things that are faster than moving the mouse and moving the mouse around. It’s not like using the mouse, which is more like puppeteering than direct manipulation. 

In the future, are all PCs going to have touch screens? 

"For cost considerations there might always be some computers without touch, but I believe that the vast majority will. We’re seeing that the computers with touch are the fastest-selling right now. I can’t imagine a computer without touch anymore. Once you’ve experienced it, it’s really hard to go back.

Did you take that approach in Windows 8 as a response to the popularity of mobile devices running iOS and Android? 

"We started planning Windows 8 in June of 2009, before we shipped Windows 7, and the iPad was only a rumor at that point. I only saw the iPad after we had this design ready to go. We were excited. A lot of things they were doing about mobile and touch were similar to what we’d been thinking. We [also] had differences. We wanted not just static icons on the desktop but Live Tiles to be a dashboard for your life; we wanted you to be able to do things in context and share across apps; we believed that multitasking is important and that people can do two things at one time. 

Can touch coexist with a keyboard and mouse interface? Some people have said it doesn’t feel right to have both the newer, touch-centric elements and the old-style desktop in Windows 8. /

"It was a very definite choice to have both environments. A finger’s never going to replace the precision of a mouse. It’s always going to be easier to type on a keyboard than it is on glass. We didn’t want you to have to make a choice. Some people have said that it’s jarring, but over time we don’t hear that. It’s just getting used to something that’s different. Nothing was homogenous to start with, when you were in the browser it looked different than when you were in Excel."

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2013 – Present

An Innovative Interactive Museum Gallery Space with the Largest Multi-Touch Screen in the United States January 21, 2013

On January 21, 2013 The Cleveland Museum of Art opened Gallery One, an interactive gallery "that blends art, technology and interpretation to inspire visitors to explore the museum’s renowned collections. This revolutionary space features the largest multi-touch screen in the United States, which displays images of over 3,500 objects from the museum’s world-renowned permanent collection. This 40-foot Collection Wall allows visitors to shape their own tours of the museum and to discover the full breadth of the collections on view throughout the museum’s galleries. Throughout the space, original works of art and digital interactives engage visitors in new ways, putting curiosity, imagination and creativity at the heart of their museum experience. Innovative user-interface design and cutting-edge hardware developed exclusively for Gallery One break new ground in art museum interpetation, design and technology"

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Drone Pilots Experience Stress Possibly Greater than Actual Combat Pilots February 23, 2013

"In the first study of its kind, researchers with the Defense Department have found that pilots of drone aircraft experience mental health problems like depression, anxiety and post-traumatic stress at the same rate as pilots of manned aircraft who are deployed to Iraq or Afghanistan.

"The study affirms a growing body of research finding health hazards even for those piloting machines from bases far from actual combat zones.  

“ 'Though it might be thousands of miles from the battlefield, this work still involves tough stressors and has tough consequences for those crews,' said Peter W. Singer, a scholar at the Brookings Institution who has written extensively about drones. He was not involved in the new research.  

"That study, by the Armed Forces Health Surveillance Center, which analyzes health trends among military personnel, did not try to explain the sources of mental health problems among drone pilots.  

"But Air Force officials and independent experts have suggested several potential causes, among them witnessing combat violence on live video feeds, working in isolation or under inflexible shift hours, juggling the simultaneous demands of home life with combat operations and dealing with intense stress because of crew shortages. 'Remotely piloted aircraft pilots may stare at the same piece of ground for days,' said Jean Lin Otto, an epidemiologist who was a co-author of the study. 'They witness the carnage. Manned aircraft pilots don’t do that. They get out of there as soon as possible.'  

"Dr. Otto said she had begun the study expecting that drone pilots would actually have a higher rate of mental health problems because of the unique pressures of their job.  

"Since 2008, the number of pilots of remotely piloted aircraft — the Air Force’s preferred term for drones — has grown fourfold, to nearly 1,300. The Air Force is now training more pilots for its drones than for its fighter jets and bombers combined. And by 2015, it expects to have more drone pilots than bomber pilots, although fighter pilots will remain a larger group.

"Those figures do not include drones operated by the C.I.A. in counterterrorism operations over Pakistan, Yemen and other countries" (http://www.nytimes.com/2013/02/23/us/drone-pilots-found-to-get-stress-disorders-much-as-those-in-combat-do.html?hpw&_r=0, accessed 02-23-2013).

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Smartphone Interactive Reading Device Will Track Eyes to Scroll Pages March 4, 2013

A much-anticipated new smartphone by Samsung, the South Korean multinational conglomerate headquartered in Samsung Town, Seoul, purports to incorporate a radically new interactive reading device:

"Samsung’s next big smartphone, to be introduced this month, will have a strong focus on software. A person who has tried the phone, called the Galaxy S IV, described one feature as particularly new and exciting: Eye scrolling.

"The phone will track a user’s eyes to determine where to scroll, said a Samsung employee who spoke on condition of anonymity because he was not authorized to speak to the news media. For example, when users read articles and their eyes reach the bottom of the page, the software will automatically scroll down to reveal the next paragraphs of text.

"The source would not explain what technology was being used to track eye movements, nor did he say whether the feature would be demonstrated at the Galaxy S IV press conference, which will be held in New York on March 14. The Samsung employee said that over all, the software features of the new phone outweighed the importance of the hardware.

"Samsung’s booth at this year’s Mobile World Congress. Indeed, Samsung in January filed for a trademark in Europe for the name “Eye Scroll” (No. 011510674). It filed for the “Samsung Eye Scroll” trademark in the United States in February, where it described the service as “Computer application software having a feature of sensing eye movements and scrolling displays of mobile devices, namely, mobile phones, smartphones and tablet computers according to eye movements; digital cameras; mobile telephones; smartphones; tablet computers" (http://bits.blogs.nytimes.com/2013/03/04/samsungs-new-smartphone-will-track-eyes-to-scroll-pages/?hp, accessed 03-05-2013).

When I wrote this entry in March 2013 the Wikipedia article on Samsung stated that Samsung Electronics was the "world's largest information technology company" measured by 2012 revenues. It had retained the number one position since 2009. It was also the world's largest producer of mobile phones, and the world's second largest semiconductor producer after Intel Corporation.

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