1. Early digital games like Spacewar and Mouse in the Maze helped normalize the computer screen by demonstrating the interactive capabilities of computers and keeping people engaged.
2. Displays were not initially seen as essential components of computers, but were experimented with through games that showed real-time results and allowed users to interact directly on the screen.
3. Early games conveyed the features of different computer hardware platforms and served as demonstration programs, establishing the display as a critical mediator between users and machines.
1. Early digital games like Spacewar and Mouse in the Maze helped normalize the computer screen by demonstrating the interactive capabilities of computers and keeping people engaged.
2. Displays were not initially seen as essential components of computers, but were experimented with through games that showed real-time results and allowed users to interact directly on the screen.
3. Early games conveyed the features of different computer hardware platforms and served as demonstration programs, establishing the display as a critical mediator between users and machines.
1. Early digital games like Spacewar and Mouse in the Maze helped normalize the computer screen by demonstrating the interactive capabilities of computers and keeping people engaged.
2. Displays were not initially seen as essential components of computers, but were experimented with through games that showed real-time results and allowed users to interact directly on the screen.
3. Early games conveyed the features of different computer hardware platforms and served as demonstration programs, establishing the display as a critical mediator between users and machines.
Normalized the Screen Matthew Wells, Faculty of Information, University of Toronto, June 27, 2014 DEMO PROGRAM CRITERIA 1. It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit; 2. It should be interesting, which means every run should be different; 3. It should involve the onlooker in a pleasurable and active way in short, it should be a game. (Graetz, 1981) SPACEWAR MODE Games both reflect and have influence over the evolution of computer architectures.
KEY POINTS Display not inevitable component of digital computing platform. Display conveys information, but also hides information. Display not a passive device; implicates user into a specific relationship with computer. CATHODE RAY TUBE CRT APPLICATIONS PROJECT WHIRLWIND EARLY IMPRESSIONS The display equipment now in use with WWI is intended primarily for demonstration purposes. (Servomechanisms Laboratory, 1949, p. 29)
Keep in mind we were not trying to build a display here; we were building a computer. All we used the display for was testingso displays were ancillary completely to the main event. (Hurst et al., 1989, p. 22) EXPERIMENTATION BOUNCING BALL The trick was to set the frequency such that you hit the hole in the floor. This kept a lot of people interested for quite a while, and it was clear that man-machine interaction was here to stay. Anyone could turn the frequency knobs. (Hurst et al., 1989, p. 21) LEGACY Something is always happening on a TV screen, which is why people stare at them for hours. On MIT's annual Open House day, for example, people came to stare for hours at Whirlwind's CRT screen. What did they stare at? Bouncing Ball. (Graetz, 1981) TX-0 & INTERACTIVITY The TX-0 was one of the earliest computers that allowed the operator to use the cathode ray tube for interactive computationThe TX-0 display was used to show immediately the results of changes made to a program. (Allen et al., 1984, p. 5) MOUSE IN THE MAZE The TX-0's counterpart to Bouncing Ball was the Mouse in the Mazea stylized mouse searched through a rectangular maze until it found a piece of cheese which it then ate, leaving a few crumbs. You constructed the maze and placed the cheese (or cheeses you could have more than one) with the light pen. (Graetz, 1981) MOUSE AS DEMO Game conveys features and capabilities of hardware platform, also serves as good demonstration program. Gaming as an expressive medium for both programmer and player. PDP-1 The PDP-1 would be faster than the Tixo, more compact, and available. It was the first computer that did not require one to have an E.E. degree and the patience of Buddha to start it up in the morning. (Graetz, 1981) GAMING IN REAL TIME DISPLAY AS MANAGER In a real-time interactive system, the display plays a critical mediating role. The display must convey a sufficient amount of information to the user. The display narrows the users options, defines relationship with machine.