History
The Digital Computer History Museum
The Digital Equipment Corporation (DEC) Museum Project began in 1975 with a display of circuit and memory hardware in a converted lobby closet of DEC's Main (Mill) Building 12 in Maynard, Massachusetts. In September 1979, with the assistance of Digital Equipment Corporation, Gordon and Gwen Bell founded the Digital Computer Museum in a former RCA building in Marlboro, Massachusetts. Though entirely funded by DEC and housed within a corporate facility, from its inception the museum's activities were ecumenical, with an industry-wide, international preservation mission. In spring 1982, the museum received non-profit charitable foundation status from the Internal Revenue Service. In Fall 1983, The Computer Museum, which had dropped "Digital" from its title, decided to relocate toComputer History Museum (California)
While the majority of the museum's energies and funding were focused on the growing exhibitions and educational programs, the resources available for the historical collections remained flat. Though active collection of artifacts continued, there was a lack of suitable collections storage and study space. Furthermore, with the inexorable shift of the U.S. computer industry from Boston to the West Coast, the museum's Boston location became a handicap from the point of view of collecting as well as industry support. In 1996, a group of Computer Museum Board members established a division of the museum inGovernance
The Computer Museum was governed by a Board of Directors, which appointed the executive director and various board committees to oversee operations and other areas such as collections, exhibits, education, and development. The following served as chairman of the board: Kenneth H. Olsen (1982–1984), John William Poduska, Sr. (1984–1988), Gardner C. Hendrie (1988–1993), Charles A. Zraket (1993–1997), and Lawrence Weber (1997–2000).Collections
The museum's collections were jump-started with the collections of Gordon and Gwen Bell, who had been actively collecting since the 1970s. To bring structure and discipline to collecting efforts, an acquisitions policy was developed in which computing materials were classified into Processor, Memory, and Switch categories, known as the PMS classification. The Transducer category was also added to cover input/output devices. The museum actively collected artifacts throughout its history, though acquisition criteria became more selective over time owing to increasingly adherence to collecting criteria and severely limited storage space. Acquired artifacts ranged in size from a single chip to the multiple components of a single mainframe computer. In addition to artifacts, the museum collected images, film, and video. Noteworthy early acquisitions included parts of Whirlwind 1, UNIVAC 1, the TX-0, a CPU from the Burroughs ILLIAC IV, IBM 7030 "Stretch", NASA Apollo Guidance Computer Prototype, a CDC 6600, a CRAY-1, PDP-1, PDP-8, EDSAC Storage Tube, Colossus pulley, and components of the Ferranti Atlas, and the Manchester Mark I. In June 1984, the collection of artifacts and films numbered 900 cataloged items. Examples of acquisitions of computers in the preceding year included an Apple 1, Burroughs B-500, Digital Equipment Corp. PDP-1, Franklin Ace 100, and IBM SAGE: AN/FSQ-7 components.The Computer Museum Report, Fall 1984Permanent exhibitions
The Computer and the Image (1984)
In addition to exhibits principally directed to the history of computing, the museum re-opened in 1984 with a 4,000-square-foot gallery on digital image processing and computer graphics, entitled The Computer and the Image. The exhibits addressed the history of the field, the basic principles of digital image processing and image synthesis, and applications of the technologies. The exhibition featured historical artifacts, explanatory text and images, interactive exhibits, and a computer animation theater. Many of the exhibits were developed with the help of university and corporate research labs. The exhibition was developed under the direction of Oliver Strimpel with Geoff Dutton. Digital image processing The gallery included the history, technology and applications of digital image processing. Possibly the first-ever digital image was acquired from Jet Propulsion Labs, consisting of hand-assembled colored strips of line-printer output from the Mariner 4 Mars probe (1965). Static exhibits included a display of early computer graphic input and output devices, examples of digital typography, and a holographic animation of U.S. demographic evolution. Computer graphics Static exhibits included a display of early computer graphic input and output devices, examples of digital typography, the holographic animation ''American Graph Fleeting'' and ''A Visualizer's Bestiary'', a tableau of real-world objects that have vexed programmers' attempts to render them realistically. Dynamic exhibits included: ''A Window full of Polygons'' depicting the view of downtown Boston that visitors see from the gallery on a large pen-plotter that renders the buildings' silhouettes with changing colors and patterns; an interactive Koch snowflake fractal generator; and the first computer game SPACEWAR! running on a PDP-1 and (more reliably) on a PC.The Computer Museum Report, Fall 1983Smart Machines (1987)
A permanent gallery devoted to the history and technology of artificial intelligence and robotics opened in 1987. Knowledge-based systems Interactive exhibits focused on expert systems. Examples included a medical diagnosis system, a simple rule-based simulated bargaining store-keeper with whom visitors haggled over the price of a crate of strawberries, a computer composition system, and a system that plays tic-tac-toe according to a visitor-selected strategy. Natural language understanding Visitors could sit at computers and ask questions of ELIZA, the automated psychotherapist that was noteworthy because despite its basic rule-based behavior, users became deeply engaged with it. In an interactive video disk system, visitors were invited to analyze the computer HAL's natural language capability in an excerpt of the Stanley Kubrick film '' 2001: A Space Odyssey.'' Robot sensing Museum visitors could interact with four robot sensing modalities: vision, hearing, touch, and sonar. Vision: after arranging a set of simple shapes on a board, a vision system attempted to recognize them using edge detection. Hearing: this was exemplified by a speech recognition system. Touch: visitors touch a pressure-sensitive pad that outputs the distribution of pressure under their figures onto a display. Sonar: a ceiling-mounted sensor measured a visitor's height by bouncing a signal off the top of the head. Robot Theater A collection of robots were arrayed inside a theater, each of which, when highlighted in the theater's video program, lit up and, in several cases, performed movements. Mobile robots included: Shakey, Prototype Mars Rover, the Stanford Cart, the quadruped Titan III from the Tokyo Institute of Technology, and a Denning Mobile Robot; robot arms included Unimate I, the Rancho and Stanford Arms and Orm from Stanford, the Direct Drive Arm-1 from Carnegie Mellon University, and the Tentacle Arm from MIT.The Walk-Through Computer (1990, 1995)
A two-story-high model of a personal computer, simulated to be working interactively. The purpose of the exhibit was to show the anatomy of a computer and to explain how the various parts work and communicate with each other. Before entering the computer's chassis, visitors could roll a giant trackball to play "World Traveller" on the giant screen. Wall-sized graphics by David Macaulay and interactive exhibits explained how all kinds of information, from text, graphics, video, music, as well as computer programs can be represented as 1's and 0's. Inside the giant chassis, visitors walked between a wall-sized graphics card and memory card to the microprocessor, upon which a projected electron microscope imagery of a CPU's circuits in operation appeared. Further on, a RAM set of modules plugged into the motherboard included reveals showing electron microscope imagery of memory circuits, Peering into a mini-van sized hard drive, visitors could see read/write heads position themselves on either side of rotating platters.The Computer Museum Annual Report 1990The Computer Museum Annual Report 1993People and Computers: Milestones of a Revolution (1991)
Through a series of nine milestones portrayed with vignettes and interactive exhibits, this permanent exhibit portrayed computing from the punched card machines of the 1930s through the ubiquitous embedded microprocessors of the 1990s. The birth of electronic computer milestone featured a piece of the 1951 Whirlwind I computer with an interactive exhibit explaining core memory. Machines for big business were exemplified by a UNIVAC I installation and an IBM System 360. The emergence of computer programming languages was featured in a milestone showing how for the first time, different computers were programmed to accept a common language - COBOL. A 1970s vignette portrayed a PDP-8 minicomputer being used backstage to control theater lighting, and applications to scientific computer were shown with a CRAY-1 at the European Centre for Medium-Range Weather Forecasts. A student publishing her school newspaper using a Macintosh showed the beginning of personal computing.The Computer Museum Annual Report 1991.Tools & Toys: The Amazing Personal Computer (1992)
The exhibition demonstrated eight application areas using some 40 computer stations. The first area, "Making Pictures" featured a Virtual Reality Chair among other interactive stations focusing on graphics. The other areas addressed writing, making sound, calculating, playing games, exploring information, and sharing ideas.The Networked Planet (1994)
Against a backdrop of the explosive growth of the Internet, this 4,000-square-foot exhibit addressed the history, technology, and applications of the growing computer network infrastructure. Exhibits included an interactive live air traffic control display, a real-time view into stock exchange transactions, and several internet stations (not commonly found in public spaces at that time) with constantly changing selections of sample web sites to reveal the diversity of Internet applications.The Virtual FishTank (1998)
In this 2,200 square-foot virtual undersea world, visitors used interactive stations located in front of a giant projection display to design their own virtual fish, and then release it into the simulated fishtank. Once in the tank, the fish behaved according to the behavioral rules chosen during its design, with surprising results. Together with a set of interactive stations, the exhibit, created in conjunction with the MIT Media Lab and Nearlife, Inc., aimed to reveal how simple behavioral rules lead to distinctive emergent behavior in complex systems such as traffic flows and city demographic distributions.Temporary and travelling exhibits
The museum developed temporary exhibits, some of which traveled to other museums. *''BYTE Magazine Covers 1985'' – The original Robert Tinney illustrations. *''Colors of Chaos 1986'' – Brightly colored computer graphic renditions of Julia Set and Mandelbrot Set fractals. *''On One Hand...Pocket Calculators Then and Now 1987'' – From the abacus to the pocket calculator, the exhibit showed portable mechanical, electromechanical, and electronic devices. The exhibit traveled to a number of museums under the auspices of The Smithsonian travelling Exhibition Service. *''Terra Firma in Focus: The Art and Science of Digital Satellite Imagery 1988-9'' – High resolution false-colored digital images from the SPOT satellite.The Computer Museum Annual Report 1994Computer Clubhouse
In collaboration with the MIT Media Lab, The Computer Museum launched The Computer Clubhouse in 1993 to provide children from under-served inner city communities access to computers to learn how to use and program computers. Guided by adult mentors, children engaged in projects such as developing simulations, building and programming robots, and creating computer games. Spurred by a major grant from Intel Corp., a national and then international network of computer clubhouses was established.The Computer Clubhouse HistoryComputer Bowl
In 1988, the first annual Computer Bowl was held as a fund-raising event for The Computer Museum. The concept played upon rivalries between East Coast (especially Route 128 around Boston) and West Coast (mainly Silicon Valley) technology industries. It took the form of a live and televised (usually on Stewart Cheifet's PBS series '' Computer Chronicles'') computer trivia contest between East and West Coast teams of industry and academic leaders, modeled somewhat on the '' College Bowl'' format. Between 1988 and the last Bowl held in 1998, team members included Marc Andreessen, John Doerr, Esther Dyson, Bill Gates, William "Bill" Joy, Mitchell Kapor, John Markoff, Patrick McGovern, Walt Mossberg, Nathan Myhrvold, Nicholas Negroponte, and John William Poduska.Special events
The museum hosted a variety of special events, mostly relating to recreational computing. Examples included computer chess tournaments, partial Turing tests, World Micromouse Contest,The Computer Museum Report, Spring 1986See also
* List of computer museumsReferences
External links
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