Thursday, May 5, 2011
Week 13 Lecture Questions & Answers
Luxo pushes the ball away with the its lampshade head. As it can easily do this, it demonstrates that the lamp is heavier than the ball. Luxo can push the ball away at a fast speed displaying both weight and motion.
3) Anticipation
Before Luxo Jr. jumps the lamp body folds up, preparing to spring.
4) Staging
The staging of this film is extremely stark. There is only the wooden floor, the outlet that both lamps are plugged into, and first the little ball, and then the large ball.
5) Follow Through & Overlapping Action
When the ball rolls back to Luxo, it pauses to look down, as if to verify that what has happened has actually happened. This sets up the motion of the lamp-head to roll the ball back away.
6) Straight Ahead Action & Pose-to-Pose Action
Only Pixar knows what method they used to achieve these results.
7) Slow In & Out
The movement of the lamps in the scene is detailed and smooth.
8) Arcs
The animation in Luxo Jr. displays virtual movement that is consistent with natural models. (Barring lights that jump up and down, that doesn’t happen in the physical real-world.)
9) Exaggeration
When Luxo Jr. flattens the ball it provides an exaggeration of when it was bouncing on the ball.
10) Secondary Action
As both lamp characters are staged in a dark room, every time they move their lamp heads it changes the lighting effects in the room.
11) Appeal
The scene is indicative of a parent/child relationship involving play. This is often seen as cute and appealing.
Tuesday, April 26, 2011
Week 12 Lecture questions
The Great Train Robbery.
2) Who invented the traveling matte shot in 1916?
Frank Williams.
3) How many weeks did it take to animate the main character in 1933’s KING KONG?
55 weeks.
4) Which film made use of the ‘slit scan’ process in the 1960s?
2001: A Space Odyssey.
5) In his essay “Industrial Memory” theorist Mark Dery argues that the silver fluid T1000 cyborg character represents a ‘masculine recoil’ – but from what?
Dery’s argument is based on Claudia Springer’s idea of the “feminization of electronic technology.
6) Tim Recuber in his essay “Immersion Cinema” describes the key idea – that of immersion cinema itself – what is it? What makes it unique?
Mr. Recuber contends that “... “immersion cinema” emphasizes technical achievement to the detriment of social or artistic relevance and embeds a passive, consumerist ideology within the spaces of contemporary moviegoing.” What makes immersion cinema unique is that the design of theater spaces and the technologies used to execute film production are creating the suspension of disbelief as opposed to traditional utilizations of acting, writing, and direction to create the same effect. In short, films and the experiences of watching them are so cool/lifelike that the message within the stories gets buried or ceased to matter to viewers. [I hope I’m getting close to the answer here, Recuber’s academic paper uses a lot of terminology and jargon that I am unfamiliar with.]
7) In the special effects history links, in the Time magazine history of special effects, there is a description of ‘motion control’ cameras developed for “Star Wars” in the 1970s. What is motion control?(1 paragraph)
A motion-controlled camera, hooked up to a computer, that issues a complicated series of movements to said camera. This technique transformed the medium.
8) Out of the 14 minutes of Jurassic Park’s dinosaur footage, how many minutes were computer generated imagery or CGI?
4 minutes of the dinosaur footage were rendered in CGI.
9) In the ‘denofgeek’ website, what is the name of the film that features an army of sword fighting skeletons, made in 1963?
Jason & The Argonauts by Ray Harryhausen.
10) In the ‘denofgeek’ site, which 2005 film used a special effects shot to sell the idea of a remake of a famous science fiction story to Steven Spielberg?
War of the Worlds.
Thursday, April 21, 2011
week 11 lecture questions
“Threshold Demand” means that a bunch of arrogant necktied twats crunched a bunch of market research numbers to figure out exactly how many people might be daft enough to spend a ton of money on stuff they don’t need if only a shopping mall were conveniently within their reach.
2) In the same article Margaret Crawford describes something called "spontaneous malling" - what does this mean?
Crawford states that Spontaneous Malling is “...a process by which urban spaces are transformed into malls without new buildings or developers...” It basically means common people will be drummed out to make way for Chess King, and Orange Julius.
3) According to Michael Sorkin in his essay 'See you in Disneyland', how did Disneyland have its origins?
Walt Disney’s love of trains + original idea of Oakland’s Fairyland + cutting a deal with ABC television = Disneyland’s origins.
4) Michael Sorkin writes in his essay that Disney's EPCOT Center was motivated largely by frustrations Disney felt at his Anaheim CA park. What were those frustrations?
Disney was frustrated because the people/businesses glomming onto his dreams were out earning him by over $2:1.
5)In his essay "Travels in Hyperreality" Umberto Eco describes Disneyland as 'a place of total passivity' - what does he mean by this?
Eco means that Disneyland has rules and strictures. Disneyland is not an open-ended world, it must be consumed in the controlled manner that its creators intended.
Thursday, March 24, 2011
second life activity
2) How do people converge and what is the main purpose of this form of online community? They check the event guide and look for someplace to gather.
3) What types of behaviours do you notice about your own relationship to the world and that of others toward you? I am an observer, they are participants...except for one avatar that represented a psychology student from Texas. I suppose she (he? it?) would be both observer and participant.
4) What type of people do you imagine are mostly attracted to life within SL? Lonely people, bored people, people searching for a way to live vicariously through an avatar...and Yoko Ono.
5) List five types of virtual goods for sale this week - describe a) how much they were and b) who would use them. Virtual clothing, virtual real estate, virtual homes, virtual furniture, and avatar animations.
8) List five people you met online per week and a) who they were and b) what they hope to get out of SL and c) how did they view you? I met a psych major from Texas. One dude said “hello” and then disappeared. Like pulling teeth getting people to talk. Vixen said “i jsut come here to chill with my mates”. One person Scott Neutron is a musician from Germany and linked me to his band Circles. Maybe he’s there to promote his music. River was helpful and explained about SL concepts. Universally they said that they were there to hang out with friends. They viewed me as my avatar I would imagine, or maybe wondered what I was really like.
9) Is how you are treated as a 'newbie' different from how those are treated who have custom avatars etc? It’s difficult to get into a conversation. You may just be ignored.
10) How do virtual goods get bought and sold in SL? Buy purchasing virtual money with real currency. Then spending virtual currency on virtual goods. It’s virtually rewarding.
11) What types of virtual goods are on sale and how does the economy of virtual goods sales work in relationship to the broader online economy? Really didn’t get a chance to examine that in depth. Sort of an extremely broad question.
12) How do the 3D spaces used by different people online in SL reflect their interests & personalities? By type of goods sold, design of area, music being played, etc.
13) What type of informal and formal behaviour are visible in SL?
Role play and others.
14) How many compare to rituals etc in everyday life? A few. Interaction hampered by interface.
15) How do people respond if you tell them that you are a student studying SL as part of a university project? The university project didn’t cut a whole lot of ice in most instances. It was easier to try to strike up a normal conversation and then introduce the questions.
16) How closely does behaviour in SL correspond to that in RL (real life) I think it’s meant to be very different. An escape from RL.
17) Summarise your experience in SL from the point of view of a researcher, what did you learn? I learned that SL is a good place to burn through money for no apparent reason. I learned that many people don’t behave according to the same mannerly conventions of actual life. I learned that kindness goes a long way in SL and in RL.
Wednesday, March 16, 2011
DAI227 week 7 Q&A
The first computer game was invented by Steve Russell on the PDP 1.
2) What was the name of the game?
The name of the game was Spacewar.
3) What was the name of Morton Helig's amusement device that let you smell, hear and see in 3D filmed experiences?
The device was called Sensorama.
4) What early 1970s movie does an arcade console machine of Spacewar appear?
None. The coin-op video game Computer Space appeared in the 1973 release of the film Soylent Green.
5) What was the name of the man who developed the first TV tennis game?
Ralph Baer developed the first tennis game that could be played on a television.
6) Who was the man whose company Atari commercialized the idea of the arcade computer tennis game?
Nolan Bushnell
7) What was the name of this version of the game?
It was called Pong.
8) What are vector graphics?
Vector graphics are created using geometric forms to create images.
9) What types of games do vector graphics lend themselves to?
Vector graphics are likely to be used in games that attempt to create realistic physics models.
10) When home computers were first made available, how did owners load games into them?
The first home computers used cassette tapes to load games onto the computer.
11) What is the name of the 1985 film in which a young Matthew Broderick starts World War III with his home computer and modem?
Wargames.
12) From what sources did the designer of the Space Invaders aliens draw inspiration?
Tomohiro Nishikado drew inspiration from the octopus like aliens from H.G. Wells’ “The War of the Worlds” and from sea creatures (Squids & crabs).
13) What is the name given to the contemporary subculture of 8 bit music made with gameboys and other 80s game technology
Chiptunes.
14) "Escape from Woomera" was a videogame which was used to draw attention to the plight of inmates at a remote detention center in desert town in what country?
Australia.
Thursday, March 10, 2011
week 6 lecture questions
QUESTIONS FOR DAI227 WEEK 6 LECTURE
1) Steve Mann describes his wearable computer invention as a form of ________ for one person (fill in the blank)
(see youtube link to Mann interview in web resource page)
Inverse surveillance.
2) Steve Mann's concept of opposing camera surveillance with "Sousveillance" is described as a form of “reflectionism”. What is meant by this?
(in ReadingsF)
Reflectionism is a term coined by Steve Mann. Reflectionism is the practice of surveilling those who practice surveillance, or to mirror the behavior of bureaucratic institutions that regularly surveil everyone passing through their buildings.
3) In the section of "Sousveillance" called "Performance Two" Steve Mann describes how wearing his concealed device becomes more complex when used in what type of spaces?
Wearing the wearable computer with video camera glasses becomes more complex for Steve Mann in spaces such as a shopping mall which he defines as a semi-public space. The potential for confrontation increases relative to the amount the area is being surveilled.
4) The final paragraph sums up what Mann considers the benefits of "sousveillance" and "coveillance". What are they?
(ReadingsF)
Mann feels that “sousveillance” is a liberating act that disrupts the power relationship of surveillance, restoring a balance that levels the surveillance playing field.
5) In William J Mitchell's 1995 book "City of Bits" in the chapter "Cyborg Citizens", he puts forth the idea that electronic organs as they shrink and become more part of the body will eventually resemble what types of familiar items?
(ReadingsF)
Pieces of clothing.
6) From the same book/chapter, list two of the things that a vehicle that 'knows where it is' might afford the driver & passengers.
(ReadingsF)
1. Could calculate efficient routes from origin to destination.
2. Could keep driver appraised of current traffic conditions.
7) Mitchell tells the story of Samuel Morse's first Washington-to-Baltimore telegraph message. What was it?
(ReadingsF)
The message was “What hath God wrought?”
8) Donna Harroway in "A Cyborg Manifesto" argues that women should take the "battle to the border". What does she say are the stakes in this border war?
(in ReadingsF)
The territories of production, reproduction, and imagination.
9) Harroway posits the notion that:
"We require regeneration, not rebirth, and the possibilities for our reconstitution include the utopian dream"
What is this dream?
(in ReadingsF)
The hope for a monstrous world without gender.
10) Many have argued that 'we are already cyborgs' as we use devices such as glasses to improve our vision, bikes to extend the mobility function of our legs/bodies etc, computers and networks to extend the nervous system etc. What do you think? Are we cyborgs?
(one paragraph)
My definition of cyborg is an organic life form with some internal synthetic parts. External synthetic parts I would define as tools, made by man for the use of man. Man with pacemaker - maybe he’s a cyborg. Man with bicycle - a man riding a machine.
Thursday, March 3, 2011
Week 5: Vintage Gaming Exercise
THURSDAY, FEBRUARY 24, 2011
Vintage Gameplay Activity
Go to http://www.atari.com/play
Play one of the classic vintage arcade games online via a browser - e.g. asteroids, battlezone,
And answer the following questions:
Student Name: Charles Therrell
Today’s Date: March 3rd 2011
Game Title Examined: Missile Command
Year of Publication: 1980
Game Publisher: Atari
Game Developer: Atari
1 - What is the game genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
The genre is shooter.
2 -What is the type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
The environment is six, land based cities, protected by three missile batteries.
3 - What is the perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
Third person perspective, head on cross-section view.
4 - What is the actual gameplay – what does the player have to do?
Protect your six cities from being nuked by multiple inbound threats.
5 - Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
The gameplay of the arcade original was very intuitive, not so much using a keyboard as you must check key assignments first. Game play also intuitive on XBox 360 version.
6 - Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
The missile attack is different every time.
7 - What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
Looks like 8-Bit raster graphics. The ROMs for cabinet arcade games were hard-soldered to the motherboard. These ROMs had a very limited amount of storage capacity, which made objects rendered in raster graphics sort of blocky.
8 - Describe your views about the game from the point of view of
1. ease of play
Easy peasy, missiles come - I shoot them.
2. enjoyability
Fun and games, brings back lots of High School memories.
c) level of engagement/immersion
Level of engagement high, level of immersion low, easy enough to quit and return for a reality break.
9 - Had you played this game prior to this time? If so, when?
Demo on XBox Live within the last few years.
10 - what does playing the game remind you of in terms of other games/media?
Playing Missile Command reminds me of (many) other arcade games, and the 8-Bit Nintendo Entertainment System (a/k/a Famicom). Also reminds me of playing Missile Command on the Atari 2600.
Thursday, February 24, 2011
Google Sketchup Assignment - "Requiem For a Job"




The tableau depicted is the set for a film. The film is entitled Requiem For a Job. The two female figures are in search of a job. They have no heads due to their rampant consumption of reality television. As a result their heads have exploded. Somehow, they manage to survive this, and continue to at least listen to reality television, their only source of schadenfreude entertainment in a world gone wonky. They have gone to the Texarkana Town Hall to apply for government work. They need the money so they can continue to subscribe to cable television which costs $9 million a month. Nona, depicted in a prone position has suddenly died of grief, realizing that employment was something that people were only able to find in a long gone magical time known as the 1990s. The 1990s when work was readily available and employers hadn’t yet thought of making prospective employees take personality profiling tests as a mandatory step of a job application. Helen, however, has lost her mind and is being levitated by the silhouette of a cat. The cat has no actual substance, as she is a figment of Helen’s imagination. Helen has been driven mad by the senselessness of a society that insists on absolute competition at all times. The imagined cat-silhouette (known to his friends as Dave) wishes that Helen would regain her sanity as he has places to go, things to do, and people to see.
Not far from where the cat-silhouette is levitating poor Helen, is a toy car - a Hummer. The toy was discarded by Jeff Vader, a boy who has realized the failure of the adults surrounding him. The boy deduced that since learning about history is the only thing that prevents you from repeating the same mistakes, that surely educated adults have managed this, and reform in all things was just around the corner. Jeff thought again about the people that make the world the way it is and figured out that politicians are the ones who make policy. Since most politicians are university educated, Jeff rejoiced as surely with a working knowledge of history, politicians would avoid the failings of past administrations throughout the passage of time. After doing a bit of research, Jeff realized that politicians do have a thorough knowledge of history, but ignore their responsibility to their constituents, unless fulfilling their responsibility results in their getting re-elected. Jeff, in a despondent fit throws the toy Hummer to the ground, and resolves to become an emancipated minor, the first step in completely rejecting the values system that makes everyone a prisoner to: their car, their insurance, their mortgage, their church, corruption, corporate interests, to their own ambition, the k-12 prison sentence of state provided education which leaves you completely unskilled after 12 years, and to the linear expectations connected to key ages in mass-accepted models of human development.
Fin.
Thursday, February 17, 2011
Thursday, February 10, 2011
Week #2 Questions and Answers
Due 2/10/2011
Questions for week 2
Based on the lecture from week
Part one)
1) Why was the period at the turn of the 20th century so important?
The importance of this period was defined by technological advancement that was so rapid that it created a “Shock of the New”. Life for all people in the industrialized world had been suddenly changed several times over, and was never the same afterward. The current relevance of this period is that technological advancements in computing and digital media are being innovated at a torrid pace that is arguably comparable to the turn of the 20th century. (Shock of the Now?)
2) What aspects of the Dada art movement are important from the point of view of the rise of the computers and digital visual media? (for example Marcel Duchamp's "readymades"?)
The Dada movement was unabashedly anti-war. The Dada movement was also responsible for many creations of the absurd. The mass accessibility of the Internet provides ample space for anti-war anti-establishment ideology to flourish. The Internet has many “readymades” within it. One need only go to You Tube to see examples of the ordinary (often extremely and painfully ordinary) elevated to art by the choice of the artist. The Dadaists used art of the absurd to reject not only the blotting out of life on a large scale, but also the ideologies that were the driving force behind World War I. You could make an argument that some of the content on the Internet is a reflexive response to worldwide indifference to death and suffering, and the anticipation of the ultimate loss of privacy to the Cloud. The desire of governments to control the untamed, wild construct that is the Internet is perhaps inspiring a kind of Neo-Dadaism.
3) Name one aspect that links "The Man with a Movie Camera" with digital media according to Lev Manovich (ReadingsB)
Manovich states that “Editing, or montage, is the key twentieth technology for creating fake realities. Theoreticians of cinema have distinguished between many kinds of montage but, for the purposes of sketching the archeology of the technologies of simulation leading to digital compositing, I will distinguish between two basic techniques. The first technique is temporal montage: separate realities form consecutive moments in time. The second technique is montage within a shot. It is the opposite of the first: separate realities form contingent parts of a single image… examples [of montage within a shot] include the
superimposition of a few images and multiple screens used by the avant-garde filmmakers in the 1920’s (for instance, superimposed images in Vertov’s Man with a Movie Camera and a three-part screen in Gance Abel’s 1927 NapolĂ©on).”
[I think Manovich would appreciate that I used cut & paste to answer this question. Please allow me to add my own comparison. My comparison of Vertov’s film and digital media might not have the polish of post-doctoral academia, but I would like to essay a try.]
In my opinion, the great connection between Man With a Movie Camera and digital media is the use and editing/re-ordering of databases. Vertov filmed all the subjects he wanted to and stored the film clips in a database that was later re-arranged/edited by his partner Svilova. This is essentially the concept that is at the fundament of digital media. Data of any sort from a common database can be re-ordered and/or re-arranged to suit the user.
4) What was 'constructivism'?
Constructivism is defined by the World English Dictionary as “a movement in abstract art evolved in Russia after World War I, primarily by Naum Gabo, which explored the use of movement and machine-age materials in sculpture and had considerable influence on modern art and architecture”
5) Read pages VI (6) to XXII (22) of "The Language of New Media" in ReadingsB:
What does Lev Manovich suggest are the 'three levels' of "The Man with a Movie Camera"?
Manovich suggests that “Just as new media objects contain a hierarchy of levels (interface — content; operating system — application; Web page — HTML code; high-level programming language — assembly language — machine language), Vertov's film consists of at least three levels. One level is the story of a cameraman filming material for the film. The second level is the shots of an audience watching the finished film in a movie theater. The third level is this film, which consists from footage recorded in Moscow, Kiev and Riga and is arranged according to a progression of one day: waking up — work — leisure activities. If this third level is a text, the other two can be thought of as its meta-texts.”
6) Who first developed the idea of "Cybernetics"?
American mathematician Norbert Wiener developed the idea of Cybernetics.
7) In "Computer Lib" Ted Nelson describes Hypertext as "Non ___________" writing (fill in the blank)
Nelson described Hypertext as non-sequential writing.
8) (Lecture) why were transistors, even though 100 times smaller than vacuum tubes considered impractical for building computers in the 1960s?
The existing hardware simply wasn’t built to utilize transistors. In order to use transistors, hardware manufacturers would have had to “re-invent the wheel”.
9) What was the name of the first commercially available computer (kit)?
The Altair 8800 was the first commercially available computer.
10) Write a paragraph: In your own words: What are things going to look like in 20 years from now in the average living room in terms of digital visual media? What types of digital media will your kids be using around 2030?
My first thought is that I would hesitate to predict how much will change in our consumption of digital media 20 years hence. In 1993, twenty years ago: Apple Computer had just stopped selling the Apple IIe (CPU: Motorola 6502@1.023 MHz, RAM: 64 KB expandable to 1 MB.) and had moved on to the Macintosh LC (CPU: varying versions of the Motorola 68020, 68030, and 68040 chip, @ clock speeds varying from 16-33 MHz, and RAM: 2-68 MB). In 1993 Motorola and IBM created the Power PC 601 CPU (@50-80 MHz). Computers running Windows in 1993 were doing so on boards powered by the Intel Pentium CPU (60-66 MHz), or by the IBM POWER2 (@55-71.5 MHz). In stark relief: The fastest single-CPU Apple that is commercially available is the Mac Pro Server running on an Intel Xeon “Nehalem” quad-core @2.8 GHz with 8GB of RAM. Windows machines in 2011 have a variant of the Intel Core i7 CPU at the heart of the motherboard ( Such as the “Sandy Bridge” model running @1.6-3.4 GHz). The safe prediction for computing in 2031 is that computers will be that much again faster as our current models are to the ones in 1993. Perhaps the 2031 computers will open up a greater speed gap than the one between current models and computers from 1993. Who can safely say? In terms of consumer electronics, I predict that the home theater will still be the center of living room entertainment, save one thing - I believe that computers will replace the television. TV circa 2031 may be computers with (likely giant-sized, like the wall screens in Fahrenheit 451) HD or 3DHD monitors. This will be accompanied by innovations in sound. Perhaps technology will evolve to the point where we can watch a film and set one volume expecting to be able to clearly hear dialogue at one volume without then being deafened by the special effects and soundtrack. One day we may develop the technology to have advertisements that aren’t twenty times louder than the regular programming. Video gaming will probably (and sadly) succeed in its goal to blur the line between game and reality. This will likely introduce a new array of social problems, and mental health issues. This will be accomplished by streamlining the immersive virtual reality experience, perhaps aided by advanced holographic displays using three dimensions. Portable gaming devices will become more powerful and less expensive. The trend in miniaturization in consumer electronics will presumably continue and produce a new and hyper-advanced array of portable wireless devices. There may be options for wetware augmentation in 2031, but I don’t know that I’d care to live in such a world. Ultimately the quality and type of digital media devices available to consumers in 2031 will be dictated by the perception of how much money there is to be made in making said devices available. Technology is quickly made obsolete changing from year to year in its fast fashion. Greed is forever.
email me with the answer to question 10 - dcoxdai227@gmail.com
Tuesday, February 1, 2011
Week #1 Questions and Answers
1) What was unique about Charles Babbage’s Analytical Engine, compared to his original Difference Engine?
The Difference Engine was only capable of performing addition by the method of differences. The Analytical Engine was meant to be a multi-purpose computing machine, with its application decided by it’s user. Also, the Difference Engine was a series of sprocket wheels turned by cranks, where as the Analytical Engine was to be programmable through the use of punch cards inspired by the Jacquard Loom.
2) What role did Ada Lovelace play in the development of the Analytical Engine?
Countess Ada Lovelace essentially designed the “software” that would be meant to run Babbage’s Analytical Engine. She is widely considered the first computer programmer.
3) How was the ENIAC computer reprogrammed?
The ENIAC was reprogrammed by an exhaustive process of setting up to 6000 switches, and re-plugging hundreds of cables, all accomplished by manual human labor.
4) Name an innovation that helped make programming faster post ENIAC (see ep. 2)
The development of the EDSAC by Maurice Williams at Cambridge University. The EDSAC could store it’s programming. This made it so that the exhaustive efforts required to program the computer would only have to be done once and stored, rather than constantly having to reset switches and re-plug cables as the programmers of the ENIAC had to.
5) What is it about binary counting that makes it so well suited to computers?
As the Binary system only includes two numbers, 1 and 0, they can easily be represented by a two position switch. Switch on = 1 and switch off = 0.
6) In what ways did UNIVAC influence the portrayal of computers in popular culture in the 1950s? Give an example. (see ep. 2)
UNIVAC’s successful prediction of the 1952 American presidential election, and the subsequent publicity from media outlets firmly cemented the computer into the popular culture of not only America, but also the world. Media outlets printed varying headlines along the lines of ‘Machine Outsmarts Man’.
One example of UNIVAC’s newfound fame portrayed in popular culture was a Looney Tunes feature depicting Porky Pig and Daffy Duck feeding a set of punch sheet instructions into a player piano bearing the UNIVAC logo.
7) Codebreaking required the automatic manipulation of symbols to unscramble messages during WWII. What was the name of the rudimentary computer at Bletchley Park in England that unscrambled Nazi codes.
The rudimentary computer at Bletchley Park used to unscramble Nazi codes was called Enigma.
8) Alan Turing who understood the implications of such machines later went on to describe them as __________ machines.
Turing referred to computers as “computing machines”.
General Questions:
Write two paragraphs for each:
9) Describe when you first used computers and what types of tasks you performed on them.
Although I used calculators in the early 1970’s, the first true computer I used was a Commodore PET computer during the late 1970’s and early 1980’s. I don’t remember whether that was in Junior High School, High School, or both. I cannot remember what specific model number that we used (Maybe CBM 4016), only that the machine had a built in keyboard and monitor with monochrome display (usually green). Our High School’s computer lab eventually added some Apple II+ computers, and one state-of-the-art Commodore 64. Programs were either written in BASIC, or loaded via cassette tape.
Scholarly tasks associated with using the computers were learning how to write simple programs in BASIC, such as how to randomly generate a number, or how to write a program that would ask for a student’s age and name or some other such information. Someone designed a computer dating program at our High School that measured compatibility through the answers to a long series of questions. Needless to say, Anne Marie Festa wasn’t at all impressed that the computer declared us compatible. We were also allowed to load simple games and play them, though I can’t think of the names of any of those games now.
10) How restricted do you think computers are in terms of what they can do compared to how they are most often used?
I think the discrepancy between what computers are capable of, and how they are most often used is quite vast. I think this is why so many “Black Hats” create “Zombie Armies” out of legions of other people’s computers. Such an army of enslaved computers could be quite powerful indeed as demonstrated by the gravity of recent denial-of-service attacks against various upper-echelon web domains.
How restricted computers are relative to what they are capable of resides in the expertise and ambition of their users. I remember watching a television program on the Science Network about the potential threat of advanced artificial intelligences rebelling against their human masters, and hypothetical responses to such a takeover attempt. It seemed unthinkable and at best unlikely event at first. Gradually the idea became a bit less farfetched to me and creepiness began to set in.