Showing posts with label Douglas. Show all posts
Showing posts with label Douglas. Show all posts

Friday, July 5, 2013

Douglas C. Engelbart, 1925-2013: Computer Visionary Who Invented the Mouse

Douglas C. Engelbart was 25, just engaged to be married and thinking about his future when he had an epiphany in 1950 that would change the world.

Douglas C. Engelbart with an early computer mouse in 1968, the year it was unveiled.

Clips of Douglas C. Englebart’s 1968 demonstration of a networked computing system, which included a mouse, text editing, video conferencing, hypertext and windowing. Read more…

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A prototype of the first computer mouse, which was invented in 1964 by Dr. Engelbart and constructed by two of his associates.

He had a good job working at a government aerospace laboratory in California, but he wanted to do something more with his life, something of value that might last, even outlive him. Then it came to him. In a single stroke he had what might be safely called a complete vision of the information age.

The epiphany spoke to him of technology’s potential to expand human intelligence, and from it he spun out a career that indeed had lasting impact. It led to a host of inventions that became the basis for the Internet and the modern personal computer.

In later years, one of those inventions was given a warmhearted name, evoking a small, furry creature given to scurrying across flat surfaces: the computer mouse.

Dr. Engelbart died on Tuesday at 88 at his home in Atherton, Calif. His wife, Karen O’Leary Engelbart, said the cause was kidney failure.

Computing was in its infancy when Dr. Engelbart entered the field. Computers were ungainly room-size calculating machines that could be used by only one person at a time. Someone would feed them information in stacks of punched cards and then wait hours for a printout of answers. Interactive computing was a thing of the future, or in science fiction. But it was germinating in Dr. Engelbart’s restless mind.

In his epiphany, he saw himself sitting in front of a large computer screen full of different symbols — an image most likely derived from his work on radar consoles while in the Navy after World War II. The screen, he thought, would serve as a display for a workstation that would organize all the information and communications for a given project.

It was his great insight that progress in science and engineering could be greatly accelerated if researchers, working in small groups, shared computing power. He called the approach “bootstrapping” and believed it would raise what he called their “collective I.Q.”

A decade later, during the Vietnam War, he established an experimental research group at Stanford Research Institute (later renamed SRI and then SRI International). The unit, the Augmentation Research Center, known as ARC, had the financial backing of the Air Force, NASA and the Advanced Research Projects Agency, an arm of the Defense Department. Even so, in the main, computing industry professionals regarded Dr. Engelbart as a quixotic outsider.

In December 1968, however, he set the computing world on fire with a remarkable demonstration before more than a thousand of the world’s leading computer scientists at the Fall Joint Computer Conference in San Francisco, one of a series of national conferences in the computer field that had been held since the early 1950s. Dr. Engelbart was developing a raft of revolutionary interactive computer technologies and chose the conference as the proper moment to unveil them.

For the event, he sat on stage in front of a mouse, a keyboard and other controls and projected the computer display onto a 22-foot-high video screen behind him. In little more than an hour, he showed how a networked, interactive computing system would allow information to be shared rapidly among collaborating scientists. He demonstrated how a mouse, which he invented just four years earlier, could be used to control a computer. He demonstrated text editing, video conferencing, hypertext and windowing.

In contrast to the mainframes then in use, a computerized system Dr. Engelbart created, called the oNLine System, or NLS, allowed researchers to share information seamlessly and to create and retrieve documents in the form of a structured electronic library.

The conference attendees were awe-struck. In one presentation, Dr. Engelbart demonstrated the power and the potential of the computer in the information age. The technology would eventually be refined at Xerox’s Palo Alto Research Center and at the Stanford Artificial Intelligence Laboratory. Apple and Microsoft would transform it for commercial use in the 1980s and change the course of modern life.

This article has been revised to reflect the following correction:

Correction: July 3, 2013

An earlier version of this article misstated the original name of the research group SRI International. It was Stanford Research Institute, not Stanford Research International. It also misidentified one of Mr. Engelbart’s inventions. What he called “the bug” is now known as the cursor, not the mouse.

Wednesday, June 12, 2013

Whitney Saves Douglas Davis’s ‘First Collaborative Sentence’

For instance, when a Web-based work becomes technologically obsolete, does updated software simply restore it? Or is the piece fundamentally changed?

That was the conundrum facing the Whitney Museum of American Art, which in 1995 became one of the first institutions to acquire an Internet-made artwork. Created by the artist Douglas Davis, “The World’s First Collaborative Sentence” functioned as blog comments do today, allowing users to add to the opening lines. An early example of interactive computer art, the piece attracted 200,000 contributions from 1994 to 2000 from all over the globe.

By 2005 the piece had been shifted between computer servers, and the programmer moved on. When Whitney curators decided to resurrect the piece last year, the art didn’t work. Once innovative, “The World’s First Collaborative Sentence” now mostly just crashed browsers. The rudimentary code and links were out of date. There was endlessly scrolling and seemingly indecipherable text in a format that had long ago ceased being cutting edge.

“This is not how one uses the Internet now,” Sarah Hromack, the Whitney’s director of digital media, said. “But in the ’90s, it was.”

For a generation, institutions from the Museum of Modern Art in New York to the Pompidou Center in Paris have been collecting digital art. But in trying to restore the Davis work, which was finally debugged and reposted at the end of May, the Whitney encountered what many exhibitors, collectors and artists are also discovering: the 1s and 0s of digital art degrade far more rapidly than traditional visual art does, and the demands of upkeep are much higher. Nor is the way forward clear.

“We’re working on constantly shifting grounds,” said Rudolf Frieling, a curator of media arts at the San Francisco Museum of Modern Art, which has been at the forefront of sustaining online art. “Whatever hardware, platform or device we’re using is not going to be there tomorrow.”

“Frankly speaking,” he added, “it’s a huge challenge. Not every museum is set up to do that. It takes huge technical expertise.”

The riddles are only solved by “actually doing it,” Mr. Frieling explained.

At the Whitney, a team of programmers and curators spent more than a year debating and tinkering with the restoration of “Collaborative Sentence.” Mr. Davis, a pioneer in technologically enhanced art who is now 80, was unable to take part in consultations on rebuilding his piece, and without a creator’s blueprint in place, almost every meeting turned into a conceptual debate.

“One of the biggest philosophical questions,” said Christiane Paul, adjunct curator of new media at the museum, “was, do we leave these links broken, as a testament to the Web” and its rapid development?

Like much early digital art, “Collaborative Sentence” is still valuable, Ms. Paul said, especially as a harbinger of the future. By allowing interaction across cultures and countries, “it anticipated so much of what happened in Web 2.0,” she said.

But many artists, curators and patrons are now reconsidering whether such art should remain unchanged, said Pip Laurenson, the head of collection care research at the Tate Gallery in London. “It’s no longer the model that a museum acquires something into its collection and tries to fix it into the time it was acquired or when it left the artist’s studio.”

The Whitney considered several options. One was to simply let technological extinction take its course, and view Web-based art as “ephemeral, like a performance,” Ms. Paul said.

Another tactic was to let the new generation of Web-based creators and everyday Internet users help with the maintenance. Or the Whitney could attract more viewers by modernizing the design of the piece. But, Ms. Paul said, “that seemed too radical an intervention.”

After much deliberation, the curators decided on a nearly unheard-of artistic solution: to duplicate Mr. Davis’s installation and present it in both original and updated forms.

One version is the frozen original, with broken code, pages of oddly formatted, garbled text and instructions for users who wanted to fax in their contributions (including the number for the Lehman College gallery, which first showed the piece). Links were redirected, through the archiving site the Wayback Machine, to their 1990s counterparts.

“The idea is that it’s sort of a time capsule,” said Ben Fino-Radin, a digital archivist who helped rebuild the work.

The new version, which the Whitney calls the live version, looks similar but has some new links. Users can’t contribute to the historical site, but they can add to the live one — albeit not by fax. The Whitney also open-sourced part of the original, hoping that users would contribute to its upkeep.

In 1995 Mr. Davis’s piece was shown in a biennial in South Korea attended by the celebrated video artist Nam June Paik. It has hundreds of comments in Korean, but the code for the characters was so degraded that Mr. Fino-Radin was stumped. If other viewers fix it, he said, seeing those messages “will be a first for Western audiences.”

With new digital art being created ever more rapidly, the debate over sustaining it will continue, just as surely as the technology leapfrogs ahead of it. Over the last decade, experts at the New Art Trust, the Tate Modern in London and the Museums of Modern Art in New York and San Francisco started Matters in Media Art, a consortium dedicated to studying these issues. Another group, the Variable Media Network, was started by the Solomon R. Guggenheim Museum and the Daniel Langlois Foundation for Art, Science and Technology.

Aided by organizations like Rhizome, where Mr. Fino-Radin is based and which works with emerging artists and art forms, they have helped spread the word about the urgent need for conservation.

“For institutions that early on committed to Net art, a lot of that work is now vanishing,” Ms. Paul said.

And the proliferation of online culture, social media and smart gadgets — and whatever the next tech revolution brings — will make preserving those visionary moments “more challenging,” she said. “Not less.”

This article has been revised to reflect the following correction:

Correction: June 11, 2013

Because of an editing error, an article on Monday about restoring and sustaining digital artworks omitted part of the name of a group studying the issues. It is the Variable Media Network, not the Variable Network.