FreshRSS

🔒
❌ About FreshRSS
There are new available articles, click to refresh the page.
Before yesterdayYour RSS feeds

Thousands of vintage computers emerge from storage barn

The NABU Personal Computer is so obscure it doesn't have an entry at old-computers.com. 2,200 of them have been recovered from an old barn in Massachussets, in deadstock condition in their original boxes. To save the barn from collapse, they were all dumped on eBay for $60 each, where they were eventually noticed. — Read the rest

The Refreshing Simplicity of Fractal Design’s Swedish Modern PCs

The Refreshing Simplicity of Fractal Design’s Swedish Modern PCs

Scandinavian design is most often associated with a minimalist aesthetic, one emphasizing natural materials as a carefully considered employment of form following function. Wood often plays prominently, as does a subdued palette meant to evoke nature’s colors, with metal only used sparingly as accents. It’s all pretty much the antithesis of the PC gaming aesthetic and ethos, where gaming rigs tend to lean strongly into gaudy LED-illuminated showmanship.

Now imagine if Alvar Alto or Arne Jacobsen as an avid gamer today, and if they put their creative genius towards designing their very own gaming machine for their COD or Minecraft addiction. You might very well see something similar to Fractal Design’s North and Terra PC cases.

Black PC tower case with walnut wood slat front set on left side of a wood desk and a flat simulated monitor.

Fractal’s North is available with either a mesh or tempered glass side panel design. Either option includes two 140mm fans to keep air flow performance at a maximum within, while wood and metal combine into a handsome mid-century presence on the exterior side.

Overhead view of Fractal North PC case set on top of modern wood desk to the right of a keyboard, mouse and monitor in gaming mode.

Fronted tastefully with a real oak or walnut paneled face, embellished with a faux leather tab, and sleek steel or brass detail buttons and ports, Fractal’s North PC case stood out enough from the crowded realm of audaciously outfitted PC gaming designs to earn the Gothenburg-based company a Red Dot Design Award 2023.

Faux leather tab detail of Fractal Design pc gaming case.

An integrated pull tab allows for easy access into the case for maintenance or upgrades.

Black PC tower case with on left side of a wood desk and a flat simulated monitor seen from rear with side panels open, revealing two 2.5-inch solid state drives and speaker.

Black PC tower case with on left side of a wood desk seen from rear with left side panel open, revealing two 2.5-inch solid state drives and one 3.5-inch drive being slotted into case using a caddy.

Fractal’s Terra is a similarly conceived approach to PC gaming, featuring a smaller case option made with anodized aluminum panels and a CNC-milled, FSC-certified solid walnut front face.

Three front USB ports, including one USB 3.1 Gen 2 Type-C with fast charging support and speeds up to 10Gbps, are available on the exterior; seven bridgeless expansion slots within maximize the customization and upgrade options down the line.

Line up three Fractal Design Terra PCs in green, white and yellow aluminum case finishes paired with oak base.

Noting hardware upgrades play prominently in the PC gaming experience, North has designed the Terra case to be easily accessible from the side and top using an integrated tab.

Overhead render of Fractal North PC case with 3-fan video card set on its side nearby to illustrate the case's accessibility.

Detail render of aluminum power button and two USB ports for connecting devices are integrated into the walnut wood detailing of the PC case.

An aluminum power button and two USB ports for connecting devices are integrated into the walnut wood detailing. The sum of the design makes it an ideal aesthetic candidate for a living room media PC or gaming machine connected to a home theater system.

Overhead angled view of green Terra case showing its multitude of vent ports along its side and top.

Founded in 2007 in Sweden, followed by Fractal Design outposts opened in Dallas and Taipei, Taiwan, the company has distinguished itself by designing gaming accessories aimed at PC customers seeking an understated presence on their desktop. The company’s North and Terra cases epitomize this understated aesthetic displaying an almost architectural attention to detailing.

Fractal Design’s North PC case retails for $140 here, while the Terra PC case is available for $180 here.

This post contains affiliate links, so if you make a purchase from an affiliate link, we earn a commission. Thanks for supporting Design Milk!

Earth, Air, Fire, Water, and Entropy: Internet and Synthetic Biology Pioneer Randy Rettberg’s Story on How Information Was Forged

Our first encounter with Randy Rettberg was somewhat surreal. Not that the others weren’t—the sui generis atmosphere is always present—but that first meeting was set in a scenario so far from our everyday reality that it felt like we’d been thrown into a science fiction novel. It happened in 2022 and we were a bit disoriented after ten hours of transatlantic travel and two hours riding Bentleys to the British countryside. It was July, and we had left the cold and dry wind of our almost never rigorous Brazilian winter to find a pleasant summer sun that gently bathed the English lands. The people there were in a good mood and smiling. Someone told us that it was an atypical moment, that life was not so bright most of the time. We got lucky. At least the weather made us feel a little bit at home, but only that.

We were invited to participate in a workshop named “Safe, Secure, & Responsible Synthetic Biology Beyond Containment,” being part of a group of around 30 people, including biotechnology students, government regulators from around the world, union people, and scholars. We stayed in a 2400-hectares property called Wilton Park, in a building that reminded us of a castle—of course, in reality a Victorian mansion, named Wiston House. This event was jointly organized by the British Foreign and Commonwealth Office and the International Genetically Engineered Machine (iGEM) Foundation, the independent, non-profit organization of which Randy—who was also attending the workshop—is president and founder. We got to know iGEM while we were studying for graduation at the University of São Paulo and participated in the student-organized Synthetic Biology Club. Clarissa was carrying out field work as an anthropologist with the club’s participants, and Érico was one of them. Participation in international competitions was one of the club’s main activities, and iGEM was one of those competitions. Created in 2003 as a spin-off of the MIT department Registry of Standard Biological Parts, the international competition iGEM aims to promote the international development of synthetic biology, engaging students, young scientists, and established scientists around the world.

At that first meeting, in the impressive Victorian mansion full of old paintings of men dressed in strange clothes and with menacing looks, we had the opportunity to talk with Randy about his participation in the development of the internet and about the connections of this previous experience with his interest in synthetic biology. A few months later, on an October afternoon, we had the opportunity to record a conversation lasting more than two hours in Randy’s office at iGEM’s Paris office. Both meetings were made possible because Clarissa was hired as a Human Practices Summer Fellow at the iGEM Foundation, working with a team assigned to develop projects and research on responsible practices and synthetic biology, while Erico actively participates as a volunteer in iGEM activities involving biosafety and biosecurity.

Randy is an enigmatic and extraordinary figure. He worked on a range of exciting and society-changing projects, including an important participation in the ARPANET[1] project while working at Bolt, Beranek and Newman (BBN). There he worked on the first internet routers and packet switching protocols, as well as in parallel and distributed computing. Machines he helped create would be used to coordinate US military satellites and address what would become internet routing. He would then move to Apple Computer and to Sun Microsystems—two other leading companies in the personal computer and internet revolution—before joining MIT. Falling in love with synthetic biology through his long-time friend Tom Knight, now owner of NASDAQ-listed synthetic biology company Ginkgo Bioworks, Randy was invited to direct the MIT Registry of Standard Parts, a department that would spin off to create the iGEM Foundation.

Randy’s transition from the development of the internet to becoming a prominent figure in synthetic biology is something that has always caught our attention, as the internet carries with it important constituent elements of synthetic biology itself. We grew up along with the development of the internet. We lived our childhood in a world that no longer exists, nor will it ever exist again. We were formed in a cyberpunk broth, and perhaps due to the savagery of our condition as inhabitants of a forest city,[2] we were never able to ignore the intrusion of nature. Our curiosity to understand more about the roots of our roots—cybernetic and biological—led us to dig into the history of the internet with countercultural tools. We read books like “Neuromancer” and watched movies like “The Net: The Unabomber, LSD and the Internet” and “Wax or the Discovery of Television Among the Bees.” It was from this cyber-bio-punk reference that we approached Randy and formulated our questions for him.

The exercise of listening to the trajectory of scientists is very interesting for an anthropology of science and technology based on a notion of localized knowledge, as proposed by Donna Haraway. By turning to the memories of scientists from an anthropological perspective, we are able to situate techno-scientific work in a given space and time and in relation to broader historical and social processes. At the same time, working with biographies and memories of scientists also makes us capable of bringing to the surface dimensions that account for the specificities of each trajectory. When questioned by us about the origins of the concept of information, Randy alternates between great historical facts, such as the second world war, memories of his work in laboratories, and intimate family memories. This complexity of the web of scientists’ memories is very interesting as raw material. For us, peripheral researchers from the global south who practice science and technology studies as a way of imagining different possible worlds, opening listening spaces in hegemonic places of knowledge production—especially linked to what is understood as the “frontier” of science such as synthetic biology—allows us a certain smuggling between different realities, a true exercise of anthropological alterity.

Randy’s Early Internet Days

“Randomness must be in there, right? And you kind of think this is like earth, air, fire, and water. Those are the elements for a long time. Those were the elements.”

Randy Rettberg was born in 1948. He began the interview telling us that while he was growing up in rural Illinois in the 50s, several things drew his attention towards science and technology. His father, who was very religious (Randy’s grandfather was a lutheran minister) and had been a prisoner of war in Japan during World War II, came back to the US and, thanks to the GI Bill,[3] obtained a degree in Architecture, working in many urban buildings—schools, hospitals, prisons—after graduation.  He says that his childhood and teenage years were lived in a “small world” where complicated machines would be farm machines, though his world kept expanding in several directions while he came in contact with several initiatives fostering curiosity and engagement in science and technology—from Bell Labs[4] films and pictures promoting their own technologies and marvelous inventions, to do-it-yourself science kits that you could buy from magazines. Randy remembers several scientific-fueled teenage adventures like building a radio from one of these kits, playing with chemical reagents with a friend whose father had a pharmacy, building a tin-can telephone network in the backyard, and playing with a huge recorder that came encased in a suitcase and that he bought selling newspapers door-to-door in the 7th grade. The television, a very “fancy” machine at the time, would bring technologic tales as well. A friend’s father was a professor of Physics at the University of Illinois, so Randy together with his friend would spend a huge amount of time playing in an electronic prototype board with switches and lights that could be reassembled to create different combinations of button and light activations. Two other important childhood memories were how computers were beginning to feature in public imagination at the time—as huge and expensive machines with buttons and flashlights—and the launch of the soviet satellite Sputnik[5] in 1957.

In Rettberg’s account, his world definitely expanded widely when he joined MIT in 1965. While during his basic education the teachers would often repress his curiosity, at MIT it was the opposite. Curiosity was rewarded and it would be the norm. Suddenly teachers would consider “taking things a level down” while searching for answers in a specific topic. Another thing that Randy remembers from this time was his first intense contact with a real computer. This computer was the size of a room and could be used by the university staff with individual accounts who could reserve computing time slots. He describes the operating interface as “a big big tube and a light pen.”

When Randy graduated, the Vietnam War was raging on and he didn’t want to fight in it, so he went back to Illinois to get a Master’s degree in Physics, describing it as a “really really hard” experience because of the complexity of the math involved. After obtaining his MSc, he contacted Nicholas Negroponte[6] from MIT’s Architecture Machine Group[7] and was hired as a “computer guy.” He operated an Interdata Model 3, a business computer already “small,” the size of a desk table. Randy remembers how “slow” it was: only 30 thousand instructions a second.[8] From Negroponte he heard of Bolt, Beranek and Neuman (BBN), a government contractor[9] that managed at the time several groups of highly motivated scientists and engineers working at very exciting projects at the edge of science and technology. Randy says BBN was created by three MIT professors who were renowned specialists in acoustics and began working for the Department of Defense in this field, but soon started providing services related to other fields of science and technology, receiving several government contracts including from the Advanced Research Projects Agency (ARPA).[10] In 1972, Rettberg managed to get interviews in different teams within BBN and was invited to join one of the teams that was building the ARPANET project together with people from MIT Lincoln Labs.[11]

ARPANET was an ARPA project aimed at creating a network that would interconnect all US military bases and Department of Defense facilities in a way that information could be securely and effectively shared between them. The ARPANET project created most of the currently used internet protocols, for example, the Transmission Control Protocol (TCP) and the Internet Protocol (IP). ARPANET was the prototype of what would become the internet. In Randy’s words, ARPANET at the time was “a four node network. It was the first packet switching network[12] and it was four different nodes connected together by 50 KB links. So we started very slow, with teletypes[13] terminals, 10 characters per second.” Randy recalls that the group had very interesting ideas about transforming and transporting information reliably. For example, there was the idea that systems fail often, so there must be ways for interconnected information processing systems to check the integrity of sent and received information. From this idea the Transport Control Protocol, one of the backbones of modern internet, would be born. This needed in turn to be coupled to a decentralized network—so it could withstand and route around problems in individual nodes of the network such as a power outage or a military attack—and this decentralized network should be able to be composed of machines of different manufacturers that would follow in hardware and in software certain common procedures and standards that would ensure compatibility and communicability between any type of device able to follow these procedures.

According to Randy—building from the idea of bit encoding from Shannon and early information pioneers[14]—some of the really innovative ideas regarding information transfer were related to packet switching. The use of a network of interconnected nodes (composed of digital computers for a collaborative and decentralized discovery of possible routes for the information to travel on) and the establishment of protocols designed for the computers to speak on a common language (which could be understood by computers of different manufacturers) was how the ARPANET team chose to solve the problem of the ability of information to travel from one place to another. Prior to travel however, the information needed to be encoded and packaged in what would become the “network packet.” The network packet would contain the proper information users wanted to transfer and an additional “header” of information, a complementary message that contained “control information”—needed for the nodes of the network to find the best routes for the information and for the effective forwarding of the messages from one node to another after the best possible way was found. The combination of all protocols and ideas above would form a “packet-switching network.”

Rettberg emphasizes that prior to ARPANET, data could be sent from one place to another, but this task would require specific and expensive equipment. At his account, even in the academy and in the telecom industry most people believed that things had their own essences and while transferring information, these “essences” should be transmitted. For example, music was composed of sound waves, so then the only way to transfer music was to physically reproduce the sound waves from the transmitter to the receiver—and that would require special equipment for each type of “essential” information. From the ARPANET on, everyone with a digital computer, peripheral equipment, and a common phone line could be connected to every other person with a similar setup and transfer any type of information such as audio, video or text in digital format—a format that would subsume the idea of the specific “essences” of each type of information, replacing it with the concept of “digital encoded” information where everything that can be represented can also be digitally represented.

Randy told us two or three times that he and most of his colleagues at the project were against the war in Vietnam and were heavily influenced by the rock and roll movement, so this forms a contradictory background against which these ideas were designed. In ARPANET the engineers embedded a diffuse but real feeling against central control and authority funded by the military itself. With this new technology, the United States military sector would transform itself towards a decentralized informational entity capable of operating anywhere on earth. In a prior conversation, Randy told us that at times the technoscientific problem presented for the team to solve was straightforward military, such as the coordination of military satellites and the livestream of video and audio between them. In fact, the network transfer of audio and video for the military was one the first purposes of the computer Rettberg helped create in the ARPANET project, the Butterfly BBN. BBN itself was brought to the ARPANET project because of the renown associated with the acoustical know-how of the company.

The Butterfly BBN is considered a wonder of the early digital computers. It was one of the first of the modern “supercomputers.” It used commercially available digital processors from Motorola and each machine had up to 512 of these 12-33MHz processing units. It was first programmed to act as a “router” machine in the late 70’s DARPA’s Wideband Packet Satellite Network, making possible a continuous 3 Mbits/s broadcast of digital data— mainly audio and video—around multiple US military bases. The machine would then be used both in the Terrestrial Wide Band Network, a network that physically connected several Department of Defense facilities through high speed capable data cables from the late 1980’s to 1991. From 1991 forward Butterfly BBN was the computer used as the first internet routers, implementing in hardware and in software the first version of the Internet Protocol (IP).

A photo of an eletronic chip with gray, balck and pink components

A “die image” (a photograph of the internal parts of an electronic chip) of the Motorola 6800, the processor used by the first ARPANET routers, including the Butterfly BBN mentioned by Randy. (Photo by Birdman86 at commons.wikimedia.org)

It is funny to note that while telling us everything above, Randy—who had a lutheran minister grandfather and a “very religious” father—refers multiple times to religion as a way of explaining how prior to everything above, ideas about information were kind of mystical and quintessential. We had the impression that, for Randy, the cybernetic revolution which he took part in was almost like a new step in the human relationship with the universe. He, for example, compares cybernetics to the role of religion in English literature, saying that the former formed the backbone to the latter. For Randy, cybernetics is the backbone of our current mode of existence and of understanding the world we live in: in his distinctive atheist mystical language, he likens the development of cybernetics to the addition of entropy[15] to the four “original” elements, earth, fire, air, and water.

In a future blog post, we will describe the second half of the interview on Randy Rettberg’s transition from early internet pioneer to early synthetic biology pioneer. The next blog post also takes a deeper look on Randy’s view of how cybernetics is connected to synthetic biology and to science and technology in general. Until next time!

Notes

[1] ARPANET was an Advanced Projects Research Agency (ARPA) project aimed at creating a network that would interconnect all US military bases and Department of Defense facilities in a  way that information could be securely and effectively shared between them. The ARPANET project created most of the currently used internet protocols, for example, the Transmission Control Protocol (TCP) and the Internet Protocol (IP). ARPANET was the prototype of what would become the internet.

[2] São Paulo is the financial capital of Brazil, a city surrounded and restrained by both the Atlantic Forest and the booming agribusiness.

[3] The GI Bill, formally Servicemen’s Readjustment Act of 1944, was a US law aimed at rewarding war veterans for their participation in World War II. Through this law, war veterans would have a facilitated process for getting superior and technical education.

[4] Bell Labs was founded by Alexander Graham Bell and was one of the first R&D intensive companies in the world. It became a large and important government contractor, conducting research and development for the US government, especially the US military. Researchers from Bell Labs were responsible for the invention of several technologies that form the backbone of contemporary industrial mode of living. Some of these inventions were the transistor, laser technology, the UNIX operating system, photovoltaic cells, and several others.

[5] Sputnik was the first man-made satellite to be launched and successfully orbit the earth. It was launched by the Soviets on the 4th of October in 1957. It was one of the events that started the space race.

[6] Nicholas Negroponte is known to be the founder of the MIT Media Lab (and prior to that, the MIT’s Architecture Machine Group) and to be an early internet evangelizer, being one of the founders of the WIRED magazine.

[7] In 1985, the lab would be reassembled into the now famous MIT Media Lab.

[8] Today a personal computer can run at 1-10 trillion operations per second. A Geforce GTX 1080 graphic card used in gaming today runs at 8.9 trillion floating point operations per second (unit used to measure computing speed).

[9] A government contractor is a private company that works under contracts to governments.

[10] Advanced Research Projects Agency, now Defense Advanced Research Projects Agency, is one of the most important US government institutions dedicated to the creation of new technologies that could be used in defense purposes. DARPA funded projects include the modern jet engine, as well as the technologies behind the integrated circuits, super computers and the internet.

[11] Lincoln Labs is another R&D laboratory that works under government contracts. Founded in 1950 as the MIT Lincoln Laboratory, recently it spun-off from MIT, becoming a private laboratory. Lincoln Labs is historically tied to the US Department of Defense, having developed the computer network called SAGE in the 50s (the first military computers to be connected to others and to have graphical user interfaces, used to coordinate radar sites around the US). Most of what Lincoln Labs does is classified, but we know they are also interested in synthetic biology because their staff participates in iGEM’s events.

[12] Packet switching is one of the theoretical basis of the current internet and of modern telecommunications. The idea behind it is to create a procedure that two or more computers must follow to securely and reliably exchange information. It involves a series of steps that the machines will have to know and follow in order to ensure that the information has really been transmitted between them, even if problems arise due to inconsistent connection.

[13] A teletype is an electromechanical device that could be used to send and receive messages from other teletypes and later, to and from computers. Teletypes would then be used as computer interfaces as Randy mentions here.

[14] Shannon – whose research was also funded by the US military – proposes the idea of encoding information as sequences of zeros and ones, what he calls “binary digits” or bits in his paper “A mathematical theory of communication” from 1948.

[15]  In information theory, entropy measures the amount of information that a certain event contains.

C&W Call for Session Reviews

Attending Computers and Writing 2023? Be a Session Reviewer!  The Sweetland Digital Rhetoric Collaborative is seeking reviewers for the 2023 Computers and Writing Conference (UC Davis, June 22nd-23rd 2023).  If you would like to be a session reviewer for C&W 2023, please visit this Google Spreadsheet to sign up for a session to review. After [...]

U.S. Semiconductor Boom Faces a Worker Shortage

Strengthened by billions of federal dollars, semiconductor companies plan to create thousands of jobs. But officials say there might not be enough people to fill them.

A silicon wafer, a thin material essential for manufacturing semiconductors, at a chip-packaging facility in Santa Clara, Calif.

For Lower-Income Students, Big Tech Internships Can Be Hard to Get

Critics say the intern selection process often favors wealthier students, just like the admission process at some elite colleges.

Shagrir Wins Covey Award

Oron Shagrir, professor of philosophy and cognitive and brain sciences at the Hebrew University of Jerusalem, is the winner of the 2023 Covey Award.

The Covey Award, presented by the International Association of Computing and Philosophy (IACAP), “recognizes senior scholars with a substantial record of innovative research in the field of computing and philosophy broadly conceived”.

The IACAP says: “The board recognised Professor Shagrir’s significant contribution to our field over several decades; in particular, his contribution to theories of computation.”

He will present the Covey Award Keynote Address at IACAP 2023 conference this July in Prague.

You can learn more about Professor Shagrir’s research here.

A list of previous winners of the Covey Award is here.

Thinker Analytix

How Brain-to-Brain Interfaces Will Make Things Difficult for Us

Written by David Lyreskog

Four images depicting ‘Hivemind Brain-Computer Interfaces’, as imagined by the AI art generator Midjourney.

‘Hivemind Brain-Computer Interfaces’, as imagined by the AI art generator Midjourney

 

A growing number of technologies are currently being developed to improve and distribute thinking and decision-making. Rapid progress in brain-to-brain interfacing, and hybrid and artificial intelligence, promises to transform how we think about collective and collaborative cognitive tasks. With implementations ranging from research to entertainment, and from therapeutics to military applications, as these tools continue to improve, we need to anticipate and monitor their impacts – how they may affect our society, but also how they may reshape our fundamental understanding of agency, responsibility, and other concepts which ground our moral landscapes.

In a new paper, I, together with Dr. Hazem Zohny, Prof. Julian Savulescu, and Prof. Ilina Singh, show how these new technologies may reshape fundamental components of widely accepted concepts pertaining to moral behaviour. The paper, titled ‘Merging Minds: The Conceptual and Ethical Impacts of Emerging Technologies for Collective Minds’, was just published in Neuroethics, and is freely available as an Open Access article through the link above.

In the paper, we argue that the received views on how we (should) ascribe responsibility to individuals and collectives map poorly onto networks of these ‘Collective Minds’. The intimately collective nature of direct multiple-brain interfaces, for instance, where human minds can collaborate on and complete complex tasks without necessarily being in the same room – or even on the same continent! –  seem to suggest a collectivist moral framework to ascribe agency and responsibility. However, the technologies we are seeing in R&D do not necessitate the meeting of criteria we normally would turn to for ascription of such frameworks; they do not, for instance, seem to rely on that participants have shared goals, know what the goals of other participants are, or even know whether they are collaborating with another person or a computer. 

In anticipating and assessing the ethical impacts of Collective Minds, we propose that we move beyond binary approaches to thinking about agency and responsibility (i.e. that they are either individual or collective), and that relevant frameworks for now focus on other aspects of significance to ethical analysis, such as (a) technical specifications of the Collective Mind, (b) the domain in which the technology is deployed, and (c) the reversibility of its physical and mental impacts. However, in the future, we will arguably need to find other ways to assess agency constellations and responsibility distribution, lest we abandon these concepts completely in this domain.

Huge collection of vintage Apple computers goes to auction next week

A Macintosh Portable

Enlarge / I mostly recognize this early laptop from its resemblance to a similar-looking computer in the film 2010. It's up for auction along with hundreds of other old Apple computers. (credit: Julien's Auctions)

If you've been thinking your home or workspace is perhaps deficient when it comes to old Apple hardware, then I have some good news for you. Next week, a massive trove of classic Apple computing history goes under the hammer when the auction house Julien's Auctions auctions off the Hanspeter Luzi collection of more than 500 Apple computers, parts, software, and the occasional bit of ephemera.

Ars reported on the auction in February, but Julien's Auctions has posted the full catalog ahead of the March 30 event, and for Apple nerds of a certain age, there will surely be much to catch your eye.

The earliest computers in the collection are a pair of Commodore PET 2001s; anyone looking for a bargain on an Apple 1 will have to keep waiting, unfortunately.

Read 13 remaining paragraphs | Comments

There’s Nothing Unnatural About a Computer

In this interview with Claire L. Evans, Ways of Being author James Bridle shares thought-provoking observations about the role of artificial intelligence, the awareness of living in a more-than-human world (and what gardening can teach us about building technology), and the importance of resilience and transmittal of knowledge as the world radically changes.

But I have this very strong sense that one of the broader roles of AI in the present is really just to broaden our idea of intelligence. The very existence, even the idea of artificial intelligence, is a doorway to acknowledging multiple forms of intelligence and infinite kinds of intelligence, and therefore a really quite radical decentering of the human, which has always accompanied our ideas about AI — but mostly incredibly fearfully. There’s always been this fear of another intelligence that will, in some way, overtake us, destroy us. It’s where all the horror of it comes from. And that power is completely valid, if you look at human history, the human use of technology, and the way in which it’s controlled by existing forms of power. But it doesn’t need to be read that way.

Becoming the Game: Hardware Hacking, Agency, and Obsolescence

Introduction

When I asked my aunt back in 2014 if my old Game Boy Color was still around, she handed it to me, but confirmed that the A and B buttons no longer worked properly. The Game Boy Color is a handheld game console that was released in 1998 as a successor to the black-and-white Game Boy (1989), though both consoles were discontinued in 2003. My grandmother had died recently, and we were clearing out my and my brother’s belongings from her newly empty house. Truthfully, I hadn’t touched this handheld console since the mid-2000s, around the time I upgraded from the family desktop computer to my own personal laptop. The title stickers on some of the cartridges had begun to wear out, but I held hope that this wasn’t an indicator of what their inside was like, or whether they had reached the end of their lives. I told my aunt I’d find a way to fix the buttons, to which she answered, “Why would you want to repair something from the past when the quality of what’s now in the present, on the market, is infinitely better?” In the mind of many people, it is indeed better to wait for a newer, more technologically advanced model to come out, a manifestation of planned obsolescence which we have learned to live with.

Photo by of a purple Game Boy Color with Pokémon Gold (in yellow) and Pokémon Blue (in blue) cartridges. The photo is on a fabric background.

Photo by the author of a purple Game Boy Color with Pokémon Gold and Pokémon Blue cartridges.

Flash forward to 2022, and I had still not managed to fix the buttons on my deep-purple handheld but I attended a Game Boy Hardware Hacking workshop hosted by Lee Wilkins, with the support of Alex Custodio and Michael Iantorno as part of a series of events leading up to a Solar Game (Boy) Jam. The purpose of this workshop was to hack into the console to alter the way it functions, involving changing the buttons. After a quick presentation, we started by removing the external screws from the Game Boy Color console using an “iFixit” toolkit. We had to use a tri-wing screwdriver because the screws Nintendo uses aren’t the typical Phillips; picture a peace sign Y, instead of a plus sign +. The internal screws were a plus sign (Phillips), however. The point of the screws requiring a different screwdriver is to stop you from getting in, but once you’re in, you’re in. We then took both sides of the case apart slowly, careful not to damage the screen or circuit board.

A photograph of a person with dyed bright red hair and wearing a black mask (and a striped shirt). The person has their hands open, and are holding a disassembled games module. Behind them are other kinds of tools for and parts of gaming consoles.

Photo by Yiou Wang of the author holding the Game Boy they had taken apart.

While concerned with sustainability throughout my whole life, ever since we had a tree-planting day at school when I was eight years old, my main takeaway from the workshop was not sustainability, but that I had been implicated in the process of making. I was made into an actor: not in the theatrical sense, but I had been given a role in making the game instead of just playing it. In other words, I became a “prosumer,” a mix between producer and consumer (Berg, Narayan, Rajala, 2021). I, and the workshop attendees, gained a form of agency that day through hardware hacking.

Becoming the Game

Taking the console apart felt cool, but we still had more to do. We wanted to hack into it and alter some of its functions, particularly the buttons, so the next step involved soldering. I had done some soldering before, with Alex and Michael as well, in May. We had replaced the volatile memory batteries on some Game Boy cartridges, which had to be soldered on the motherboard to stay in place. In the more recent workshop’s case, we soldered the exposed part of the wires onto the buttons and the wires served as extensions of the buttons which we could attach to conducting elements using alligator clips.

After everything was in place, we had to think about movements that would close the circuit on each button. We glued aluminium paper on cardboard to make bracelets, rings, headbands, and other accessories to connect to the alligator clips. Yiou, a visiting scholar, sketched out the positions we would be standing in. We stood in a circle to symbolise a circuit, with Alex holding the console in the middle of the circle. We each wore one or two of the accessories we had prepared earlier. The workshop attendees worked together: in order to move downwards, I would high-five Justin, Justin would (gently) smack Owen’s head to go left, and Richy and Yiou would elbow-bump to go right. Unfortunately, Tetris doesn’t have an upwards function so we couldn’t test Owen and Richy fist-bumping to go up. We modded a Game Boy console to become THE Game Boy console and played the coolest game of communal Tetris ever!

Planned Obsolescence

As I’m writing this, people are preparing for the eShop closure (the electronic Nintendo store through which people can purchase digital copies of games and other programs) on Nintendo 3DS and Wii U consoles by downloading everything they’d purchased before they no longer can, as per Nintendo’s official announcement. The 3Ds, successor of the DS (2004), was released in 2011 while the Wii U, successor of the Wii (2006), was released in 2012. People can still buy second-hand games for both platforms, in the form of physical cartridges, but as of this month (March 2023), they can no longer buy them digitally from Nintendo. This news came around the same time it was announced in Nintendo Direct that classic Game Boy and Game Boy Advance games will now be included in the Nintendo Switch Online membership, in digital form. Fans suspect DS and 3DS games will be next.

As defined by industrial designer Brooks Stevens in 1954, planned obsolescence is a marketing strategy that presumes that electronics are made with the intent that the consumer will want to discard them by the time their successor comes out on the market through “instilling in the buyer the desire to own something a little newer, a little better, a little sooner than is necessary” (Adamson and Gordon, 2003). Many people assume that with planned obsolescence, their electronics will break down immediately, or that their electronics will stop functioning. However, scholars suggest that consumers will be under the impression that their belongings stopped functioning because they don’t function the same way the latest model does (Miao, 2011; Kuppelwieser and Klaus and Mathiou and Boujena, 2019). In other words, it’s not really becoming out of use as much as it would become inconvenient to use them in conjunction with other existing, newer models on the market.

Taking Agency or Being Given Agency?

In a sense, getting into the console to fix a button or switch out the screen are sustainable efforts to combat planned obsolescence, all while giving consumers more agency over what they consume.

In Animal Crossing: New Horizons (2020), the game doesn’t end once the players reach the end credits. After the credits roll, one of the game’s NPCs, or non-player characters, tells the player that they’ve unlocked terraforming, making them an official “Island Designer” who can reshape hills, cliffs, create ponds, move bridges, to personalise their islands a step further than redecorating by putting down items from their pockets. Terraforming even comes with a white hard hat the player must wear every time they’re changing the architecture. This new feature that wasn’t included in previous iterations of the game before 2020 gives the player some form of agency, in my opinion, over what the game they’re playing looks like. In this case, agency was given, thus making it voluntary on the behalf of the development team and different from the agency consumers achieve through hacking and modding.

A form of agency I am more concerned with is people taking the reins of technology for themselves out of a want or a need. When I couldn’t get my Game Boy Color buttons to work in 2014—desperate to play Pokémon Crystal again—my first thought was to give up and purchase a 3DS, which would have newer editions of the game, though not the exact game I wanted to play. But I found a solution: Twitter friends opened my eyes to the world of emulators. To explain it simply, emulators tell a computing platform to operate a certain way that mimics another computing platform in order to run software that only works on a certain platform. Emulators exist for almost any platform and can even be encased in a shell that looks like one of the retro handheld consoles, another form of agency the players themselves have taken. I downloaded a Game Boy emulator onto my laptop and then downloaded a ROM file[1] of Pokémon Crystal that someone had modded to work on an emulator. I had so much fun playing it and reliving my memories, I ended up locking myself in my room for hours and hours every day that summer.

A photograph of a classic Game Boy-style emulator case, with grey case and buttons. The screen is glowing and says "Emulation Station."

Photo by the author of the author’s Raspberry Pi computer encased in a shell made to look like a classic Game Boy.

Conclusion

As the technology advances, there will be more to consider in the process to stop defunct consoles from ending up in landfills. When it comes to software, emulators have proven to be the way to go to preserve the games. In the case of Nintendo closing down eShops for decade-old handheld consoles, it could be justified as the company choosing to focus their efforts on their current consoles over continuing to invest in supporting older platforms, which requires human labour and financial cost.

It can be quite scary to not know where to begin or which tools you need to repair or alter electronics, but all you need to do is to start tinkering. I will leave you with my now-functioning Game Boy Color buttons, taken apart, then replaced by my brother—who, just like me, has no background in any of this, but also has a lot of curiosity and doesn’t want to give up on our childhood memories.

A photograph of a disassembled Game Boy on a bright blue pad, on a wooden desk. There are various tools and parts in the frame.

Photo by the author’s brother of a workshop area with tweezers, screwdrivers, rubbing alcohol.

Note

[1]Read-Only Memory, the software data present on the game cartridges.


References

Adamson, G., Gordon, D. (2003) Industrial Strength Design: How Brooks Stevens Shaped Your World. MIT Press, Cambridge.

Berg, P., Narayan, R., Rajala, A. (2021) “Ideologies in Energy Transition: Community Discourses on Renewables.” Technology Innovation Management Review 11(7/8): 79-91.

Kuppelwieser, V., Klaus, P., Manthiou, A., Boujena, O. (2019) “Consumer responses to planned obsolescence.” Journal of Retailing and Consumer Services 47: 157-165.

Miao, C. H. (2011) “Planned Obsolescence and Monopoly Undersupply.” Journal of Information Economics and Policy 23(1):51-58.

 

A photograph of a classic Game Boy-style emulator case, with grey case and buttons. The screen is glowing and says "All Games."

Apple, Atari, and Commodore, oh my! Explore a deluxe home vintage computer den

A view of Brian Green's home computer lab, full of vintage treasures.

Enlarge / A view of Brian Green's home computer lab, full of vintage treasures. (credit: Brian Green)

In a world where millions of people carry a 1990s-grade supercomputer in their pockets, it's fun to revisit tech from a time when a 1 megahertz machine on a desktop represented a significant leap forward. Recently, a collector named Brian Green showed off his vintage computer collection on Twitter, and we thought it would be fun to ask him about why and how he set up his at-home computer lab.

By day, Green works as a senior systems engineer based in Arkansas. But in his off hours, "Ice Breaker" (as he's often known online) focuses his passion on a vintage computer collection that he has been building for decades—and a bulletin board system (BBS) called "Particles" he has been running since 1992.

Green's interest in computers dates back to 1980, when he first used an Apple II+ at elementary school. "My older sister brought home a printout from a BASIC program she was working on, and I was fascinated that you could tell a computer what to do using something that resembled English," recalls Green. "Once I realized you could code games, I was hooked."

Read 14 remaining paragraphs | Comments

‘It Changed the World’: 50 Years On, the Story of Pong’s Bay Area Origins

In this deep dive for SFGATE.com, Charles Russo tracks the beginnings of the modern video game industry, which has its roots in a “scrappy Silicon Valley startup” now known as Atari. Its founders, Nolan Bushnell and Ted Dabney, had previously created Computer Space, a futuristic yellow machine that was the world’s first coin-operated video game. Under Atari they went on to develop Pong, the classic arcade game, which was introduced to the American public in March 1973 — exactly 50 years ago — and became an instant success. Russo’s piece also includes some fantastic photographs from the ’70s — my favorite is a snapshot of a massive retro Atari arcade game at the Powell Street BART station in downtown San Francisco, surrounded by people with bell-bottoms.

All told, Atari was in many ways the early embodiment of the modern Silicon Valley narrative: groundbreaking innovation, unconventional business strategy and — most notably — the profound impact of integrating technology into our lives (namely in the form of the culturally ubiquitous Atari 2600 home gaming system).

Will brain organoids soon become biocomputers?

multicolored ball on black background

A “biocomputer” powered by human brain cells could be developed within our lifetime, researchers say.

The technology could exponentially expand the capabilities of modern computing and create novel fields of study.

The team outlines their plan for “organoid intelligence” in the journal Frontiers in Science.

“Computing and artificial intelligence have been driving the technology revolution, but they are reaching a ceiling,” says Thomas Hartung, a professor of environmental health sciences at the Johns Hopkins Bloomberg School of Public Health and Whiting School of Engineering who is spearheading the work. “Biocomputing is an enormous effort of compacting computational power and increasing its efficiency to push past our current technological limits.”

“The brain is still unmatched by modern computers.”

For nearly two decades scientists have used tiny organoids, lab-grown tissue resembling fully grown organs, to experiment on kidneys, lungs, and other organs without resorting to human or animal testing. More recently Hartung and colleagues have been working with brain organoids, orbs the size of a pen dot with neurons and other features that promise to sustain basic functions like learning and remembering.

“This opens up research on how the human brain works,” Hartung says. “Because you can start manipulating the system, doing things you cannot ethically do with human brains.”

Hartung began to grow and assemble brain cells into functional organoids in 2012 using cells from human skin samples reprogrammed into an embryonic stem cell-like state. Each organoid contains about 50,000 cells, about the size of a fruit fly’s nervous system. He now envisions building a futuristic computer with such brain organoids.

Computers that run on this “biological hardware” could in the next decade begin to alleviate energy-consumption demands of supercomputing that are becoming increasingly unsustainable, Hartung says. Even though computers process calculations involving numbers and data faster than humans, brains are much smarter in making complex logical decisions, like telling a dog from a cat.

“The brain is still unmatched by modern computers,” Hartung says. “Frontier, the latest supercomputer in Kentucky, is a $600 million, 6,800-square-feet installation. Only in June of last year, it exceeded for the first time the computational capacity of a single human brain—but using a million times more energy.”

It might take decades before organoid intelligence can power a system as smart as a mouse, Hartung says. But by scaling up production of brain organoids and training them with artificial intelligence, he foresees a future where biocomputers support superior computing speed, processing power, data efficiency, and storage capabilities.

“It will take decades before we achieve the goal of something comparable to any type of computer,” Hartung says. “But if we don’t start creating funding programs for this, it will be much more difficult.”

Organoid intelligence could also revolutionize drug testing research for neurodevelopmental disorders and neurodegeneration, says Lena Smirnova, assistant professor of environmental health and engineering who co-leads the investigations.

“We want to compare brain organoids from typically developed donors versus brain organoids from donors with autism,” Smirnova says. “The tools we are developing toward biological computing are the same tools that will allow us to understand changes in neuronal networks specific for autism, without having to use animals or to access patients, so we can understand the underlying mechanisms of why patients have these cognition issues and impairments.”

To assess the ethical implications of working with organoid intelligence, a diverse consortium of scientists, bioethicists, and members of the public have been embedded within the team.

Source: Roberto Molar Candanosa for Johns Hopkins University

The post Will brain organoids soon become biocomputers? appeared first on Futurity.

Papercraft Amstrad CPC

Rocky Bergen makes papercraft models of vintage computers (previously). With international shipping rates being what they are, I stand a much better chance of getting this Amstrad CPC on my desk than the real thing! Each machine has its own page, with links to downloadable papercraft patterns. — Read the rest

Neuralink transported brain implants covered in pathogens, group alleges

Pager, a nine-year-old Macaque, plays MindPong with his Neuralink.

Enlarge / Pager, a 9-year-old Macaque, plays MindPong with his Neuralink. (credit: YouTube/NeuraLink)

The US Department of Transportation is investigating allegations that Elon Musk's brain-computer interface company, Neuralink, violated federal transportation regulations when it shipped contaminated implants removed from the brains of deceased research monkeys infected with multiple types of dangerous pathogens. The alleged violations could have put humans at risk of exposure to hazardous germs, including drug-resistant bacteria and a potentially life-threatening herpes virus.

Reuters was the first to report the department's investigation, which was sparked by allegations brought Thursday by the Physicians Committee for Responsible Medicine (PCRM), a medical group that advocates for animal welfare in medical research. The Department of Transportation confirmed to Ars on Friday that it has opened a standard investigation of Neuralink in response to PCRM's allegations.

In a letter addressed to Transportation Secretary Pete Buttigieg and William Schoonover, associate administrator of the department's Pipeline and Hazardous Material Safety Administration, the PCRM laid out its evidence for possible violations of hazardous material transportation regulations based on a trove of documents and emails obtained through public record requests. The advocacy group says the evidence shows Neuralink's contaminated hardware was not properly packaged to prevent exposure to humans and that Neuralink employees who transported the material had failed to undergo legally required training on how to safely transport such material.

Read 7 remaining paragraphs | Comments

New study suggests launching dust from Moon as climate solution. What could go wrong?

A proposed strategy to reduce global warming by launching dust from the Moon to partially block sunlight from reaching Earth could be successful, but as you might guess, there are a few risks and unknowns that need to be considered.

Benjamin Bromley and colleagues at the University of Utah ran computer simulations that "found that maintaining a dust shield with a mass of 1 million tonnes…could dim sunlight across Earth by 1.8 per cent, equivalent to completely blocking six days of sunlight," reports New Scientist, which says "The risks involved with such an approach in terms of how it could affect agriculture, ecosystems and water quality in different parts of the world are also unclear."

❌