Retrospectives I: the early years in computer graphics at MIT, Lincoln Lab, and Harvard

  title={Retrospectives I: the early years in computer graphics at MIT, Lincoln Lab, and Harvard},
  author={Jan Hurst and Michael S. Mahoney and Norman H. Taylor and Douglas T. Ross and Robert Mario Fano},
  booktitle={SIGGRAPH '89},
I am Jan Hurst; welcome to Retrospectives. In early 1988, SIGGRAPH funded a project which was called Milestones, the History of Computer Graphics. We believed it was important to capture the early history since the graphics of tomorrow continues to build upon its past. We established goals, and one result was to begin a series of retrospectives which focus on specific aspects of the industry. Boston seemed like the perfect opportunity to focus on MIT, Lincoln Lab, and Harvard.I hope that you… 
The Programmer as Player: Uncovering Latent Forms of Digital Play Using Structuration and Actor-Network Theory
The early history of computer gaming is explored to show how the dichotomy between programming and play came about, and how the computer engineers who worked with the earliest computer systems must shoulder much of the blame.
Supernatural and Comfortable User Interfaces for Basic 3D Interaction Tasks
It is shown that during prolonged use, users are more efficient at direct 3D selection tasks when they have a more comfortable workspace, and adaptive 3DUIs are presented, which are always positioned around a user’s arm joints, reducing the fatigue during extended tasks.
Cold War Games: Operational Gaming and Interactive Programming in Historical and Contemporary Contexts
The present study traces the historical roots of DIY computing by focusing on the concept of interactivity, and especially interactive forms of digital gaming, which was picked up and popularized via the earliest personal computers.
Hidden Surface Problems: On the Digital Image as Material Object
Focusing on one of the most significant challenges to the field of computer graphics research from 1963–1979 – what is known as the ‘ hidden-line’ or ‘hidden-surface’ problem – the article argues that the material logic of the digital image is not one of inscription but restriction, a making absent.
Social semiotics as theory and practice in library and information science
The author is able to demonstrate that, rather than being a transparent window by which the author may access all of the data, the screen actually distorts and conceals a significant amount of information, and severely restricts the control users have over software packages such as online public access catalogues.
The Technological Roots of Computer Graphics
  • E. Molina
  • Computer Science
    IEEE Annals of the History of Computing
  • 2014
Prior art documents cited in CG patent applications are identified to identify the technology at the origin, the problems encountered, and that solutions proposed in the 1940s and 1950s that led to the generation of images with computers in the early 1960s.
PenTable: Augmenting a PC Workplace with a Digital Tabletop
Interaction at Lincoln laboratory in the 1960's: looking forward -- looking back
This panel is intended to contribute to a more general awareness of this work, its historical importance to HCI, and its relevance to research today.
Early Computer Art and the Meaning of Information
2 Introduction Early Computer Art and The Meaning of Information gives a short introduction into the use of the computer in the arts during its early days. With this paper, I want to describe the