Publicité
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Publicité
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Publicité
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Publicité
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Museum of Computing Newsletter May 2013
Publicité
Museum of Computing Newsletter May 2013
Prochain SlideShare
Gaming Update AprilGaming Update April
Chargement dans ... 3
1 sur 20
Publicité

Contenu connexe

Publicité

Museum of Computing Newsletter May 2013

  1. MAY2013 EVENT 8 July 2013 Robot Themed Party at Swindon Central Library Sponsored by This year sees the ten year anniversary of the Museum of Computing. To mark the occasion the Museum is launching a brand new exhibition, Robots Revealed. Running from July to January, the exhibition aims to bring to life the exciting world of robotics, showing its progression from Science-Fiction to mainstay of the modern world. From the robot that builds your car to the robot that mows your lawn, the mechanical men have arrived! Featuring the best of the museum’s collection and incorporating gadgets from some of the world’s top robotics companies, the exhibition will allow the public to both see robots in action and take a go at controlling them themselves. And that’s not all. With a planned series of talks and learning activities ANNIVERSARY EXCITEMENT AT THE MUSEUM OF COMPUTING running alongside the exhibition, the museum is hoping to build awareness of the latest developments in robotics, encourage the programmers of tomorrow and put Swindon at the forefront of the robot revolution. As July approaches, the museum will be calling on supporters to participate in a series of robot- themed events to mark the start of the exhibition. Watch this space for further details! ELI DAWSON 1
  2. IT HAS BEEN A FABULOUS 10 YEARS! SIMON WEBB, CURATOR What an astonishing 10 years it has been. We have created a vibrant interactive museum, which is run by an enthusiastic team of volunteers. We have engaged with the community and assisted with the education of today’s generation of computer enthusiasts. Every year there are seismic changes in technology, and we have captured an impressive catalogue of hardware, documenting its incredible development. This is going to be a fantastic year for the museum with a huge amount of activity and growth. We look forward to exhibiting today’s cutting edge technological developments. A CALL FOR ASSISTANCE! Volunteer wanted to manage online shop. We have an Amazon Associates shop on the museum website, if anyone buys anything from Amazon via our website, the museum gets a small percentage. We've got some retro computing goodies on there, but really need somebody to manage it, look for new products, update it and try to promote it. It's probably a couple of hours a week (a bit more to start with) and can be done from home so it doesn't matter where you are as long as you have an internet connection! If anyone is interested, drop me an email: info@museumofcomputing.org.uk Thanks! OPINION 2
  3. KID’SCLUB EDUCATION BEGONIA SEPA The Children’s Club has been extended, and they now have a Saturday afternoon group. The club is open every Saturday and is run in two sessions – 10am to 12 and 13 to 15pm. The groups are limited to eight children aged between 8 and 13. The initial activity is Scratch, where the children learn to program without having to learn a structured language. There are also a variety of activities: Mindstorm, Google Sketchup, Photoshop, Wordpress, Office Open Source, and Minecraft. With the help of the volunteer instructors, the children built a computer and made some flipbooks, which gave them a good understanding of animation. The children also have access to Raspberry pi sessions, and build robots. By the time the children are adept at these practices, learning a structured computer lang- uage should come with ease. Although the sessions have been extended, there are still children on the waiting list, and of course, the museum is always on the lookout for new volunteers, particularly to help with the club. Most of the volunteer teachers have IT/engineering backgrounds and all of the teachers are CRB checked. If you feel that you would enjoy sharing your knowledge of technology with the children, please get in touch with Simon Webb education@museumofcomputing.org.uk 3
  4. PROMOTION VICTORY AT SEA JAMES CARROLL DIRECTOR iEVILGAMES When I was a seven year old my brother and I received a ZX Spectrum 48k computer for Christmas and nothing was ever the same again. Sitting in our bedroom and taking it in turns to play games such as “Way of the Exploding Fist”, “Renegade” and “Barbarian” a whole new world was opened up to us and it took a short time to work out what those possibilities held for our future. We didn’t mind that some games took 10 minutes to load and that the loading screens were essentially blinking bright primary colour’s and high pitch screaming audio that could be used to torture people, or that they frequently crashed and you had to sit patiently whilst it did it all again. We didn’t mind because we knew at the end of it lay the next adventure. We didn’t think things could get any better, but they did, with an onslaught of technology that seems to exponential grow in it’s speed of release. I remember having the early iPod and thinking this would be cool if it was one large screen so I could watch films on it but knew that would involve touch controls. I firmly believed that this sort of technology was in the distant future, however in under 5 years 4
  5. PROMOTION VICTORY AT SEA (cont.) I sat on the train watching a film on my iPod touch screen thinking if this screen was a bit bigger that would be amazing! It is ironic that the huge American companies that made it impossible for indies to thrive are the same companies that have now made it possible for small developers to get their games straight to market, without having to run it past old people with suits on. We know several developers who created games in the 80s and 90s who have now flourished in the app game world and have said they didn’t believe they would ever get the chance to do this sort of thing again. And now nearly 30 years since our first computer the mobile gaming industry feels the same. People can sit in their bedrooms and develop a mobile phone game that can make significant sums of money. However since the launch of the app store things are getting tougher for small fish to carve out a career as the big boys have moved in and are putting serious sums of money behind development and marketing. As the processing power of mobile devices improves this has enabled developers to improve graphics and make games larger, which in turn increases development budgets. When we first started developing on the first generation of the iPod touch we had to be very creative with poly counts, textures sizes and audio file size, as it would crash if you breathed on it. Although we still don’t have as much room to play with as AAA developers, things have changed and are changing fast. However despite this there is still room for innovative developers to make their mark and stay ahead of trends. After all not every game has to have Infinity Blade teams behind them. The endless runner genre is booming and is an incredibly cost-effective way to develop, it 5
  6. PROMOTION VICTORY AT SEA (cont.) also enables developers to spread the risk over several smaller titles rather than go all out on one brand. The biggest difference between modern mobile games and games in the 80s and 90s is not a difference of technology but rather one of complexity and difficulty. Many publishers and developers we work with have one rule – it needs to be easy. Games in the 1980s and 1990s tended to be more complex and difficult to complete, in fact I recall SAS Operation Thunder- flash on the spectrum was so difficult I always died after a few seconds and to complete any game was a real achievement. Mobile games tend to be simple to use and endless, many publishers want you to play their games forever which of course gives you many oppor- tunities to buy. What next for the industry? We believe it will go the same way console gaming has gone but with a twist, while games with bigger and better graphics will herald the birth of each new device, users will still be happy to pick up and play a simple, fun game whilst waiting for the bus. Be it cutting ropes of throwing birds at pigs the simple game will always have a place in our hearts and on our mobiles. www.ievilgames.com https://www.facebook.com/ievilgames 6
  7. RETROGAMING BEYOND EMULATION SIMON MORGAN Emulators are great. They've been created for pretty much all the classic consoles and home computers and these community-created efforts are generally made freely available. Combine an emulator with a bunch of downloaded disc, tape or ROM images and you can be reliving the gaming memories of your youth within minutes. However, no matter how painstakingly accurately they can mirror the behaviour of your fondly-remembered machine, they are intrinsically limited: they're not the real thing. Whether it's the rubbery squidge of a 48k Spectrum's keyboard or the tone that a BBC Micro game's sound effects only acquire when played via the original speaker, there are certain nostalgic itches that can only be scratched by ditching your emulator and going for the real deal. It's probably a step too far to talk about smell, but I've yet to find an emulator that can simulate the aroma of vintage electronics once they've been up and running for a few hours. Re-acquiring your machine of choice needn't be difficult or expensive in the eBay era (although perhaps more-so than in the days of its predecessor: the car boot sale), but do you really want (or have the space for) the clutter that goes with it? A BBC Micro is easy enough to house, but it's another matter once you consider floppy drives and several giant hinged boxes of 5.25" discs. Thankfully, the urge that has driven people to make emulators has also inspired their hardware-savvy counterparts to 7
  8. RETROGAMING BEYOND EMULATION (cont) thing. In fact, I'd argue it's better, as programs load in an instant and you avoid the reliability issues of media that has spent three decades in an attic. I have a BBC Micro with what it believes is a 1GB hard drive (it's actually a memory card). It also has four virtual floppy drives that can be mapped to disc images on a USB stick. It's an authentic retro- gaming jukebox all con-tained within the machine itself. Modifying a machine doesn't have to involve dis- mantling it, though. There are Commodore 64 devices that plug into the cartridge port and similar options for the ZX Spectrum that attach to the expansion con- nector. If you're of the 16-bit era, then you can get a device that fits in place of an Atari ST or Amiga's floppy drive and replaces the disc slot with a memory card socket. Go play some games!" make what I would argue is a far superior choice if you're looking for a serious dose of nostalgia: modifications that allow these vintage machines to load soft- ware from modern media. It's the best of both worlds: Once your chosen machine has been augmented with an SD card or USB stick, you've got everything at your fingertips. And I mean everything; Even a modest 1GB card is unfeasibly enormous when the machine only had 32, 48 or, if you were lucky, 64k of memory. It's pretty impressive to have what would once have filled a wall of shelves con- tained in something the size of a postage stamp. These devices typically offer some sort of menu system or simple commands to 'mount' the disc, tape or cartridge of your choice, and from that point forward it's just as if you have the real 8
  9. SCREENPRINTING UNDER THE MICROSCOPE FLEUR PERRY Here we have a small, light-weight circuit board of the kind regularly found in many common household items. Circuit board just twice the size of a 5p coin This particular circuit board was originally connected to a small speaker, forming the most important part of a slightly annoying talking birthday card. In fact, this tiny component contains within it the voice of Yoda; and should I ever reconnect the speaker, Yoda will be once more ready to be heard. But why is this technology cheap enough to be used in disposable novelties? The answer lies in screen printing. The printed circuit board, or PCB, starts life as a simple copper sheet. A non-conductive solder mask is then screen printed onto this using a template to leave some of the copper showing through. Lines of solder are then screen printed onto the PCB along with some white paint. The solder lines act as wires, whilst the white paint helps to ensure the other parts are properly aligned. This process can be done extremely quickly by automated machinery and the finished PCBs are so lightweight that transportation costs are low. One mystery remains: why are they green? The solder mask is made from a glass-epoxy mixture which is cost effective and easy to work with; and happens to be green. From left to right: camera close-up; microscope at 4x zoom; microscope at 10x zoom 9
  10. LOOKINGBACK USING OLD PROGRAMMING LANGUAGES - BASIC Computers of the late 70s had small memories – for example the Commodore PET 2001 had 4K (4096 actual bytes!). Therefore economical coding was vital, and one way was to combine commands. In a lot of BASICs the command to clear the screen was CLS, but the PET used control codes embedded in print lines to save space. To clear the screen and print Hello you would use: 10 PRINT “Hello” where the  represents the Clear Screen command (it actually is a heart symbol), and was entered simply by pressing it when the cursor was inside a print string. However, pressing it outside of a print string would actually clear the screen. Other BASICs would use: 10 CLS 20 PRINT “Hello” so the Commodore system was very intuitive when you got used to it, as you could embed cursor commands and more – saving a few valuable bytes. You could also use ? as a shortcut for PRINT when typing, and remove the space between the word PRINT and the double quote, as well as after the line number. So the following are the same. 10 PRINT 2+3 10?2+3 One final asset to the PET system was a full screen editor, so if you noticed an error in a line you just moved the cursor up to the error, corrected it, and then pressed Return and that was it. Other systems required you to enter something like EDIT 10 to correct line 10, and then use the cursor keys (or even one- key commands) to correct the line, so a full screen WISIWIG editor was a real luxury. JOHN MALCOLM 10
  11. LOOKINGBACK CONFESSIONS OF A CARTRIDGE JUNKY I generally consider myself a logical person who makes decisions rationally, especially when it comes to spending my hard-earned cash. So, why then do I spend so much money on antiquated technology? At present I am obsessed with collecting Atari 2600 carts and it’s here that I wish to question my logic (or lack of it). I have a perfect working Atari emulator (called “Stella”), that enables me to play every single 2600 game known to mankind. Every alpha, beta, home- brew, licensed and unlicensed game that is, was and ever will be is nothing more than a mouse-click away. Yet, I find myself night after night spending not just my valu- able time but my valuable dwindling funds on buying cartridge after cartridge for a system that, let’s face it, I never really play with. This defies all logic and find myself screaming out for an explanation. Perhaps the emulator is not “authentic” enough? No, it doesn’t seem to be that. Perhaps it’s not possible to use “genuine” peripherals? No, it’s not that either (could it be that some games are missing?). Ok, no need to go on. The faulty logic is with me. So what is it that’s happening here? It’s simple. I have a confession to make. “My name is Mark ... and I’m an addict”. I am addicted to collecting cartridges. I want to possess each and every one. I MARK HEWLETT (ADDICT!) 11
  12. ADDICTIONS CONFESSIONS OF A CARTRIDGE JUNKY (cont.) “tantrums” and the future was being defined from moment to moment with each step a milestone leap of imagina- tion. Logical or not, I won’t stop collecting. It’s my addiction “my xfloppy discs”! This is a past – that whether you peruse it on one of the many internet sites or soak up and “taste” it in the Museum of Technology – is a past (at least for me) that will live on in my heart forever and in the many ever-growing shelves of games that threaten to take over my spare room wall. want to see it fill an otherwise empty void in the cabinet. I need the physical object itself. I need to smell it, and feel the weight and oh ... the artwork! This is where I melt at the knees. There’s some- thing about the early Atari art- work that just oozes a different time and space. A space that from time to time, I find myself drifting into in those day-dreamy moments we all have when sitting on the bus or waiting in the queue at the supermarket. A time that was somehow more innocent, a time when technology was still allowed its little 12
  13. REVIEW AN INTRODUCTION TO THE OCULUS RIFT MATTHEW O’HARA-BALL The Oculus Rift is a new, head- mounted kit, which could potentially revolutionize the way we look at video games … literally. Although Oculus VR, the company behind it all, has said the developer kit will target PCs, they further went on to say “We hope to make the headset compatible with major consoles and mobile devices in the future”. What exactly will this product bring to the market then? Well, it could introduce an original immersive experience for gamers, allowing them to essentially see through the character’s eyes and provide the capability to look around the environment using motion sensors to track the user’s head movement. After making its first public appearance at Electronic Entertainment Expo 2012, it soon launched a Kickstarter campaign to help fund the project. Setting out with a goal of $250,000 it raised a shocking 2.4 million to further develop the headset. After this unpredicted success, The Oculus Rift caught much attention, including big names in the game industry, which led to them endorsing the product. Such names include Gabe Newell, the man behind Steam and Valve as well as Cliff Bleszinski, most famous for his role in the Gears of War franchise, among many other key figures. Having these innovative characters backing The Oculus Rift, we can expect to see the virtual reality headset holding the future spotlight. The feedback so far has been beyond promising. After giving various hand-on demonstrations and presentations across a range of conferences, including the recent GDC (Game Developers Conference), people have been walking away giving high praise and holding high hopes for the 13
  14. REVIEW AN INTRODUCTION TO THE OCULUS RIFT (cont.) headset. The Oculus also managed to get featured on a popular American television show, NBC's Late Night with Jimmy Fallon. This puts into perspective how rapidly the project has caught the public’s eye. Oculus VR have sent out developer kits to those who contributed a generous amount to the Kickstarter campaign, some of which have uploaded videos to YouTube showing off what can be of the experience. More often than not, they express how it’s hard to believe or understand without trying it out for yourself. One of the more viral videos to have emerged is of a humble 90 year-old woman testing the headset, as you can imagine, she was absolutely astonished. At this stage in the process, there are very few games that support The Oculus Rift. Some of the games that have been demonstrated with the kit so far include Team Fortress 2, Skyrim and Mirrors Edge. Even with such a small library available to test, developers have a keen eye on the virtual reality headset, so we can expect a lot more content becoming available in the near future. So, could this hold a future in the gaming industry? I say yes, this is the innovation we need! With Oculus VR’s prospect of making it an affordable piece of technology, I believe this will eventually become a common accessory to a gamer’s household. 14
  15. REPORT SWINDON HACKSPACE 15 JESS ROBINSON Hackspace, hackerspace (n): A place where people with common interests, usually in computers, technology, science or digital or electronic art can meet, socialise and / or collaborate. Hackspaces exist all over the world, in the UK there are a number of large ones, for example in London with several hundred members, and Nottingham. More locally, smaller hackspaces exist, in Bristol and Southampton. The Swindon Hackspace currently meets on Wednesday evenings in the basement of the Museum of Computing. An entry fee of £4 covers the Museums costs for heating, electric etc, plus a contribution to the Hackspace' account. Tea, coffee and biscuits are provided. Various donated tools and electronic com- ponents are available for use of the members. Membership is charged at £10/year, and can be waived for the first two visits. A SHORT HISTORY OF THE HACKSPACE IN SWINDON In August 2011, two Swindon residents, James and myself, started looking for like- minded folks in the Swindon area to start a hackspace with. Despite contacting several of the nearby
  16. REPORT SWINDON HACKSPACE (cont.) 16 hackspace groups (Bristol, Oxford, Southampton), and setting up a discussion group and a Wiki, we didn't get very far. In April 2012 Simon at the Museum of Computing had a similar idea, and did something about it. A survey of Museum volunteers and friends produced enough people to hold a group discussion. The attendees agreed on a meeting day and donation amounts, so we formed a group and started meeting weekly from the beginning of June. We are about to celebrate a year of operation, decide on a logo, and deploy a website that aims to describe what our aims are. Projects and things we get up to will be covered in the next issue. HOW TO JOIN IN If you are interested in joining us, please contact me (Jess <castaway@desert- island.me.uk>) or just turn up on a Wednesday evening from 6.30pm.
  17. QUIZ PUZZLE WORDSEARCH Find: The museum sponsors? What anniversary is the museum celebrating in 2013? Where is the museum to be found? Where was the museum’s previous location? What is the theme for the celebrations this year? What iconic equipment can be seen at the museum’s entry door? Reviewed in this Newsletter? 17 Answers p.18
  18. PUZZLE WORDSEARCH 18 ANSWERS Who are the museum sponsors? BCS CIX Forums Clark Holt Datalibrium Denis Intel PC Teach redheadPR Shepherd SilentG Shepherd Spacecontained What anniversary is the Museum celebrating? Tenth Where was the museum’s previous location? Oakfield Where is the Museum to be found? Theatre Square What is the theme for the celebrations this year? Robots What iconic equipment can be seen at the Museum’s entry door? Sinclair Reviewed in this Newsletter Oculus Rift
  19. ABOUTUS GET IN TOUCH MUSEUM OF COMPUTING 6–7 Theatre Square Swindon SN1 1QN E: magazine@museumofcomputing.org.uk T: 07834 375628 VISITOR INFORMATION Opening Times Friday 10:0 a.m. – 4.00 p.m. Saturday 9:30 a.m. – 5:00 p.m. Prices Adults £2.00 (concession £1.50) Children £1.00 Under 5 year old Free Families £5.00 (up to 2 adults and 3 children) 19
  20. DISCOVER MUSEUM OF COMPUTING SPONSORS 20
Publicité