>Tik-Tok finds that he can do as he pleases, and he secretly commits various hideous crimes for his amusement. After manipulating both robots and humans to cause chaos and bloodshed, Tik-Tok becomes wealthy (partly through health care privatization) and is finally elected Vice President of the United States.
Mistletoe 7 hours ago [-]
Oh, that's much too low, Tik-Tok was elected President.
bitwize 7 hours ago [-]
Sounds like a topic for a ThePrimeagen reaction video.
kmeisthax 4 hours ago [-]
...did Bytedance invent another Torment Nexus or was the name a coincidence?
ripe 8 hours ago [-]
Pretty good. Regarding Eliza, a version comes with Emacs, too. It's the "doctor" application. (The original Eliza was written as a generic engine running a pattern-matching "script").
A quibble: the creator of Eliza was Joseph Weizenbaum, not "Wizenbaum".
DonHopkins 7 hours ago [-]
Gnu Emacs Doctor actually recognizes RMS's name, and has canned responses for it.
So I fed his 1993 Kabuki-West Natalism Flame to it (the inappropriately announced baby in question is 33 years old now!):
(set (make-local-variable 'doctor--stallmanlst)
'(((doc$ doctor--describe) your (doc$ doctor--feelings-about) him \.)
((doc$ doctor--areyou) a friend of Stallman \?)
((doc$ doctor--bother) Stallman is (doc$ doctor--random-adjective) \?)
;; I did not add this -- rms.
;; But he might have removed it. I put it back. --roland
(defun doctor-rms ()
(cond (doctor--rms-flag (doctor-type (doc$ doctor--stallmanlst)))
(t (setq doctor--rms-flag t) (doctor-type '(do you know Stallman \?)))))
Long before I ever encountered Richard Wallace's AIML (which was quite unintentionally silly, but not actually a joke, unfortunately), around 1996 I wrote some joke web pages to parody VRML, announcing "AIML: Artificial Intelligence Marketing Language", by taking a couple of gushing articles about VRML, strategically replacing "VR" with "AI", and tweaking just a few words.
The point being that the VRML hype back then was as bad as the AI hype right now (well maybe not QUITE as bad). I don't have a very high opinion of VRML obviously! They didn't bother integrating it with an extension language at the time, so it was useless.
To go along with the AIML parody, and give it a whiff of authentic scientific research, I formatted as html and published an actual AI research paper with the funniest title ever, by a company called Roanoke AI Laboratories, Inc., from The Journal of Theriogenology. (NSFW, unless you work in the Artificial Insemination industry!)
The author Jim Crump, Jr. actually found it by googling his name, and sent me a sincere email thanking me for formatting and publishing his AI paper on my web site, because his own publisher wouldn't allow him to publish his own paper on his own web site, due to draconian copyright restrictions. So I left it up because he was linking to it. Apparently it's well known in the AI Industry as the "Crump Technique". Attention is all horses need, too.
I miss the early days of the web...
mikestorrent 3 hours ago [-]
Ahh VRML was pretty cool. The problem was that the VRML viewer plugins were slow, needed more RAM than anyone had, or needed to run Java and so you'd let the 486 kick that off and go get a snack and come back and it would still be thrashing the disk to swap hard enough to have a chance to start anything. Pity that they didn't get some demoscene guys to make an efficient implementation.
I had this ancient program called Virtual Homespace Builder https://archive.org/details/hmebuilder that was like an early Sketchup sorta thing and it would render VRML output, but I can't say as I ever managed to publish anything with it, being a young whelp at the time.
If VRML had been fast and efficient, something like Second Life / Metaverse might have emerged there...
DonHopkins 2 hours ago [-]
The disqualifying problem with VRML was that it was not extensible, and at the time it had no integration with JavaScript, Python, Lua, TCL, or even its own bespoke scripting language, and absolutely no plans to do so, so that made it TI (Turing Incomplete) and FU (Fundamentally Useless).
At the time, I had been working extensively with Bounce / Body Electric, which was developed by Chuck Blanchard at VPL Research, originally used for VR simulations with the DataGlove and EyePhone and a pair of SGI workstations, one to render each eye.
"Visual Programming Language" was not an afterthought nailed on the side, it was what the name of the company VPL stood for.
>VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy and in 1998 all of its patents were bought by Sun Microsystems.
>VPL's funding came in part from Marvin Minsky.
Funny that you would mention it: Virtual Homespace Builder was precisely what I was making fun of, in fact that was what the article I was parodying was about, almost word for word -- I just went m-x replace-string Home => Head, and then went on from there:
>AI Labratories has entered into alliances with the likes of Microsoft, Apple, Intel, Creative Labs, NewTek, and Caligari to foster acceptance of the format. One of their partners, SexPression, offers the first AIML authoring program, Virtual Head Space Builder (VHSB) 1.0 Academic Edition ($495) for Windows. SexPression offers the final beta version for $49 and a paradigm-limited final beta via their Web site free of charge.
>Designed to accommodate nonprogrammers, VHSB creates AI Web sites, or "head spaces", that can be saved as AIML files or in SexPression's proprietary FASL file format. In addition to realtime interactive Artificial Intelligence, sites can include text, audio (WAV and RealAudio), MIDI, video, animation (AVI and FLI), cubes, spheres, pyramids, conic sections, and checkerboards -- in fact, SexPression suggests that VHSB makes a good expert system authoring tool as well. Any part of a knowledge base environment can act as a URL link, and evaluatable function modules can be associated. Head spaces can be opinionated with moods, including recurring and unpredictable swings, and with transparent prejudices. The software comes bundled with hundreds of clip-opinions, goals, interests, paridigms, taxonomies, ontologies, excuse templates, animal guessing trees, todo lists, top ten lists, hot lists, and shit lists; and custom content can be imported easily. A Virtual Head Space Evaluator is included.
The explicit comparison of AIML parody and VRML fact was this:
>Many people are extremely excited about AIML. But what is it, and how can you use it to spruce up your home page? AIML encapsulates the semantics of revolutionary AI research, much in the same way VRML trivializes the implementation of cutting edge VR research.
My point was: VRML trivialized VR.
Jaron Lanier made this point about Body Electric versus VRML on his VPL and Body Electric web page:
>VPL had problems maintaining quality in our hardware- though I still sometimes find our headmounts and gloves in use. But our software was really great and can still offer a lot. A challenge to VRML people: Don't you DARE turn out more VR tools that aren't at least as good as this old stuff!
The VRML people spectacularly failed to rise to Jaron's challenge.
Here is an email discussion I had with him about Body Electric and VRML, describing what David Levitt and I did with Bounce (derived from Body Electric) at our company Levity and Paul Allen's think tank Interval Research, and Jaron criticized how terrible he thought VRML was, how it totally failed to address deep interactivity:
>There IS a community of Body Electric users. It is STILL building the most interactive 3D virtual worlds of any tool (though Alice, from Carnegie Mellon, is the other hot contender). That's SHAMEFUL! While BE sucks in every other way, all the more recent vr design tools, especially the vrml ones, simply avoid the problem of deep interactivity. How could the community be so whimpy, at this late date?
Jaron Lanier also wrote this review of John Markoff's 2005 book "What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry" in American Scientist:
>The book also captures an important early conflict between two cultures of computing that seemed compatible on the surface but actually had opposing aims. On the one side was the human-centered design work of Engelbart, based initially at the Stanford Research Institute, and on the other was artificial intelligence culture, centered on the Stanford AI lab. Engelbart once told me a story that illustrates the conflict succinctly. He met Marvin Minsky—one of the founders of the field of AI—and Minsky told him how the AI lab would create intelligent machines. Engelbart replied, "You're going to do all that for the machines? What are you going to do for the people?" This conflict between machine- and human-centered design continues to this day.
VRML simply being fast and efficient wasn't enough. "Hello World" is fast and efficient, and it's not extensible, so useless for VR. It had to be TC (Turing Complete). No matter how fast and efficient it was, it was still FU: Fundamentally Useless.
Body Electric STARTED with a fully Turing Complete, extremely powerful and fun to use Visual Programming Language, and then added Swivel 3D skeletons, networking with UDP packet packers/unpackers and transmitter/receiver modules, Swivel 3D tree syncing over Ethernet to two SGI workstations, one for each eye, for rendering to the EyePhones, many different kinds of input and output device drivers for the EyePhones (like a module to configure how far apart your eyes are to adjust the two 3D renderers), DataGlove, Convolvotron 3D audio HRTF rendering device, MIDI, Flock of Birds 6 degree of freedom motion tracker, etc. David added Macromedia's Director MMP Player library (which later became Shockwave in the browser) so we could live code and orchestrate interactive 2D multimedia performances as well as VR.
And VPL didn't stop at two SGI workstations per person: their flagship product RB2, "Reality Built for Two", networked multiple users into a shared world — two workstations for each eye, and two more for each additional "I". Interacting with other people is what David Levitt (who was a research scientist and product manager at VPL, and with whom I later worked with at Levity, Interval, ConnectedMedia, and Pantomime) explained is one of the fundamental properties of good VR, along with the ability to reach in. I wrote about VPL's three prerequisites for good VR on HN back in 2014, quoting Pantomime's VR page (now archived):
>When Pantomime co-founder Levitt was a research scientist and product manager with VPL Research, the inventors of virtual reality, they had three prerequisites for a VR system: 1) a way to reach in, in 3D 2) shared reality — support for multiple users and viewpoints 3) graphically and physically realistic worlds
>VPL offered a DataGlove to provide 3D input, while its flagship Reality Built for Two VR product offered networked multi-person worlds. Expensive graphics computers and custom hardware brought the full 1992 price to $500,000, which only a few huge corporations could afford.
>When Dr. Levitt joined VPL, thanks to an amazing infrastructure by lead VPL engineer Chuck Blanchard, he added realistic gravity, collisions, and throwing a ball into the VR system for physical realism.
Two decades later the systems calling themselves VR had punted on all three original criteria, which David memorably demonstrated by asking Facebook's VP of Infrastructure Engineering Jay Parikh about the Oculus acquisition:
>David Levitt: "I work in Virtual Reality, and everyone's wondering what you can say about your acquisition of Oculus VR. In particular, I've had demos of it: I could look around but I couldn't reach in. Do you have solutions for that that you can talk about?"
>Jay Parikh: "You can't interact with anything. These are big, hard problems … what you do with your hands, because you can't do anything with your hands — or it's hard to be using a controller when you can't see your hands and you have the goggles on — these are problems we have to solve in a good and seamless way."
We shipped Pantomime pursuing all three criteria — reaching into shared, physically realistic 3D worlds through the screens you already own, no headset required:
Shipping it taught me how brutally hard "physically realistic" is over a network: merely 2mm translational resolution and 1/6 degree rotational resolution would totally ruin the physics simulation and sense of immersion and realism, because the Butterfly Effect cascades slight differences in initial conditions into enormous differences in later state. I wrote about that in detail here:
And about Pantomime's multitouch VR gesture tracking (rolling seamlessly between one, two, and three finger gestures, gyro-integrated inertia, steering wheel vs paddle grips) here:
VRML was not only missing the VPL, it was missing all the device drivers and hardware integration, the multi-user shared reality, and didn't even have stereo 3D rendering and head tracking. No way to reach in, nobody else in the world with you, and no physics. It was WI (Woefully Inadequate) as well as FU.
I brought this up numerous times with Mark Pesce and Owen Riley, and they were much more interested in creating a standard that was built into every web browser as soon as possible, than taking the time to create a standard that was actually good for anything, let alone looking at what other people had done in the past, like Body Electric, and why it was successful: because it was built on top of a visual programming language from day one.
At that time (and still today unfortunately), everybody thought the most important thing in the world was to create standards and get them universally accepted, while the idea of actually using something enough before you standardized it to learn the shape of the problem space was pooh-poohed and dismissed as an inefficient waste of time on the Road to VR Standardization and Virtual World Domination.
But the correct approach around extensibility was exactly what Alan Kay and colleagues were taking with Croquet: STARTING with Smalltalk, networking it, dogfooding it, and iteratively improving it from real world experience. That's the same approach Richard Stallman took with Emacs (starting first with TECO, then later with Lisp), James Gosling took with NeWS (starting with PostScript), and John Ousterhout did with Tk (starting first with TCL).
But no, the VRML developers arrogantly thought their purposefully non-extensible approach was enough, and extension languages were a waste of time, directly at odds with standardizing on something as quickly as possible. They thought VRML didn't need an extension language, because in their Headspace, they got it right the first time, and they designed it to do just the demos they had in their heads at the time, and nothing more.
Again, I quote Alan Kay (talking about MVC, but it applies to so many other things):
"Things seem to hang on in computing just because they work a little bit." -Alan Kay
jonbaer 7 hours ago [-]
I gave up on more "advanced" features of AIML thinking "I will never have enough RAM memory for this on my ThinkPad" and yet here we are again. What a cycle.
ironqcold 8 hours ago [-]
Thanks for the collection. Racter was especially fun — his texts sound like they were written by a bot that had too much to drink and is trying to sound deep. But back in 1985, that was probably pretty impressive
classichasclass 8 hours ago [-]
The book is a better measure of what allegedly existed, though it was heavily curated, and the editorial choices in it say more about William Chamberlain than they do about the putative Racter itself.
I did try feeding the book into a small LLM to generate more text but it either doesn't follow its unusually stilted prose, which is clearly templated, or it just vomits back the entire corpus which is not very large.
ForOldHack 11 hours ago [-]
Yes, this is very comprehensive, but only missing two things: Intelligence (IBM Mainframe ), Lotus H.A.L. ( Lotus 1-2-3 heuristic language processor ). ELiza came from LISP, MIT.
RACTOR wrote a book, "The policeman's beard is half constructed."
quuxplusone 6 hours ago [-]
And that book is (naturally enough) borrowable on archive.org. :)
I fired up RACTER but I couldn't get it to do anything half as interesting as MegaHAL, whomst once told my brother, "Pop is just water with a good director"
In 1970, Nixon called Timothy Leary "the most dangerous man in America." Leary was sentenced to 10-20 years for marijuana possession — a draconian sentence designed to silence him.
Upon arrival at the California Men's Colony, Leary was administered psychological tests to determine his security classification. Among them: the Leary Interpersonal Behavior Inventory — a test he himself had designed twenty years earlier.
This was the ultimate field test of his own theory. If personality assessment truly revealed the inner self, Leary would be classified as what he was: a charismatic rebel, a leader, a flight risk.
But Leary understood the instrument. He knew which quadrant of the Interpersonal Circumplex mapped to "cooperative worker" vs. "dangerous agitator."
Result: Minimum security. Outdoor work detail. Access to the grounds with minimal supervision.
On September 12, 1970, Leary climbed a tree, shimmied across a telephone cable over the razor wire, and dropped to freedom. The Weather Underground had a car waiting. By October, he was in Algeria as a guest of the Black Panther Party's international chapter. By 1971, Switzerland.
He evaded capture for over two years.
[...]
Bob Dietz, co-creator, on working with Leary:
"His vision was way out there in the future so a lot of what we had to do was kind of pull it back a little bit and say well, this machine can't do all that. He always had these kind of big vision things of wanting to do three-dimensionally and you know have the computer react to everything you said and with artificial intelligence."
On Leary's goals:
"He was all about self-empowerment, giving the users the keys to the kingdom."
On the internet vision:
"I cannot begin to tell you how much Timothy Leary would have embraced and loved the notion of seeing Mind Mirror applied on the internet."
The classic Bone Tumor Differential Diagnosis program that Apple published for the Apple ][ in the original Apple Software Bank Volume 1 from 1978 sounds legit. But beware: it requires 32K of RAM, bigger than any other program in that volume! (Available on both cassette and 5-1/4" floppy disk for free from your local Apple dealer.)
This program is intended for use by qualified medical practitioners. While the specific data are of interest only to those familiar with bone pathologies, the programming techniques may well interest a wide range of computer users.
INSTRUCTIONS
LOAD the program into APPLESOFT II BASIC, and type RUN. Follow the instructions displayed on the screen. The program asks a series of questions concerning radiographic and clinical details of the bone tumor in question. For each question, type the number of the appropriate answer and press the RETURN key. Finally, the program uses Baye's rule and a predetermined probability matrix from Lodwick (1963) to calculate the relative probabilities of 9 different diagnoses.
Some knowledge of descriptive terms for bone tumors is needed to answer the questions. Only a qualified physician should attempt to use this program as a diagnostic tool.
[1] https://dtai.cs.kuleuven.be/problog/
[2] https://github.com/ML-KULeuven/problog
[3] https://github.com/ML-KULeuven/deepproblog
[4] https://github.com/ML-KULeuven/deeplog
>Tik-Tok finds that he can do as he pleases, and he secretly commits various hideous crimes for his amusement. After manipulating both robots and humans to cause chaos and bloodshed, Tik-Tok becomes wealthy (partly through health care privatization) and is finally elected Vice President of the United States.
A quibble: the creator of Eliza was Joseph Weizenbaum, not "Wizenbaum".
So I fed his 1993 Kabuki-West Natalism Flame to it (the inappropriately announced baby in question is 33 years old now!):
http://www.art.net/studios/hackers/hopkins/Don/text/rms-vs-d...
>Are you annoyed that Stallman is emotionally stimulating?
https://raw.githubusercontent.com/jwiegley/emacs-release/ref...
[...] [...] [...]Long before I ever encountered Richard Wallace's AIML (which was quite unintentionally silly, but not actually a joke, unfortunately), around 1996 I wrote some joke web pages to parody VRML, announcing "AIML: Artificial Intelligence Marketing Language", by taking a couple of gushing articles about VRML, strategically replacing "VR" with "AI", and tweaking just a few words.
The point being that the VRML hype back then was as bad as the AI hype right now (well maybe not QUITE as bad). I don't have a very high opinion of VRML obviously! They didn't bother integrating it with an extension language at the time, so it was useless.
AIML: Artificial Intelligence Marketing Language
https://donhopkins.com/home/catalog/text/aiml.html
Support for AIML
https://donhopkins.com/home/catalog/text/SupportForAIML.html
To go along with the AIML parody, and give it a whiff of authentic scientific research, I formatted as html and published an actual AI research paper with the funniest title ever, by a company called Roanoke AI Laboratories, Inc., from The Journal of Theriogenology. (NSFW, unless you work in the Artificial Insemination industry!)
https://donhopkins.com/home/catalog/text/AILabratories.html
The author Jim Crump, Jr. actually found it by googling his name, and sent me a sincere email thanking me for formatting and publishing his AI paper on my web site, because his own publisher wouldn't allow him to publish his own paper on his own web site, due to draconian copyright restrictions. So I left it up because he was linking to it. Apparently it's well known in the AI Industry as the "Crump Technique". Attention is all horses need, too.
I miss the early days of the web...
I had this ancient program called Virtual Homespace Builder https://archive.org/details/hmebuilder that was like an early Sketchup sorta thing and it would render VRML output, but I can't say as I ever managed to publish anything with it, being a young whelp at the time.
If VRML had been fast and efficient, something like Second Life / Metaverse might have emerged there...
At the time, I had been working extensively with Bounce / Body Electric, which was developed by Chuck Blanchard at VPL Research, originally used for VR simulations with the DataGlove and EyePhone and a pair of SGI workstations, one to render each eye.
"Visual Programming Language" was not an afterthought nailed on the side, it was what the name of the company VPL stood for.
https://en.wikipedia.org/wiki/VPL_Research
>VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy and in 1998 all of its patents were bought by Sun Microsystems.
>VPL's funding came in part from Marvin Minsky.
Funny that you would mention it: Virtual Homespace Builder was precisely what I was making fun of, in fact that was what the article I was parodying was about, almost word for word -- I just went m-x replace-string Home => Head, and then went on from there:
>AI Labratories has entered into alliances with the likes of Microsoft, Apple, Intel, Creative Labs, NewTek, and Caligari to foster acceptance of the format. One of their partners, SexPression, offers the first AIML authoring program, Virtual Head Space Builder (VHSB) 1.0 Academic Edition ($495) for Windows. SexPression offers the final beta version for $49 and a paradigm-limited final beta via their Web site free of charge.
>Designed to accommodate nonprogrammers, VHSB creates AI Web sites, or "head spaces", that can be saved as AIML files or in SexPression's proprietary FASL file format. In addition to realtime interactive Artificial Intelligence, sites can include text, audio (WAV and RealAudio), MIDI, video, animation (AVI and FLI), cubes, spheres, pyramids, conic sections, and checkerboards -- in fact, SexPression suggests that VHSB makes a good expert system authoring tool as well. Any part of a knowledge base environment can act as a URL link, and evaluatable function modules can be associated. Head spaces can be opinionated with moods, including recurring and unpredictable swings, and with transparent prejudices. The software comes bundled with hundreds of clip-opinions, goals, interests, paridigms, taxonomies, ontologies, excuse templates, animal guessing trees, todo lists, top ten lists, hot lists, and shit lists; and custom content can be imported easily. A Virtual Head Space Evaluator is included.
The explicit comparison of AIML parody and VRML fact was this:
>Many people are extremely excited about AIML. But what is it, and how can you use it to spruce up your home page? AIML encapsulates the semantics of revolutionary AI research, much in the same way VRML trivializes the implementation of cutting edge VR research.
My point was: VRML trivialized VR.
Jaron Lanier made this point about Body Electric versus VRML on his VPL and Body Electric web page:
https://web.archive.org/web/20051217153424/http://www.advanc...
>VPL had problems maintaining quality in our hardware- though I still sometimes find our headmounts and gloves in use. But our software was really great and can still offer a lot. A challenge to VRML people: Don't you DARE turn out more VR tools that aren't at least as good as this old stuff!
The VRML people spectacularly failed to rise to Jaron's challenge.
Here is an email discussion I had with him about Body Electric and VRML, describing what David Levitt and I did with Bounce (derived from Body Electric) at our company Levity and Paul Allen's think tank Interval Research, and Jaron criticized how terrible he thought VRML was, how it totally failed to address deep interactivity:
https://news.ycombinator.com/item?id=49358243
>There IS a community of Body Electric users. It is STILL building the most interactive 3D virtual worlds of any tool (though Alice, from Carnegie Mellon, is the other hot contender). That's SHAMEFUL! While BE sucks in every other way, all the more recent vr design tools, especially the vrml ones, simply avoid the problem of deep interactivity. How could the community be so whimpy, at this late date?
Jaron Lanier also wrote this review of John Markoff's 2005 book "What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry" in American Scientist:
https://web.archive.org/web/20110312232514/https://www.ameri...
>The book also captures an important early conflict between two cultures of computing that seemed compatible on the surface but actually had opposing aims. On the one side was the human-centered design work of Engelbart, based initially at the Stanford Research Institute, and on the other was artificial intelligence culture, centered on the Stanford AI lab. Engelbart once told me a story that illustrates the conflict succinctly. He met Marvin Minsky—one of the founders of the field of AI—and Minsky told him how the AI lab would create intelligent machines. Engelbart replied, "You're going to do all that for the machines? What are you going to do for the people?" This conflict between machine- and human-centered design continues to this day.
VRML simply being fast and efficient wasn't enough. "Hello World" is fast and efficient, and it's not extensible, so useless for VR. It had to be TC (Turing Complete). No matter how fast and efficient it was, it was still FU: Fundamentally Useless.
Body Electric STARTED with a fully Turing Complete, extremely powerful and fun to use Visual Programming Language, and then added Swivel 3D skeletons, networking with UDP packet packers/unpackers and transmitter/receiver modules, Swivel 3D tree syncing over Ethernet to two SGI workstations, one for each eye, for rendering to the EyePhones, many different kinds of input and output device drivers for the EyePhones (like a module to configure how far apart your eyes are to adjust the two 3D renderers), DataGlove, Convolvotron 3D audio HRTF rendering device, MIDI, Flock of Birds 6 degree of freedom motion tracker, etc. David added Macromedia's Director MMP Player library (which later became Shockwave in the browser) so we could live code and orchestrate interactive 2D multimedia performances as well as VR.
And VPL didn't stop at two SGI workstations per person: their flagship product RB2, "Reality Built for Two", networked multiple users into a shared world — two workstations for each eye, and two more for each additional "I". Interacting with other people is what David Levitt (who was a research scientist and product manager at VPL, and with whom I later worked with at Levity, Interval, ConnectedMedia, and Pantomime) explained is one of the fundamental properties of good VR, along with the ability to reach in. I wrote about VPL's three prerequisites for good VR on HN back in 2014, quoting Pantomime's VR page (now archived):
https://news.ycombinator.com/item?id=8023893
https://web.archive.org/web/20240622093608/http://pantomimec...
>When Pantomime co-founder Levitt was a research scientist and product manager with VPL Research, the inventors of virtual reality, they had three prerequisites for a VR system: 1) a way to reach in, in 3D 2) shared reality — support for multiple users and viewpoints 3) graphically and physically realistic worlds
>VPL offered a DataGlove to provide 3D input, while its flagship Reality Built for Two VR product offered networked multi-person worlds. Expensive graphics computers and custom hardware brought the full 1992 price to $500,000, which only a few huge corporations could afford.
>When Dr. Levitt joined VPL, thanks to an amazing infrastructure by lead VPL engineer Chuck Blanchard, he added realistic gravity, collisions, and throwing a ball into the VR system for physical realism.
Two decades later the systems calling themselves VR had punted on all three original criteria, which David memorably demonstrated by asking Facebook's VP of Infrastructure Engineering Jay Parikh about the Oculus acquisition:
>David Levitt: "I work in Virtual Reality, and everyone's wondering what you can say about your acquisition of Oculus VR. In particular, I've had demos of it: I could look around but I couldn't reach in. Do you have solutions for that that you can talk about?"
>Jay Parikh: "You can't interact with anything. These are big, hard problems … what you do with your hands, because you can't do anything with your hands — or it's hard to be using a controller when you can't see your hands and you have the goggles on — these are problems we have to solve in a good and seamless way."
We shipped Pantomime pursuing all three criteria — reaching into shared, physically realistic 3D worlds through the screens you already own, no headset required:
Pantomime – Interactive Multiplayer Virtual Reality:
https://www.youtube.com/watch?v=T43b5ywnYpo
Pantomime Everywhere on Mobile Laptops and Desktops:
https://www.youtube.com/watch?v=NEeFdDluEJ8
Shipping it taught me how brutally hard "physically realistic" is over a network: merely 2mm translational resolution and 1/6 degree rotational resolution would totally ruin the physics simulation and sense of immersion and realism, because the Butterfly Effect cascades slight differences in initial conditions into enormous differences in later state. I wrote about that in detail here:
https://news.ycombinator.com/item?id=33572067
And about Pantomime's multitouch VR gesture tracking (rolling seamlessly between one, two, and three finger gestures, gyro-integrated inertia, steering wheel vs paddle grips) here:
https://news.ycombinator.com/item?id=17106103
More receipts on Jaron's pioneering VR hardware and software work:
https://news.ycombinator.com/item?id=24266722
VRML was not only missing the VPL, it was missing all the device drivers and hardware integration, the multi-user shared reality, and didn't even have stereo 3D rendering and head tracking. No way to reach in, nobody else in the world with you, and no physics. It was WI (Woefully Inadequate) as well as FU.
I brought this up numerous times with Mark Pesce and Owen Riley, and they were much more interested in creating a standard that was built into every web browser as soon as possible, than taking the time to create a standard that was actually good for anything, let alone looking at what other people had done in the past, like Body Electric, and why it was successful: because it was built on top of a visual programming language from day one.
At that time (and still today unfortunately), everybody thought the most important thing in the world was to create standards and get them universally accepted, while the idea of actually using something enough before you standardized it to learn the shape of the problem space was pooh-poohed and dismissed as an inefficient waste of time on the Road to VR Standardization and Virtual World Domination.
But the correct approach around extensibility was exactly what Alan Kay and colleagues were taking with Croquet: STARTING with Smalltalk, networking it, dogfooding it, and iteratively improving it from real world experience. That's the same approach Richard Stallman took with Emacs (starting first with TECO, then later with Lisp), James Gosling took with NeWS (starting with PostScript), and John Ousterhout did with Tk (starting first with TCL).
But no, the VRML developers arrogantly thought their purposefully non-extensible approach was enough, and extension languages were a waste of time, directly at odds with standardizing on something as quickly as possible. They thought VRML didn't need an extension language, because in their Headspace, they got it right the first time, and they designed it to do just the demos they had in their heads at the time, and nothing more.
Again, I quote Alan Kay (talking about MVC, but it applies to so many other things):
"Things seem to hang on in computing just because they work a little bit." -Alan Kay
I did try feeding the book into a small LLM to generate more text but it either doesn't follow its unusually stilted prose, which is clearly templated, or it just vomits back the entire corpus which is not very large.
RACTOR wrote a book, "The policeman's beard is half constructed."
https://archive.org/details/policemansbeardi0000unse/page/n2...
https://en.wikipedia.org/wiki/Timothy_Leary%27s_Mind_Mirror
https://store.steampowered.com/app/1603300/Timothy_Learys_Mi...
https://news.ycombinator.com/item?id=32578683
https://scalar.usc.edu/works/timothy-leary-software/index
I extracted all the text from the Apple ][ Mind Mirror floppy disk image:
https://donhopkins.com/home/mind-mirror.txt
Mind Mirror Anthropic Skill and Documentation for MOOLLM:
https://github.com/SimHacker/moollm/tree/main/skills/mind-mi...
The Prison Escape: Ultimate Validation
In 1970, Nixon called Timothy Leary "the most dangerous man in America." Leary was sentenced to 10-20 years for marijuana possession — a draconian sentence designed to silence him.
Upon arrival at the California Men's Colony, Leary was administered psychological tests to determine his security classification. Among them: the Leary Interpersonal Behavior Inventory — a test he himself had designed twenty years earlier.
This was the ultimate field test of his own theory. If personality assessment truly revealed the inner self, Leary would be classified as what he was: a charismatic rebel, a leader, a flight risk.
But Leary understood the instrument. He knew which quadrant of the Interpersonal Circumplex mapped to "cooperative worker" vs. "dangerous agitator."
He answered strategically:
Dominance axis: Low scores ("I prefer to follow")
Hostility axis: Low scores ("I respect authority")
Interests: Forestry, gardening, nature work
Affect: Calm, conventional, agreeable
The prison psychologists, applying the Leary Interpersonal Behavior Inventory to Leary himself, concluded:
"Normal, well-adjusted, non-aggressive, conforming individual."
Result: Minimum security. Outdoor work detail. Access to the grounds with minimal supervision.
On September 12, 1970, Leary climbed a tree, shimmied across a telephone cable over the razor wire, and dropped to freedom. The Weather Underground had a car waiting. By October, he was in Algeria as a guest of the Black Panther Party's international chapter. By 1971, Switzerland.
He evaded capture for over two years.
[...]
Bob Dietz, co-creator, on working with Leary:
"His vision was way out there in the future so a lot of what we had to do was kind of pull it back a little bit and say well, this machine can't do all that. He always had these kind of big vision things of wanting to do three-dimensionally and you know have the computer react to everything you said and with artificial intelligence."
On Leary's goals:
"He was all about self-empowerment, giving the users the keys to the kingdom."
On the internet vision:
"I cannot begin to tell you how much Timothy Leary would have embraced and loved the notion of seeing Mind Mirror applied on the internet."
----
Apple Software Bank Vol. 1: Bone Tumor Differential Diagnosis [Model 00114] © 1978 Apple Computer, Inc.
An expert system written in APPLESOFT BASIC by Jeffrey Dach, M.D.
https://news.ycombinator.com/item?id=21582027
DonHopkins on Nov 20, 2019 | prev | next [–]
The classic Bone Tumor Differential Diagnosis program that Apple published for the Apple ][ in the original Apple Software Bank Volume 1 from 1978 sounds legit. But beware: it requires 32K of RAM, bigger than any other program in that volume! (Available on both cassette and 5-1/4" floppy disk for free from your local Apple dealer.)
https://archive.org/stream/Apple_Software_Bank_Vol_1-2/Apple...
https://archive.org/details/a2_Biology_19xx_
https://mirrors.apple2.org.za/ftp.apple.asimov.net/documenta...
Program Name: BONE TUMOR DIFFERENTIAL DIAGNOSIS
Software Bank Number: 001 1 4
Submitted By: Jeffrey Dach, M.D.
Program Language: APPLESOFT II BASIC
Minimum Memory Size: 32K Bytes
This program is intended for use by qualified medical practitioners. While the specific data are of interest only to those familiar with bone pathologies, the programming techniques may well interest a wide range of computer users.
INSTRUCTIONS
LOAD the program into APPLESOFT II BASIC, and type RUN. Follow the instructions displayed on the screen. The program asks a series of questions concerning radiographic and clinical details of the bone tumor in question. For each question, type the number of the appropriate answer and press the RETURN key. Finally, the program uses Baye's rule and a predetermined probability matrix from Lodwick (1963) to calculate the relative probabilities of 9 different diagnoses.
Some knowledge of descriptive terms for bone tumors is needed to answer the questions. Only a qualified physician should attempt to use this program as a diagnostic tool.