The Story of Habitat, the Very First Large-Scale Online Role-Playing Game (1986)

Long before World of War­craft, before Everquest and Sec­ond Life, and even before Ulti­ma Online, com­put­er-gamers of the 1980s look­ing for an online world to explore with oth­ers of their kind could fire up their Com­modore 64s, switch on their dial-up modems, and log into Habi­tat. Brought out for the Com­modore online ser­vice Quan­tum Link by Lucas­film Games (lat­er known as the devel­op­er of such clas­sic point-and-click adven­ture games as Mani­ac Man­sion and The Secret of Mon­key Island, now known as Lucasarts), Habi­tat debuted as the very first large-scale graph­i­cal vir­tu­al com­mu­ni­ty, blaz­ing a trail for all the mas­sive­ly mul­ti­play­er online role-play­ing games (or MMORPGs) so many of us spend so much of our time play­ing today.

Designed, in the words of cre­ators Chip Morn­ingstar and F. Ran­dall Farmer, to “sup­port a pop­u­la­tion of thou­sands of users in a sin­gle shared cyber­space,” Habi­tat pre­sent­ed “a real-time ani­mat­ed view into an online sim­u­lat­ed world in which users can com­mu­ni­cate, play games, go on adven­tures, fall in love, get mar­ried, get divorced, start busi­ness­es, found reli­gions, wage wars, protest against them, and exper­i­ment with self-gov­ern­ment.” All that hap­pened and more with­in the ser­vice’s vir­tu­al real­i­ty dur­ing its pilot run from 1986 to 1988. The fea­tures both cau­tious­ly and reck­less­ly imple­ment­ed by Habi­tat’s devel­op­ers, and the feed­back they received from its users, laid down the tem­plate for all the more advanced graph­i­cal online worlds to come.

At the top of the post, you can watch Lucas­film’s orig­i­nal Habi­tat pro­mo­tion­al video promise a “strange new world where names can change as quick­ly as events, sur­pris­es lurk at every turn, and the keynotes of exis­tence are fan­ta­sy and fun,” one where “thou­sands of avatars, each con­trolled by a dif­fer­ent human, can con­verge to shape an imag­i­nary soci­ety.” (All per­formed, the nar­ra­tor notes, “with the coop­er­a­tion of a huge main­frame com­put­er in Vir­ginia.”) The form this soci­ety even­tu­al­ly took impressed Habi­tat’s cre­ators as much as any­one, as Farmer writes in his Habi­tat Anec­dotes” from 1988, an exam­i­na­tion of the most mem­o­rable hap­pen­ings and phe­nom­e­na among its users.

Farmer found he could group those users into five now-famil­iar cat­e­gories: the Pas­sives (who “want to ‘be enter­tained’ with no effort, like watch­ing TV”), the Active (whose “biggest prob­lem is over­spend­ing”), the Moti­va­tors (the most valu­able users, for they “under­stand that Habi­tat is what they make of it”), the Care­tak­ers (employ­ees who “help the new users, con­trol per­son­al con­flicts, record bugs” and so on), and the Geek Gods (the vir­tu­al world’s all-pow­er­ful admin­is­tra­tors). Some­times every­one got along smooth­ly, and some­times — inevitably, giv­en that every­one had to define the prop­er­ties of this brand new medi­um even as they expe­ri­enced it — they did­n’t.

“At first, dur­ing ear­ly test­ing, we found out that peo­ple were tak­ing stuff out of oth­ers’ hands and shoot­ing peo­ple in their own homes,” Farmer writes. Lat­er, a Greek Ortho­dox Min­is­ter opened Habi­tat’s first church, but “I had to even­tu­al­ly put a lock on the Church’s front door because every time he dec­o­rat­ed (with flow­ers), some­one would steal and pawn them while he was not logged in!” This cit­i­zen-gov­erned vir­tu­al soci­ety even­tu­al­ly elect­ed a sher­iff from among its users, though the design­ers could nev­er quite decide what pow­ers to grant him. Oth­er sur­pris­ing­ly “real world” insti­tu­tions devel­oped, includ­ing a news­pa­per whose user-pub­lish­er “tire­less­ly spent 20–40 hours a week com­pos­ing a 20, 30, 40 or even 50 page tabloid con­tain­ing the lat­est news, events, rumors, and even fic­tion­al arti­cles.”

Though devel­op­ing this then-advanced soft­ware for “the ludi­crous Com­modore 64” posed a seri­ous tech­ni­cal chal­lenge, write Farmer and Morn­ingstar in their 1990 paper “The Lessons of Lucas­film’s Habi­tat,” the real work began when the users logged on. All the avatars need­ed hous­es, “orga­nized into towns and cities with asso­ci­at­ed traf­fic arter­ies and shop­ping and recre­ation­al areas” with “wilder­ness areas between the towns so that every­one would not be jammed togeth­er into the same place.” Most of all, they need­ed inter­est­ing places to vis­it, “and since they can’t all be in the same place at the same time, they need­ed a lot of inter­est­ing places to vis­it. [ … ] Each of those hous­es, towns, roads, shops, forests, the­aters, are­nas, and oth­er places is a dis­tinct enti­ty that some­one needs to design and cre­ate. Attempt­ing to play the role of omni­scient cen­tral plan­ners, we were swamped.”

All this, the cre­ators dis­cov­ered, required them to stop think­ing like the engi­neers and game design­ers they were, giv­ing up all hope of rig­or­ous cen­tral plan­ning and world-build­ing in favor of fig­ur­ing out the trick­er prob­lem of how, “like the cruise direc­tor on an ocean voy­age,” to make Habi­tat fun for every­one. Farmer faces that ques­tion again today, hav­ing launched the open-source Neo­Hab­i­tat project ear­li­er this year with the aim of reviv­ing the Habi­tat world for the 21st cen­tu­ry. As much progress as graph­i­cal mul­ti­play­er online games have made in the past thir­ty years, the con­clu­sion Farmer and Morn­ingstar reached after their expe­ri­ence cre­at­ing the first one holds as true as ever: “Cyber­space may indeed change human­i­ty, but only if it begins with human­i­ty as it real­ly is.”

Relat­ed Con­tent:

Free: Play 2,400 Vin­tage Com­put­er Games in Your Web Brows­er

Long Live Glitch! The Art & Code from the Game Now Released into the Pub­lic Domain

Tim­o­thy Leary Plans a Neu­ro­mancer Video Game, with Art by Kei­th Har­ing, Music by Devo & Cameos by David Byrne

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

36 eBooks on Computer Programming from O’Reilly Media: Free to Download and Read

This past week, we fea­tured a free course on the pro­gram­ming lan­guage Python, pre­sent­ed by MIT. A handy resource, to be sure.

And then it struck us that you might want to com­ple­ment that course with some of the 36 free ebooks on com­put­er pro­gram­ming from O’Reilly Media–of which 7 are ded­i­cat­ed to Python itself. Oth­er books focus on Java, C++, Swift, Soft­ware Archi­tec­ture, and more. See the list of pro­gram­ming books here.

If you’re look­ing for yet more free ebooks from O’Reilly Media, see the post in our archive: Down­load 243 Free eBooks on Design, Data, Soft­ware, Web Devel­op­ment & Busi­ness from O’Reilly Media.\

For more com­put­er sci­ence resources, see our col­lec­tions:

Free Online Com­put­er Sci­ence Cours­es

Free Text­books: Com­put­er Sci­ence

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. It’s a great way to see our new posts, all bun­dled in one email, each day.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

Relat­ed Con­tent:

Learn Python: A Free Online Course from Google

Free Online Com­put­er Sci­ence Cours­es

Learn Python with a Free Online Course from MIT

800 Free eBooks for iPad, Kin­dle & Oth­er Devices

Japanese Computer Artist Makes “Digital Mondrians” in 1964: When Giant Mainframe Computers Were First Used to Create Art

In the 21st cen­tu­ry, most of us have tried our hand at mak­ing some kind of dig­i­tal art or anoth­er — even if only touch­ing up cell­phone pho­tos of our­selves — but imag­ine the task of pro­duc­ing it 50 years ago. To make dig­i­tal art before the world had bare­ly heard the term “dig­i­tal” required access to a main­frame com­put­er, those huge­ly expen­sive hulks that filled rooms and print­ed out reams and reams of paper data, and the con­sid­er­able tech­ni­cal know-how to oper­ate it.

But the achieve­ment also, to go by the very ear­ly exam­ple of Hiroshi Kawano, required a back­ground in phi­los­o­phy. A grad­u­ate of the Uni­ver­si­ty of Tokyo major­ing in aes­thet­ics and the phi­los­o­phy of sci­ence before becom­ing a research assis­tant at that school and then a lec­tur­er at the Tokyo Met­ro­pol­i­tan Col­lege of Air-Tech­nol­o­gy, Kawano mar­shaled his knowl­edge and expe­ri­ence to cre­ate these “dig­i­tal Mon­dri­ans,” so described because of their com­put­er-gen­er­at­ed resem­blance to that Dutch painter’s most rig­or­ous­ly angu­lar, solid­ly col­ored work.

Kawano had drawn inspi­ra­tion, accord­ing to a Deutsche Welle arti­cle on his dona­tion of his archives to Ger­many’s Cen­ter for Media Art, from “the writ­ings of the Ger­man philoso­pher Max Bense, who pro­posed (among oth­er things) the idea of mea­sur­ing beau­ty using sci­en­tif­ic rules. At the same time, Kawano heard that sci­en­tists were using com­put­ers to cre­ate music. Putting the two togeth­er, he decid­ed to explore the pos­si­bil­i­ty of using a com­put­er to pro­gram beau­ty.”

Doing so required “writ­ing pro­grams in com­plex com­put­er lan­guages, then labo­ri­ous­ly punch­ing these pro­grams into hun­dreds of cards before feed­ing them into the machine.” And “while the design of his works pro­duced dur­ing the 1960s might look sim­ple — they’re not. They are the result of com­plex math­e­mat­i­cal algo­rithms pro­grammed so that, although Kawano sets the rules for how the pic­ture could look, he can’t deter­mine exact­ly what will appear on the print­er.”

Just before Kawano passed away in 2012, the ZKM (or Cen­ter for Art and Media Karl­sruhe), cel­e­brat­ed his pio­neer­ing dig­i­tal art with the exhi­bi­tion “The Philoso­pher at the Com­put­er,” some of which you can see in this Ger­man-lan­guage video clip. “The ret­ro­spec­tive empha­sizes Kawano’s spe­cial role in the cir­cle of pio­neers in ‘com­put­er art,’ ” says its intro­duc­tion. “He was nei­ther artist, who dis­cov­ered the com­put­er as a new pro­duc­tion medi­um and theme, nor engi­neer who came to art via the new machine, but a philoso­pher, who left his desk for the com­put­er cen­ter to exper­i­ment with the­o­ret­i­cal mod­els.”

Can com­put­ers cre­ate art? Can they even be used to cre­ate art? These ques­tions now have prac­ti­cal­ly obvi­ous answers in the affir­ma­tive, but back in 1964 when Kawano pro­duced the first of these pieces, work­ing through tri­al and error with the advice of the curi­ous staff of his uni­ver­si­ty’s com­put­er cen­ter, the ques­tions must have sound­ed impos­si­bly philo­soph­i­cal. Today, writes Over­head Com­part­men­t’s Clau­dio Rivera, Kawano’s dig­i­tal Mon­dri­ans “sug­gest them­selves as an odd­ly ephemer­al tran­si­tion in the nexus of tech­nol­o­gy and art. The famil­iar col­ors and forms are flash-frozen in crys­talline pix­e­la­tion, almost as if seized up in the final, over­heat­ed throes of a sud­den­ly-too-old com­put­er.”

Relat­ed Con­tent:

Andy Warhol’s Lost Com­put­er Art Found on 30-Year-Old Flop­py Disks

Watch the Dutch Paint “the Largest Mon­dri­an Paint­ing in the World”

Arti­fi­cial Neur­al Net­work Reveals What It Would Look Like to Watch Bob Ross’ The Joy of Paint­ing on LSD

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

The History of Electronic Music Visualized on a Circuit Diagram of a 1950s Theremin: 200 Inventors, Composers & Musicians

No his­tor­i­cal leap for­ward has changed human cul­ture more than the har­ness­ing and com­mer­cial­iza­tion of elec­tric­i­ty. It may seem banal to point out such a truism—of course, noth­ing in the mod­ern world would be what it is with­out the furi­ous activ­i­ty of Thomas Edi­son, Niko­la Tes­la, and so many oth­er inven­tors and ear­ly elec­tri­cal engi­neers. But the scope of electricity’s role in the music of the past hun­dred plus years becomes tru­ly awe-inspir­ing when we see it mapped out in the blue­print-like graph­ic above, “Elec­tric Love,” inspired by cir­cuit dia­grams from the 1950s for a Theremin. (You can view the graph­ic in a larg­er, zoomable fash­ion here.)

As we not­ed in an ear­li­er post, design­er of “Elec­tric Love” James Quail has cre­at­ed a sim­i­lar dia­gram for Alter­na­tive and Indie rock, based on the cir­cuit lay­out for a 1954 tran­sis­tor radio. In the elec­tron­ic music ver­sion here, not only does Quail draw on old­er tech­nol­o­gy, but he reach­es back to ear­li­er ances­tors as well: to Edi­son, Alexan­der Gra­ham Bell rival Elisha Gray, and Édouard-Léon Scott de Mar­t­inville, inven­tor of the obscure ear­ly record­ing device the pho­nau­to­graph.

It’s a choice that fore­grounds just how much tech­ni­cians and engi­neers con­tributed direct­ly to the sound of the mod­ern world. Among them, of course, is the late Robert Moog, inven­tor of the portable ana­log syn­the­siz­er that become ubiq­ui­tous in near­ly every genre of mod­ern music, and whose work “was actu­al­ly based,” notes Wired, “on tech­nol­o­gy from the 1800s.”

When it comes to the musi­cians who took this tech­nol­o­gy and trans­formed it into avant-gardism and dance records, the rela­tion­ships are com­plex and per­haps impos­si­ble to ful­ly rep­re­sent in sim­ple terms giv­en the num­ber of indi­rect influ­ences through sam­pling tech­nol­o­gy. But “Elec­tric Love” does an admirable job of show­ing how dif­fuse and diverse the music made by ana­log and dig­i­tal tech­nol­o­gy has been. From the musique con­crete of Pierre Schaf­fer, the exper­i­men­tal­ism of Karl­heinz Stock­hausen and Arnold Schoen­berg, com­mer­cial avant-garde of Delia Der­byshire and Wendy Car­los, min­i­mal­ism of Steve Reich and Philip Glass, new wave of Kraftwerk, house and hip hop of Der­rick May, Afri­ka Bam­baataa and Kool DJ Herc, ambi­ent sound­scapes of Bri­an Eno, jit­tery elec­tron­i­ca of Aphex Twin, syn­th­pop of Depeche Mode and New Order…

It’s seem­ing­ly all there, and every­thing in-between, con­nect­ed, Quail says, accord­ing to “com­mon link[s]—whether that’s a style, or an instru­ment, or an influ­ence on one anoth­er.” Even The Bea­t­les and Pink Floyd show up, pre­sum­ably for their cre­ative stu­dio exper­i­ments. On the whole, how­ev­er, most of the small­er names here are much less famil­iar by com­par­i­son to Quail’s Alter­na­tive chart, but for true fans of elec­tron­ic music, this only means there’s more to dis­cov­er in this visu­al com­pendi­um of “over 200 inven­tors, inno­va­tors, artists, com­posers and musi­cians.” You can pur­chase “Elec­tric Love” as a print from design house Dorothy.

Relat­ed Con­tent:

A His­to­ry of Alter­na­tive Music Bril­liant­ly Mapped Out on a Tran­sis­tor Radio Cir­cuit Dia­gram: 300 Punk, Alt & Indie Artists

The His­to­ry of Elec­tron­ic Music, 1800–2015: Free Web Project Cat­a­logues the Theremin, Fairlight & Oth­er Instru­ments That Rev­o­lu­tion­ized Music

The His­to­ry of Elec­tron­ic Music, 1800–2015: Free Web Project Cat­a­logues the Theremin, Fairlight & Oth­er Instru­ments That Rev­o­lu­tion­ized Music

The His­to­ry of Elec­tron­ic Music in 476 Tracks (1937–2001)

Josh Jones is a writer and musi­cian based in Durham, NC. Fol­low him at @jdmagness

The Museum of Failure: A New Swedish Museum Showcases Harley-Davidson Perfume, Colgate Beef Lasagne, Google Glass & Other Failed Products

Here, in Sil­i­con Val­ley, fail­ure isn’t always fail­ure. At least accord­ing to the local mythol­o­gy, it’s some­thing to be embraced, accept­ed, even cel­e­brat­ed. “Fail fast, fail often,” they say. And even­tu­al­ly you’ll learn enough to achieve real suc­cess.

On June 7th, the Muse­um of Fail­ure will open in Hels­ing­borg, Swe­den. There you’ll find the remains of failed inno­va­tion. Google Glass, the Sony Beta­max, the Apple New­ton, Noki­a’s N‑gage–they’re all there. Dit­to a bot­tle of Harley-David­son Per­fume, Coca-Cola BlāK (aka cof­fee-fla­vored coke), and a Col­gate Beef Lasagne TV Din­ner. And, don’t for­get the Trump monop­oly-style board game–part of a long line of failed Trump prod­ucts and busi­ness­es.

Above, cura­tor Samuel West high­lights items in the col­lec­tion. Bring­ing togeth­er over 60 failed prod­ucts and ser­vices from around the world, the col­lec­tion pro­vides “unique insight into the risky busi­ness of inno­va­tion.” You can get anoth­er glimpse of the new insti­tu­tion below. Fit­ting­ly, the muse­um is free.

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. It’s a great way to see our new posts, all bun­dled in one email, each day.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

Relat­ed Con­tent:

The Long Game of Cre­ativ­i­ty: If You Haven’t Cre­at­ed a Mas­ter­piece at 30, You’re Not a Fail­ure

Oprah Winfrey’s Har­vard Com­mence­ment Speech: Fail­ure is Just Part of Mov­ing Through Life

Paulo Coel­ho on The Fear of Fail­ure

How to Start a Start-Up: A Free Course from Y Com­bi­na­tor Taught at Stan­ford

Seth Godin’s Start­up School: A Free Mini-Course for New Entre­pre­neurs

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A Three-Minute Introduction to Buckminster Fuller, One of the 20th Century’s Most Productive Design Visionaries

Archi­tect, inven­tor, the­o­rist, and all-around fount of ideas Buck­min­ster Fuller came up with many new things, though most of us asso­ciate him with one above all: geo­des­ic domes. Those dis­tinc­tive hemi­spher­ic struc­tures built out of strong tri­an­gu­lar parts, hav­ing gone in and out of vogue over the decades, most recent­ly reap­peared in the zeit­geist as the type of lodg­ing promised to the atten­dees of the ill-con­ceived Fyre Fes­ti­val — an ultra-lux­u­ry mar­ket-tar­get­ed dis­as­ter not rep­re­sen­ta­tive, safe to say, of the world Fuller spent his entire career try­ing to real­ize. His vision of a future for “Space­ship Earth,” as he called it, drove him to cre­ate all he cre­at­ed, from new maps to new hous­es to new cars to new sleep­ing meth­ods. But what did he base that vision on?

“Fuller’s phi­los­o­phy could be best sum­ma­rized as being a social thinker, believ­ing that human­i­ty’s sur­vival is con­tin­gent upon how it man­ages Space­ship Earth and the resources it con­tains,” says the nar­ra­tor of the three-minute Proso­cial Progress Foun­da­tion primer above, “and that cre­at­ing abun­dance whilst doing lit­tle to no harm to the envi­ron­ment would help to alle­vi­ate a lot of the prob­lems in the world today.”

With every project he empha­sized “sys­tems think­ing,” or think­ing premised on “the idea that the world is an inter­con­nect­ed sys­tem with inter­con­nect­ed prob­lems, and that a way to solve these prob­lems would be to call upon col­lec­tive action.” We’d all have to work togeth­er, in his view, to solve the prob­lems we suf­fer togeth­er.

That notion may strike us as utopi­an even today, and indeed, most of Fuller’s inven­tions only saw lim­it­ed appli­ca­tion dur­ing his life­time. But the label of utopi­an, which sug­gests a dis­re­gard for the rig­ors of real­i­ty, does­n’t quite fit the man him­self, so much con­cern did he have for prac­ti­cal­i­ties like the effi­cient allo­ca­tion of resources, quick con­struc­tion and deploy­ment, and ease of use. But giv­en the dystopi­an terms we’ve increas­ing­ly come to use to describe events here on Space­ship Earth, maybe we need a Fuller-style prac­ti­cal utopi­anism now more than ever. If these three min­utes have giv­en you a taste for more of the details, have a look at Fuller’s video lec­ture series Every­thing I Know — but make sure to clear 42 hours of your cal­en­dar first. The future of human­i­ty may depend on it!

Relat­ed Con­tent:

Buck­min­ster Fuller’s Map of the World: The Inno­va­tion that Rev­o­lu­tion­ized Map Design (1943)

The Life & Times of Buck­min­ster Fuller’s Geo­des­ic Dome: A Doc­u­men­tary

Watch an Ani­mat­ed Buck­min­ster Fuller Tell Studs Terkel All About “the Geo­des­ic Life”

Bet­ter Liv­ing Through Buck­min­ster Fuller’s Utopi­an Designs: Revis­it the Dymax­ion Car, House, and Map

A Har­row­ing Test Dri­ve of Buck­min­ster Fuller’s 1933 Dymax­ion Car: Art That Is Scary to Ride

Every­thing I Know: 42 Hours of Buck­min­ster Fuller’s Vision­ary Lec­tures Free Online (1975)

Buck­min­ster Fuller’s Dymax­ion Sleep Plan: He Slept Two Hours a Day for Two Years & Felt “Vig­or­ous” and “Alert”

Bertrand Rus­sell & Buck­min­ster Fuller on Why We Should Work Less, and Live & Learn More

Mar­shall McLuhan, W.H. Auden & Buck­min­ster Fuller Debate the Virtues of Mod­ern Tech­nol­o­gy & Media (1971)

Every­thing I Know: 42 Hours of Buck­min­ster Fuller’s Vision­ary Lec­tures Free Online (1975)

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

200 Haunting Videos of U.S. Nuclear Tests Now Declassified and Put Online

Last month, Lawrence Liv­er­more Nation­al Lab­o­ra­to­ry put on YouTube 200 now-declas­si­fied videos doc­u­ment­ing Amer­i­can nuclear tests con­duct­ed between 1945 and 1962. Accord­ing the Lab, “around 10,000 of these films sat idle, scat­tered across the coun­try in high-secu­ri­ty vaults. Not only were they gath­er­ing dust, the film mate­r­i­al itself was slow­ly decom­pos­ing, bring­ing the data they con­tained to the brink of being lost for­ev­er.”

In the first video above, weapon physi­cist Greg Sprig­gs dis­cuss­es how a team of experts sal­vaged these decom­pos­ing films, with the hope that they can “pro­vide bet­ter data to the post-test­ing-era sci­en­tists who use com­put­er codes to help cer­ti­fy that the aging U.S. nuclear deter­rent remains safe, secure and effec­tive.”

If you click the for­ward but­ton, the playlist will skip to the next video, the first of 63 nuclear tests. Sev­er­al of those clips you can watch below:

Oper­a­tion Hard­tack

Oper­a­tion Plumb­bob

Oper­a­tion Teapot

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Relat­ed Con­tent:

Kurt Von­negut Gives a Ser­mon on the Fool­ish­ness of Nuclear Arms: It’s Time­ly Again (Cathe­dral of St. John the Divine, 1982)

Haunt­ing Unedit­ed Footage of the Bomb­ing of Nagasa­ki (1945)

53 Years of Nuclear Test­ing in 14 Min­utes: A Time Lapse Film by Japan­ese Artist Isao Hashimo­to

How a Clean, Tidy Home Can Help You Sur­vive the Atom­ic Bomb: A Cold War Film from 1954

200-Year-Old Robots That Play Music, Shoot Arrows & Even Write Poems: Watch Automatons in Action

The robots, as we all know, are com­ing for our jobs. We might regard that par­tic­u­lar anx­i­ety as dis­tinc­tive of the dig­i­tal age, but the idea of machines that per­form what we’ve long con­sid­ered specif­i­cal­ly human tasks has a long his­to­ry — as does the real­i­ty of those machines. The BBC video above offers a look at “The Writer,” which the New York Times’ Sonia Kolesnikov-Jes­sop describes as an “ear­ly humanoid robot of carved wood” who, “seat­ed at a small mahogany table, could write on paper using a goose­feath­er quill.” The date of this impres­sive curios­i­ty’s cre­ation? The decid­ed­ly pre-dig­i­tal year of 1768. The Writer has at his core a sys­tem of intri­cate clock­work, and so it stands to rea­son that its inven­tor Pierre Jaquet-Droz spent his career as a Swiss watch­mak­er.

“In the fol­low­ing years, work­ing with the help of his son, Hen­ri-Louis Jaquet-Droz, and his fel­low clock­mak­er Jean-Frédéric Leschot,” writes Kolesnikov-Jes­sop, “he also cre­at­ed The Musi­cian, a mechan­i­cal young woman who could play five tunes on an organ, and The Draughts­man, a ‘child’ able to draw four sep­a­rate images includ­ing that of a dog and a por­trait of a man.”

But The Writer, with its abil­i­ty to dip its quill in ink, its mov­ing eyes, and the wheel that makes it “pro­gram­ma­ble” to write any short mes­sage, remains both Jaquet-Droz’s most intri­cate and most impor­tant mechan­i­cal achieve­ment. You can see more pieces of his work, automa­tons and oth­er­wise, put into con­text in the short film just above, a pro­duc­tion of the Jaquet Droz lux­u­ry watch brand still in exis­tence today.

Upon hear­ing word of such “automa­tons,” oth­er inven­tors fol­lowed suit. Arti­fi­cial writ­ing remained a goal: more than forty years after The Writer, for instance, Hen­ri Mail­lardet built one capa­ble of “hand”-reproducing four draw­ings and three poems stored in its “brass mem­o­ry.” But oth­er automa­ton-builders had cho­sen to widen the field of mechan­i­cal capa­bil­i­ties: in 1784, the famed Ger­man cab­i­net­mak­er David Roent­gen pre­sent­ed to King Louis XVI a dul­cimer-play­ing automa­ton mod­eled after Queen Marie Antoinette. While the Queen thrilled to musi­cal per­for­mances from her own minia­ture like­ness, automa­ta made anoth­er kind of progress on the oth­er side of the world in Japan, a land that had almost no con­tact with the West until the mid-18th cen­tu­ry but whose tra­di­tions of craft stretch even deep­er into his­to­ry than Europe’s.

You can wit­ness in the video just above an unbox­ing, oper­a­tion, and inter­nal exam­i­na­tion of the best-known such Japan­ese karakuri, a spring-pow­ered archer that can load arrows into its bow and fire away. Its cre­ator Tana­ka Hisas­hige, also known as “the Thomas Edi­son of Japan,” built a fair few of these clock­work amuse­ments that still impress today, but also many more use­ful things, includ­ing a pneu­mat­ic fire pump, a uni­ver­sal clock, and the first Japan­ese steam loco­mo­tive and war­ship. His com­pa­ny Tana­ka Engi­neer­ing Works, found­ed in 1875, would lat­er evolve into the elec­tron­ics firm called Toshi­ba — devel­op­ers of Aiko Chi­hi­ra, who in 2015 became the world’s first robot­ic depart­ment-store employ­ee. Retail is one thing, but will her even more advanced descen­dants find it in them­selves to pick up the quill, the dul­cimer ham­mers, or the bow and arrow?

Relat­ed Con­tent:

MIT Cre­ates Amaz­ing Self-Fold­ing Origa­mi Robots & Leap­ing Chee­tah Robots

Isaac Asi­mov Explains His Three Laws of Robots

New Jorge Luis Borges-Inspired Project Will Test Whether Robots Can Appre­ci­ate Poet­ry

Autonomous Fly­ing Robots Play the Theme From the James Bond Movies

Two Arti­fi­cial Intel­li­gence Chat­bots Talk to Each Oth­er & Get Into a Deep Philo­soph­i­cal Con­ver­sa­tion

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

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