The Computer Museum, Boston

Though entirely funded by DEC and housed within a corporate facility, from its inception the museum's activities were altruistic, with an industry-wide, international preservation mission.

Prior to all of this, DEC's Ken Olsen and Mitre Corporation's Robert Everett had, in 1973, "saved Whirlwind from the scrap heap" and "arranged to exhibit it at the Smithsonian.

[3] While the majority of the museum's energies and funding were focused on the growing exhibitions and educational programs, the resources available for the historical collections remained flat.

First called The Computer Museum History Center, it was housed in a storage building near Hangar One at Moffett Field, California.

The following served as chairman of the board: Kenneth H. Olsen (1982–1984), John William Poduska Sr. (1984–1988), Gardner C. Hendrie (1988–1993), Charles A. Zraket (1993–1997), and Lawrence Weber (1997–2000).

To bring structure and discipline to collecting efforts, an acquisitions policy was developed in which computing materials were classified into Processor, Memory, and Switch categories, known as the PMS classification.

[10][11] Noteworthy early acquisitions included parts of Whirlwind 1, UNIVAC 1, the TX-0, a CPU from the Burroughs ILLIAC IV, IBM 7030 "Stretch", NASA Apollo Guidance Computer Prototype, a CDC 6600, a CRAY-1, PDP-1, PDP-8, EDSAC Storage Tube, Colossus pulley, and components of the Ferranti Atlas, and the Manchester Mark I.

Examples of acquisitions of computers in the preceding year included an Apple 1, Burroughs B-500, Digital Equipment Corp. PDP-1, Franklin Ace 100, and IBM SAGE: AN/FSQ-7 components.

To the nascent historical software collection, the first BASIC written for the Altair and VisiCalc Beta Test Version 0.1 was added.

Possibly the first-ever digital image was acquired from Jet Propulsion Labs, consisting of hand-assembled colored strips of line-printer output from the Mariner 4 Mars probe (1965).

[18] Static exhibits included a display of early computer graphic input and output devices, examples of digital typography, and a holographic animation of U.S. demographic evolution.

[17][citation needed] Computer graphics Static exhibits included a display of early computer graphic input and output devices, examples of digital typography, the holographic animation American Graph Fleeting and A Visualizer's Bestiary, a tableau of real-world objects that have vexed programmers' attempts to render them realistically.

Dynamic exhibits included: A Window full of Polygons depicting the view of downtown Boston that visitors see from the gallery on a large pen-plotter that renders the buildings' silhouettes with changing colors and patterns; an interactive Koch snowflake fractal generator; and the first computer game SPACEWAR!

[10][17][18] Realistic image synthesis Synthetic lighting and shading algorithms for models of three-dimensional objects have classically been tested by rendering of a teapot.

In the early 1970s, Martin Newell, working at The University of Utah, decided to use his teapot as an object with which to test various modeling, lighting and shading techniques.

[19] Natural language understanding Visitors could sit at computers and ask questions of ELIZA, the automated psychotherapist that was noteworthy because despite its basic rule-based behavior, users became deeply engaged with it.

In an interactive video disk system, visitors were invited to analyze the computer HAL's natural language capability in an excerpt of the Stanley Kubrick film 2001: A Space Odyssey.

Further on, a RAM set of modules plugged into the motherboard included reveals showing electron microscope imagery of memory circuits, Peering into a mini-van sized hard drive, visitors could see read/write heads position themselves on either side of rotating platters.

A 1970s vignette portrayed a PDP-8 minicomputer being used backstage to control theater lighting, and applications to scientific computer were shown with a CRAY-1 at the European Centre for Medium-Range Weather Forecasts.

[25] Against a backdrop of the explosive growth of the Internet, this 4,000-square-foot exhibit addressed the history, technology, and applications of the growing computer network infrastructure.

Exhibits included an interactive live air traffic control display, a real-time view into stock exchange transactions, and several internet stations (not commonly found in public spaces at that time) with constantly changing selections of sample web sites to reveal the diversity of Internet applications.

Guided by adult mentors, children engaged in projects such as developing simulations, building and programming robots, and creating computer games.

Downtown Boston from The Computer Museum elevator.
UNIVAC I control station.
Hand-assembled digital image of the surface of Mars from the 1965 Mariner 4 fly-by.
Robot Theater A collection of robots of historical interest exhibited in a multimedia theater in which the robots were highlighted and in some cases moved when featured in the theater's video program.
Giant monitor of two story-high Walk-Through Computer.
Giant working trackball used to control the World Traveler software
Inside the Walk-Through Computer: RAM on left, hard drive on right
Inside The Walk-Through Computer: microprocessor with electron microscope imagery of working circuits; ribbon cable and RAM in the background.
UNIVAC I: vignette exemplifying the birth of commercial computing in the Milestones of a Revolution exhibit at The Computer Museum, Boston.
Milestones of a Revolution: an IBM 360 represents the coming of age of mainframe computers for commercial applications.
The Virtual FishTank, 1998, The Computer Museum, Boston.