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C00006 00003 The "Form"
C00017 00004 The Substance
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Computer Literacy: a Holistic View
It is important to view the "computing phenomenon" in a broader context
than just a technological, engineering accomplishment. While it is true
that electronic computing machinery is a recent addition to the world's
society, the ideas of computation --indeed even primitive realizations of
these ideas-- have existed for many centuries. It is therefore important
to put "computing" in perspective to the development of other arts and
sciences: examining the fundamental ideas independent of their current
manifestation as "Computers"; relating computing to "information
processing"; relating the "information explosion" to "knowledge";
examining the impact of personal computing on society, technologically as
well as aesthetically and ethically.
One should view the content of "computer literacy" as comprised of two
facets: the "form" (or training) facet, and the "substance" (or
educational) facet. Literacy in "substance" implies that one understands
the fundamental principles that support the specific discipline. Literacy
in "form" implies that one is conversant with the current technological
tools. In the computing field, technology has the typical physical aspect
of an engineering discipline --the devices that carry out the
computations. However one important novelty of computing technology is
its dependence on, and attention to, areas not traditionally associated
with "hard science". In particular, there is a linguistic component to
computation. One expresses requests for computation as "programs" in
artificial languages; these programs may be as simple as numerical
computations; they may be as complex as artificial intelligence programs
that attempt to simulate some fragment of intelligent behavior. In either
case, these programs represent the "literature" of the languages and, as
such, may be analyzed. This analysis involves issues of style, elegance
and expressibility; questions of quality too often ignored in science.
The integrated examination of these facets -- "substance" for mind
training, and "form" for fluency and literature-- can give substance to
the term "computer literacy". This report proposes a University faculty
and staff seminar that will establish a solid understanding of modern
computing.
The "Form"
Computing is a puzzling phenomenon. It is driven both physically and
intellectually, and its "form" contains both these components. The
physical component contains the devices --the instruments that we use to
express our ideas and requests. This component is apparent in other
technology-driven domains; however, in computing we also have an
intellectual component.
In computing, we express our ideas and requests to the technology in
languages. Though these languages are "artificial", rather than
"natural", one should expect that a literature exist. Unfortunately, the
quality of expression in these computing languages typically is quite
poor, though a few exceptions exist. A study of computing should discuss
this phenomenon of expressibility, and examine the issue of quality in
computing languages.
Like the phemonenon of driving, fluency in the computing domain requires
experience with an instrument. Therefore a computing laboratory is needed
to reinforce the concepts. As with other experimental domains, computing
experience should be gained on the most modern equipment possible. The
bellweather of computing is the "personal computer".
These personal computing devices will soon supply the power of the last
decade's research machine. The potential information processing is
staggering, not just in terms of the computing power but, more importantly,
in terms of the novel ways that people will be able to interact with the
machine. In this view of information interchange, the local user will be
able to interact with other individuals through a network, and will be
able to send computations or data to larger machines when the local
processing power is insufficient. In summary, a computational community
is formed, where the "local nodes" are highly interactive personal
machines, perhaps with some shared devices; these nodes are linked
together to larger machines that can supply more processing power and
perhaps a more global view on the local communities. We propose to supply
an Interactive Programming Laboratory that will be a prototype for a local
computing community.
Besides bringing the concept of personal computation to Santa Clara
University, the laboratory will be able to relieve much of the burden from
the DEC 20/60. Many applications, like text editing, program preparation
and small-scale student computations are well-suited to these personal
machines; several systems that are available on the DEC 20/60 are also
available on personal computers. Experience has shown that these smaller
systems can, in many cases, operate at about one-third the effective speed
of the larger machine, making them very cost-effective.
Furthermore, these small machines offer several packages that are not
available on the larger processors. The hallmark of these applications is
their highly interactive behavior, involving rapid manipulation of screen
images to communicate results. Such activity is difficult to sustain on
a time-shared machine since the amount of information needed to change the
screen tends to be substantial while the communication channels to
terminals tend to be low speed; furthermore, unpredictable execution rates
on a shared machine can detrimentally affect visual performance at a local
node.
The laboratory will be demonstrate these interactive applications and
offer the opportunity to the seminar participants to become comfortable
with these techniques. It is this class of applications to which the
general public will be exposed and it will be this class of individual
that will be responsible for disseminating an accurate, humanistic view of
computing to the University community.
Several classes of examples are projected:
At the simplest level one has a selection of computer-based games: Kalah,
Adventure, Chess, or even Space Invaders. The point here is to demonstrate
that computing can be entertaining and need not be numerical. The
important components in these applications are that non-numerical
computing is taking place and visual/graphical output is highly important.
These applications can also put the novice at ease with respect to simple
operations of computing tools.
Special purpose applications packages will also be presented.
Text/word-processing: several very elegant video editing systems are
available, including one that is a substantial subset of a DEC-20 editor.
Since a large portion of computer usage involves text-processing,
familarity with such systems is necessary.
A business applications product that is attracting substantial interest,
VisiCalc, is only available on micro-processors. This system displays a
segment of a business ledger in such a way that whenever elements of
related quantities are modified, one immediately sees all ramifications of
that action. It is an excellent tool for planning and hypothesizing.
Another work-reduction tool that utilizes both numerical and non-numerical
capabilities is an "algebraic manipulation system". These systems are able
to compute with algebraic quantities much like hand calculators perform
with numbers. They will perform complex algebraic simplifications,
symbolic differentiation and integration, as will as arithmetic operations
whose accuracy is not restricted by the hardware of the underlying
computer.
Several languages exist that utilize the visual potential of these
machines. These involve applications as diverse as computer-aided
drafting, machine design, and animation. Audio experimentation is also
possible using speech and music synthesis programs.
At a further level, we will examine the tools and techniques that support
the games and special applications. Though the discussion of the ideas is
in the "substance" part of the seminar, the lab will have several general
purpose interactive systems available to demonstrate issues of
expressibility in computer languages. These systems include: USCD
Pascal, the widely used personal Pascal system; Rosetta Smalltalk, the
example of the Xerox Parc personal computer language; and LISP, the
language that supports much of the substance of Smalltalk and the form of
UCSD Pascal.
We expect to have an experimental Computer-Aided Learning system available
to aid the novice in learning about LISP. This includes on-line
documentation and assistance. One novel benefit of computers is that they
are potentially able to aid a user in helping to understand the computing
phenomenon itself; other technologies are not so fortunate.
The Substance
Just as there is more to creative writing than knowing how to type, so too
we must not overlook the explication of the fundamental ideas in
computing. As with other fundamental disciplines, the principle computing
ideas are not technological, mathematical, or electronic; they are
intellectual. In the computing sciences these principles are based on
simple information processing concepts involving the manipulation of
symbols. These symbol manipulation rules, coupled with the phenomenal
speed of present-day computers, result in the powerful machines that we
now see.
Computing languages allow one to combine these simple information
processing steps into complex entities. These more complex entities form
the the literature of computing. Just as some natural languages have
difficulty expressing some concepts, many of these artificial languages
suffer from restricted expressbility. A few languages exit that are worthy
of study; they support creative expression and experimentation with ideas.
It is these languages that are worth presenting, initially to illustrate
examples of "guality computing literature", and ultimately allow the
participants to express their own creative experimentation in computing
terms.
The challenge, then, is to present these concepts in such a way that they
are clear and practical. We are fortunate in at least two useful models
that we can look to:
First, as an interesting piece to "set the tone", Robert Pirsig's book
"Zen and the Art of Motorcycle Maintenance" gives valuable perspectives on
the relationships between art and science, and more generally on the
concern for quality in human endeavor.
A less oblique support for our work is the Pulitzer prize-winning book
"Godel, Escher, Bach: The Eternal Golden Braid", by Doug Hofstader. This
fascinating book relates many computational ideas underlying the
mathematics of K. Godel to themes appearing in M. C. Escher's art and J.
S. Bach's music. It is a highly readable account of many of the ideas
that support modern computing.
Furthermore, a book by John Allen will be available as course notes. This
text will discuss the computational ideas directly, relating them to the
laboratory work. Drafts of this book will be used for a course this spring
at Santa Clara University, and in the summer at the Eleventh Annual
Institute in Computer Science also to be held at Santa Clara University.
--------- the PLAN-------
the course
geb
zen
rubik
course notes
the lab
version of C-games with really screen?
adventure/zork
alto-like games??
maze wars
space invaders/war
today's flight simulator = tomorrows arcade game
smalltalk
personal computing
networking
ai and cognitive sciences
ethics
music
graphics
art (in tlc and smalltalk)
drafting (in tlc)
culler-freid(?)
ucsd pascal?
visicalc
lisp
smalltalk
mince: Mince Is Not Complete Emac
------- the cost --------