User Tools

Site Tools


en:ausstellungen

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:ausstellungen [2021/10/07 16:51]
davidk show names
en:ausstellungen [2021/10/09 17:15] (current)
zeltophil times Update Sunday
Line 8: Line 8:
  
 ===== On site ===== ===== On site =====
 +
 +On Saturday and Sunday from 12:00 to 13:00 our lecture programme features a [[en:vortraege_workshops#stream_aus_der_ausstellung_im_pergamon-palais|stream from the exhibitions on site in the Pergamon Palais]].
 +
 +==== 39 Years of the ZX Spectrum - A British home computer by Sinclair Research ====
 +
 +From 1982, the ZX Specrum was, after the C64, the second most widely sold computer of West Germany. Based on the popular Z80 CPU, it followed the cheaper monochrome ZX80/ZX81 kits and was the first color home computer of Sinclair Research. Due to its straight forward design that did not require special circuitry, many clones were created in eastern countries. This resulted in a wide variety of software and a stable developer community, that still exists today. The exhibition also shows a number of original 48k models as well as 128k versions which were produced by Amstrad. Also on display will be a ZX81, contemporary clones such as the Harlequin as well as the ZX Spectrum Next, a result of Kickstarter projects that gathered 1.847.106 pounds from 5236 supporters. This shows the continued attractiveness of the concept. In addition to additional interfaces, a number of original and contemporary software will be shown, as well as various disk and memory card interfaces for original and contemporary mass storage systems. These are used in addition to classic compact cassettes to store programs and date of the ZX Spectrum.\\
 +//Ingo Truppel and Norbert Opitz, No. 1//
 +
 +==== BBC Microcomputer Systems ====
 +The BBC Micro was a series of 8-bit computers from the early 1980s by Acorn Computers built to meet the specifications of the British Broadcasting Corporation (BBC) for the BBC’s Computer Literacy Project. The BBC Model B used a 6502 CPU and had 32Kb of RAM, a floppy disk controller could be added as an optional upgrade that allowed the system to access 5 1/4" floppy disk drives. Many peripherals could be added to one of the many expansion ports available, the most common being floppy disk drives and printers. The system could be connected to most display types using its RF modulator for connecting to home television sets, Composite video out and RGB video out.\\
 +//Graham Hooley aka Graham Tinkers, No. 2//
  
 ==== BK-0010.01: The most well-known home/school computer from the USSR ==== ==== BK-0010.01: The most well-known home/school computer from the USSR ====
 Computers in the Soviet Union were used not only in nuclear plants, military bases and big government companies. In 1980s, many different computers were created for home and educational use. They weren't compatible with each other, there was almost no "official" software, but computers became quite popular in the late 1980s. One of the most popular computers was the BK-0010, which is compatible with the PDP-11. It was widely used in education. Soviet people were using BK computers (BK-0010 and its successor BK-0011M) for many purposes. A lot of different software (ca. 1000 games, compilers, text and graphics editors, financial apps, etc.) and many peripheral devices were created by enthusiasts. Those computers were in use until the 2000s, when they were completely replaced by modern PCs. But even now, there is still a big BK community in Russia/CIS. People create new software and devices using modern technologies to emulate or make them compatible with BK computers.\\ Computers in the Soviet Union were used not only in nuclear plants, military bases and big government companies. In 1980s, many different computers were created for home and educational use. They weren't compatible with each other, there was almost no "official" software, but computers became quite popular in the late 1980s. One of the most popular computers was the BK-0010, which is compatible with the PDP-11. It was widely used in education. Soviet people were using BK computers (BK-0010 and its successor BK-0011M) for many purposes. A lot of different software (ca. 1000 games, compilers, text and graphics editors, financial apps, etc.) and many peripheral devices were created by enthusiasts. Those computers were in use until the 2000s, when they were completely replaced by modern PCs. But even now, there is still a big BK community in Russia/CIS. People create new software and devices using modern technologies to emulate or make them compatible with BK computers.\\
-//Eugene Bolshakoff//+//Eugene Bolshakoff, No. 3//
  
 [[en:bk-0010|To the details page]] [[en:bk-0010|To the details page]]
  
 +==== TI-99/4A ====
 +This exhibition shows an original TI-99/4A with many original software titles (games, education, home-office, programming) and newer home-brew software titles which push the limits of what the TI-99/4A can do. The TI-99/4A has been modified with the attachment of a removable external extended memory module. In addition many original software booklets, a programming guide and the original packaging for the TI are available for people to look at.\\
 +//Perry Melange, No. 4//
 +
 +==== TI-99/4A - A Technical and Cultural Failure ====
 +
 +The TI-99/4A of Texas Instruments was a commercial failure due to a number of technical and cultural reasons: Too expensive, too slow, limited functionality, no open documentation - It was difficult to love this machine. Nevertheless many were sold, finally for knockdown prices, and a fan community exists to this day. In this exhibition, a number of older and current hardware extensions are shown and can be tried hands-on. For those who still own a TI-99/4A, repair advice is given.\\
 +//Hans Hübner, No. 4//
 +
 +{{:tischplan_bunt_09_010_2021.png}}
 +
 +==== QBone and Frankenstein-PDPs - Device-Emulation in DEC-QBUS-Computers ====
 +[[http://retrocmp.com/projects/qbone|"QBone"]] is a micro-Linux system that can be inserted into a DEC-QBUS-PDP-11 (or MicroVAX). In realtime, it emulates memory, serial interfaces as well as disk- and hard drives. Despite defect or missing original hardware, the machine can thus be kept running. Why [[http://retrocmp.com/articles/frankenstein-pdps|"Frankenstein"]]? Well, because an incomplete or defect PDP-11 (or VAX) is stitched-up with modern hardware and [[https://www.youtube.com/watch?v=hoW7Szkppww&t=655s|twitches again]] ... This exhibition features three DEC-QBUS computers of different performance classes: LSI11/03 (64kB, 1975), PDP-11/73 (4MB, 1984) and MicroVAX (32MB, 1989). With the emulated disk- or hard disk drives, a great variety of operating systems can be booted and tried, such as the UNIXe "LSX" (which runs in 56KB RAM and boots from a diskette), UNIX V6 as documented in "Lions Commentary"), 2.11BSD, the PDP-11 Unix with TCP/IP support and 4.3BSD "Quasijarus" for VAX; in addition, DEC's XXDP diagnostic environment is supported, RT-11, RSX11-M and VAX/VMS 7.3.\\
 +//Jörg Hoppe, No. 5//
 +
 +==== PDP-11: Revival and Data Backup ====
 +/*
 +Im Juni haben wir eine PDP-11/34 mit RL02-Laufwerken und RL02-Platten gerettet. Der Zustand der Maschine und der genaue Inhalt der Platten ist aktuell unbekannt. Ziel ist es, Images von den Platten zu erstellen, um sie zu sichern, den Zustand der Maschine zu diagnostizieren, und im Bestfall am Ende der Austellung eine funktionierende PDP-11/34 zu haben. Dabei wird uns Jörg Hoppes Unibone gute Dienste erweisen und eine zweite PDP-11/34 mit RL02-Laufwerk wird uns als Referenzsystem bei der Hardwarediagnose dienen.\\
 +*/
 +//Angelo Papenhoff and Volker Herrmann, No. 6//
  
 ==== Functional Model of the Electronic Calculating Machine SER2B ==== ==== Functional Model of the Electronic Calculating Machine SER2B ====
- 
 The 1961 autumn exhibition saw the introduction of the SER2, the first East German desk sized mini-computer for the office. According to my own research, about 2000 units were built, including a number of hardware evolution steps (-A, -B, -C, -D). Only two units of the early SER2B remain. One of them is owned by the museum of historic office technology in Naunhof, which is not switched-on anymore. In this exhibition, a functional model of the SER2B is shown on the basis of the LC-80. The model can be used to get an impression of the usage, function and programming of the SER2B. Punch tapes for programs and constants can be produced with a functional model of the original hand operated key punch machine. Despite the laborious programming, SER2 computers were used for a wide variety of tasks; from calculating wages to complicated scientific calculations such as regression analysis or the calculation of the vibration calculation according to HOLZER.\\ The 1961 autumn exhibition saw the introduction of the SER2, the first East German desk sized mini-computer for the office. According to my own research, about 2000 units were built, including a number of hardware evolution steps (-A, -B, -C, -D). Only two units of the early SER2B remain. One of them is owned by the museum of historic office technology in Naunhof, which is not switched-on anymore. In this exhibition, a functional model of the SER2B is shown on the basis of the LC-80. The model can be used to get an impression of the usage, function and programming of the SER2B. Punch tapes for programs and constants can be produced with a functional model of the original hand operated key punch machine. Despite the laborious programming, SER2 computers were used for a wide variety of tasks; from calculating wages to complicated scientific calculations such as regression analysis or the calculation of the vibration calculation according to HOLZER.\\
-//Andreas Richter//+//Andreas Richter, No. 7//
  
 +[[en:funktionsmodell_ser2b|To the details page]]
  
-==== 39 Years of the ZX Spectrum - A British home computer by Sinclair Research ====+==== smileware ==== 
 +/* 
 +Erste Berührung mit Computern hatte Slaby als Lehrer in Spangenberg Mitte der 1990er-Jahre. Die Schulen sollten ausgestattet werden, ausreichend Gelder standen nicht zur Verfügung. Was lag näher als zu versuchen, ausrangierte Computer aufzurüsten und wieder nutzbar zu machen? In den vielen Stunden beim Reparieren und Basteln schweiften die Gedanken ab und führten letztendlich zu den 23 Kunstwerken, die beim VCFB 2021 gezeigt werden. "Die zunächst ungewohnten Fachausdrücke haben mich dazu gebracht, Begriffe wörtlich umzusetzen und aus den nicht mehr benötigten Bauteilen Collagen zu erstellen." So klettern kleine Playmobilfiguren auf abgesägten "Halbleitern" , der Computerstick symbolisiert das chemische Element Stickstoff und Teebeutel erinnern an "T-on-line". Die Exponate laden zum Hinschauen, Nachdenken und Schmunzeln ein, und die Erkenntnis darüber, was gemeint ist, führt zum Titel der Ausstellung nämlich "smileware".\\ 
 +*/ 
 +//Peter Slaby, No. 8//
  
-From 1982, the ZX Specrum was, after the C64, the second most widely sold computer of West Germany. Based on the popular Z80 CPU, it followed the cheaper monochrome ZX80/ZX81 kits and was the first color home computer of Sinclair Research. Due to its straight forward design that did not require special circuitry, many clones were created in eastern countries. This resulted in a wide variety of software and a stable developer community, that still exists today. The exhibition also shows a number of original 48k models as well as 128k versions which were produced by Amstrad. Also on display will be a ZX81, contemporary clones such as the Harlequin as well as the ZX Spectrum Next, a result of Kickstarter projects that gathered 1.847.106 pounds from 5236 supporters. This shows the continued attractiveness of the concept. In addition to additional interfaces, a number of original and contemporary software will be shown, as well as various disk and memory card interfaces for original and contemporary mass storage systems. These are used in addition to classic compact cassettes to store programs and date of the ZX Spectrum.\\ +==== 16-Bit-TTL-CPU vs 16/32-Bit Motorola MC68000: How the CTM - Macro Assembler Makes Software Technology Independent ====
-//Ingo Truppel and Norbert Opitz//+
  
 +Two generations of 16-bit computers by Computertechnik Müller (CTM) will be presented. The first is a TTL-based computer of the CTM-70 series by Otto Müller: A 'CTM Textsystem' TS100 from the end of the 1970's, which is identical to the CTM-70-computer from the beginning of the 1970's. The second is a smaller system of the CTM-90 series: An MC68000-based 'Dialogcomputer' CTM9016 with a second workplace as an example of a decentralized computing architecture of the mid-1980's. Based on the CTM macro assembler programming it will be shown, how CTM managed to offer a large part of their user software on both systems, mostly unaltered, despite the massive differences between the two. The technology was also used by other manufacturers such as Nixdorf, Triumph-Adler, Kienzle, Hohner GDC, etc.. It was even used much later in a modified way to ensure platform independence for Internet based applications. In addition it will be shown how debugging can be done on a CTM TS100, how a CTM macro assemble program looks like and how a system drive of the CTM9016 (an error prone MFM-drive) is emulated.\\
 +//Rainer Siebert, No. 9//
  
-==== Four Player Mode for the Well Known "Ball & Paddle" Chip AY-3-8500 by GI ====+{{:tischplan_bunt_07_2021.png}}
  
-In 1976, General Instrument (GIstarted the mass production of, what was officially called, the "Ball & Paddle"-Chips AY-3-8500 to statisfy the the significant demand after Atari launched their successful "Home-Pong-Chip". Many manufacturers around the globe used the GI-Chip AY-3-8500 in TV-consoles of various designsAccording to the capabilities of the chipall consoles featured two input devices for two players. This was also the case in East Germany with their expensive BSS01, despite the AY-3-8500 having been low-cost chipDepending on the game, player can operate two linked rackets at the same timeHowever, the chip was also able to show 4 rackets for two players on the screenIn GI document from 1980an electronic circuit was discovered that enabled four truly independent rackets for four players with an ingenious trick and little additional hardware. This circuit was recreated, and this exhibition at the VCFB will show a working prototype device for four playersWhile it's possible to explain during the exhibition how the circuit works, it's impossible to say why, according to high-level preliminary research, none of the manufacturers implemented this lucrative feature. It wouldn't have been revolutionary; one year after Pong (1972), Atari already offered Tennis game for 4 players with four input devices.\\ +==== CollapseOS – An Operating System (Not Onlyfor the Zombie Apocalypse ==== 
-//Wolfgang Nake//+CollapseOS is an operating system written in Forth by Virgil Dupras with a collection of tools and documentation. Its aim is to maintain the capability to program microcontrollers and computers after a breakdown of civilizationIt has been designed to run on minimal and improvised computersand can be used via improvised interfaces (serial, keyboard, display). It can be used for the editing of text and binary content and it compiles Forthand Assembler sources for great number of MCU and CPU-architecturesIt supports wide variety of storage devices and can be used for self-hosting and cross-compilingIn addition, the goal of this project is to be as independent as possibleWith version of CollapseOSa capable and creative person is empowered to compile and install the operating system without external resources (e.g. the Interneton self designed computer.\\ 
 +//Carsten Strotmann, No. 10//
  
-[[en:videospiele#four-player-mode_for_ay-3-8500_from_general_instruments|To the details page]]+[[collapseos|To the details page]]
  
 ==== "THE WALL" Generator (Hommage to Ralph Baer) ==== ==== "THE WALL" Generator (Hommage to Ralph Baer) ====
Line 39: Line 76:
 Ein so bezeichnetes Modul befindet sich im allerersten Videospiel der Welt, der Brown Box/Odyssey. Im Jahre 1966 hat Ralph Baer mit seiner Erfindung, den Fernseher als Massenmedium für Spiele zu nutzen, die Entwicklung ins Rollen gebracht. Er ist der wirkliche Vater aller Videospiele dieser Welt. Allerdings musste er sehr lange um Anerkennung kämpfen. Videospiele kannten die Massen, für die er das Spiele-Medium Fernseher eigentlich erdacht hatte, noch nicht, und sein Chef, der zwar schon um seine Fähigkeiten wusste, ließ sich der Überlieferung nach eher zu der Bemerkung hinreißen, dass es doch schade um die Arbeitszeit war und dass sowas niemand braucht. Heute macht die Spiele-Branche Milliardenumsätze. Ralph Baer war seiner Zeit meilenweit voraus. Es nötigt der Fachwelt Respekt ab, wenn sie beispielsweise beim ersten digitalisierten Videospiel Pong (Atari 1972) wahrnimmt, dass die phantastischen erstmaligen Spielefeatures dieses Spiels allein mit nur 66 einfachen Logik-Chips realisiert wurden. Wesentlich krasser ist die Vorstellung, dass die zum VCFB gezeigte transparent nachgebaute Schaltung zur Erzeugung einer Linie, quasi ein Auszug aus der Odyssey, in der Lage ist, mit nur sechs diskreten Transistoren als aktive Bauelemente einen verschieblichen weißen Balken inklusive aller notwendigen normgerechten TV-Steuersignale zu erzeugen. Die Darstellung erfolgt über den A/V-Eingang eines Fernsehers. Dieser Balken stellt die Mittellinie, das Netz in den Tennis-Spiele-Varianten, dar, und ist, auch als Demo zur Nutzung als bewegtes Objekt wahrnehmbar, mit dem in der Ausstellung markierten Regler über den ganzen Bildschirm horizontal verschiebbar. Dieser kleine Teil des gestarteten Odyssey-Nachbaus zeigt bereits, dass Ralph Baer nicht nur ein genialer Erfinder und Entdecker war, sondern auch ein exzellenter Schaltungstechniker, der die analoge Impulsschaltungstechnik wirklich beherrschte. Mit der Zelebrierung einer ähnlich konzipierten Schaltung (Röhrenschaltung, Alignment-Generator) soll Baer damals bei seinem Chef um finanzielle Mittel für die weitere Entwicklung seines Vorhabens geworben haben. Erst im Jahre 2006, acht Jahre vor seinem Ableben, erhielt Ralph Baer durch den Präsidenten der Vereinigten Staaten eine gebührende Ehrung.\\ Ein so bezeichnetes Modul befindet sich im allerersten Videospiel der Welt, der Brown Box/Odyssey. Im Jahre 1966 hat Ralph Baer mit seiner Erfindung, den Fernseher als Massenmedium für Spiele zu nutzen, die Entwicklung ins Rollen gebracht. Er ist der wirkliche Vater aller Videospiele dieser Welt. Allerdings musste er sehr lange um Anerkennung kämpfen. Videospiele kannten die Massen, für die er das Spiele-Medium Fernseher eigentlich erdacht hatte, noch nicht, und sein Chef, der zwar schon um seine Fähigkeiten wusste, ließ sich der Überlieferung nach eher zu der Bemerkung hinreißen, dass es doch schade um die Arbeitszeit war und dass sowas niemand braucht. Heute macht die Spiele-Branche Milliardenumsätze. Ralph Baer war seiner Zeit meilenweit voraus. Es nötigt der Fachwelt Respekt ab, wenn sie beispielsweise beim ersten digitalisierten Videospiel Pong (Atari 1972) wahrnimmt, dass die phantastischen erstmaligen Spielefeatures dieses Spiels allein mit nur 66 einfachen Logik-Chips realisiert wurden. Wesentlich krasser ist die Vorstellung, dass die zum VCFB gezeigte transparent nachgebaute Schaltung zur Erzeugung einer Linie, quasi ein Auszug aus der Odyssey, in der Lage ist, mit nur sechs diskreten Transistoren als aktive Bauelemente einen verschieblichen weißen Balken inklusive aller notwendigen normgerechten TV-Steuersignale zu erzeugen. Die Darstellung erfolgt über den A/V-Eingang eines Fernsehers. Dieser Balken stellt die Mittellinie, das Netz in den Tennis-Spiele-Varianten, dar, und ist, auch als Demo zur Nutzung als bewegtes Objekt wahrnehmbar, mit dem in der Ausstellung markierten Regler über den ganzen Bildschirm horizontal verschiebbar. Dieser kleine Teil des gestarteten Odyssey-Nachbaus zeigt bereits, dass Ralph Baer nicht nur ein genialer Erfinder und Entdecker war, sondern auch ein exzellenter Schaltungstechniker, der die analoge Impulsschaltungstechnik wirklich beherrschte. Mit der Zelebrierung einer ähnlich konzipierten Schaltung (Röhrenschaltung, Alignment-Generator) soll Baer damals bei seinem Chef um finanzielle Mittel für die weitere Entwicklung seines Vorhabens geworben haben. Erst im Jahre 2006, acht Jahre vor seinem Ableben, erhielt Ralph Baer durch den Präsidenten der Vereinigten Staaten eine gebührende Ehrung.\\
 */ */
-//Wolfgang Nake//+//Wolfgang Nake, No. 11// 
 + 
 +[[en:videospiele#the_wall_-_generator_hommage_an_ralph_baer|To the details page]] 
 + 
 +==== Pong Replica ====
 /* /*
-[[the-wall-generator|Zur Detailseite]]+Pong ist nicht nur das museale Highlight, der Urknall der kommerziellen Videospieleproduktion. Spiele-Events mit diesem Gerät zeigen, dass es noch heute gern gespielt wird. Das Konzept von Atari hat gestimmt: einfache Bedienung, einfache Regeln, aber auch viele erstmalige schaltungstechnische Highlights, die nicht nur den Spielspaß erhöhen, sondern auch dafür sorgen, dass bei dem ersten Spiel dieser Art Geschicklichkeit belohnt wird. Leider sind die originalen Spielautomaten einem gewissen Verschleiß ausgesetzt, sodass sie nicht wirklich mehr spielbar sind. Die weltweit unzähligen Software-Emulationen dieses Klassikers vermitteln nicht das wahre Ballgefühl, das das Original mit sich bringt. Der transparente Nachbau, der als Technik zum Anfassen konzipiert und gebaut wurde, schafft das. Unter Beibehaltung der Originalschaltung wurden die einzelnen Funktionsmodule auf drei Leiterkarten verteilt und derart über einen neu kreierten internen Bus versorgt, dass durch Erweiterungen auch die Nachfolgespiele, Pong Doubles und Space Race aufwandsarm realisiert werden konnten. Die Schaltung, die vorwiegend nur aus logischen Grundfunktionsgattern besteht, kann bei Interesse bis ins kleinste Detail erklärt werden.\\
 */ */
 +//Wolfgang Nake, No. 12//
  
 +[[en:videospiele#pong_-_nachbau|To the details page]]
  
 ==== Space Race – The second TV video game by Atari ==== ==== Space Race – The second TV video game by Atari ====
 Space Race was released in 1973, one year after Pong. It delivered an apparently impenetrable cloud of asteroids, through which the player (competing with their enemy) has to steer their rocket. The game of course was overshadowed by Pong, so it is mostly unknown today. But circuit-wise there are some historical peculiarities. It is interesting that for the first time in a TV video game a read-only memory is used. It is read periodically for displaying the rocket. It is a highly visible diode ROM unit, where each diode delivers one pixel of the rocket. The asteroid belt's implementation is a masterpiece of binary circuitry. At first glance, all but sufficient for an arcade machine like this, an apparently perfect random number generator creates two star clusters, which move towards each other and pierce each other without collision. This is produced by a single hardware, consisting of a few binary counters and some logical connections. As with Pong, the technology has nothing to do with computer technology yet. The sound is delivered by two integrated VCOs (Voltage Controlled Oscillators) which were available already in 1973 and gave the rockets their own, unmistakable sound. The game can be played at the VCFB with a revived original board. For detailed explanations on the functionality and circuit, we provide a partial reproduction with retroactively painted video-out (SCART). Space Race is a sequel to the exciting circuitry of Pong. Here too, one of the chips with the highest integration density is a 4-bit binary counter, primarily used for moving objects. Visitors have the opportunity to send single clock pulses by using a button to an annotated demonstration circuit with LEDs of the aforementioned 4-bit binary counter, so they can visualize the essential functionality of this very important basic building block of binary information processing, and get to see the extent of ingenuity of this applied circuitry.\\ Space Race was released in 1973, one year after Pong. It delivered an apparently impenetrable cloud of asteroids, through which the player (competing with their enemy) has to steer their rocket. The game of course was overshadowed by Pong, so it is mostly unknown today. But circuit-wise there are some historical peculiarities. It is interesting that for the first time in a TV video game a read-only memory is used. It is read periodically for displaying the rocket. It is a highly visible diode ROM unit, where each diode delivers one pixel of the rocket. The asteroid belt's implementation is a masterpiece of binary circuitry. At first glance, all but sufficient for an arcade machine like this, an apparently perfect random number generator creates two star clusters, which move towards each other and pierce each other without collision. This is produced by a single hardware, consisting of a few binary counters and some logical connections. As with Pong, the technology has nothing to do with computer technology yet. The sound is delivered by two integrated VCOs (Voltage Controlled Oscillators) which were available already in 1973 and gave the rockets their own, unmistakable sound. The game can be played at the VCFB with a revived original board. For detailed explanations on the functionality and circuit, we provide a partial reproduction with retroactively painted video-out (SCART). Space Race is a sequel to the exciting circuitry of Pong. Here too, one of the chips with the highest integration density is a 4-bit binary counter, primarily used for moving objects. Visitors have the opportunity to send single clock pulses by using a button to an annotated demonstration circuit with LEDs of the aforementioned 4-bit binary counter, so they can visualize the essential functionality of this very important basic building block of binary information processing, and get to see the extent of ingenuity of this applied circuitry.\\
-//Wolfgang Nake// +//Wolfgang Nake, No. 13// 
-/* + 
-[[videospiele#space_race|To the details page]] +[[en:videospiele#space_race|To the details page]]
-*/+
  
-==== Pong Replica ==== 
-/* 
-Pong ist nicht nur das museale Highlight, der Urknall der kommerziellen Videospieleproduktion. Spiele-Events mit diesem Gerät zeigen, dass es noch heute gern gespielt wird. Das Konzept von Atari hat gestimmt: einfache Bedienung, einfache Regeln, aber auch viele erstmalige schaltungstechnische Highlights, die nicht nur den Spielspaß erhöhen, sondern auch dafür sorgen, dass bei dem ersten Spiel dieser Art Geschicklichkeit belohnt wird. Leider sind die originalen Spielautomaten einem gewissen Verschleiß ausgesetzt, sodass sie nicht wirklich mehr spielbar sind. Die weltweit unzähligen Software-Emulationen dieses Klassikers vermitteln nicht das wahre Ballgefühl, das das Original mit sich bringt. Der transparente Nachbau, der als Technik zum Anfassen konzipiert und gebaut wurde, schafft das. Unter Beibehaltung der Originalschaltung wurden die einzelnen Funktionsmodule auf drei Leiterkarten verteilt und derart über einen neu kreierten internen Bus versorgt, dass durch Erweiterungen auch die Nachfolgespiele, Pong Doubles und Space Race aufwandsarm realisiert werden konnten. Die Schaltung, die vorwiegend nur aus logischen Grundfunktionsgattern besteht, kann bei Interesse bis ins kleinste Detail erklärt werden.\\ 
-*/ 
-//Wolfgang Nake// 
-/* 
-[[videospiele#pong_-_nachbau|Zur Detailseite]] 
-*/ 
 ==== Pong Doubles Replica ==== ==== Pong Doubles Replica ====
 /* /*
 Heute spricht man u.a. von Multiplayer-Games und würdigt die diesbezüglichen technischen Errungenschaften in Hardware und Software. Die meisten wissen nicht, dass es so etwas schon vor fast fünf Jahrzehnten gab. Es hieß aber nicht Multiplayer-Game, sondern bloß Pong Doubles (Atari 1973). Eine einfache Erweiterung des bewährten Pong-Spiels um zwei reale Spielerschnittstellen und neue logische Verknüpfungsregeln zwischen dem Ball und vier Schlägern ermöglichen im "Gemischten Doppel" spannende Spielsituationen, sodass man sagen kann, 2+2 ist mehr als 4. Die Spieltechnik realisiert im Nachbau wieder die Originalschaltung. Die Pong-Doubles-Erweiterung wurde mit Hilfe des kreierten Bus-Systems in einem weiteren Pong-Nachbau implementiert. Es sollte wieder beachtet werden, dass die Schaltungstechnik der ersten Spiele von Atari absolut nichts mit Computertechnik zu tun hat; es ist reine Hardware-Steuerung. In der virtuellen Ausstellung zeigt ein Video aus einem Museum in Deutschland, wie beim Original, welches kaum jemand noch kennt, mit dem Geldeinwurf die Spiele-Auswahl zwischen Pong und Pong Doubles erfolgt.\\ Heute spricht man u.a. von Multiplayer-Games und würdigt die diesbezüglichen technischen Errungenschaften in Hardware und Software. Die meisten wissen nicht, dass es so etwas schon vor fast fünf Jahrzehnten gab. Es hieß aber nicht Multiplayer-Game, sondern bloß Pong Doubles (Atari 1973). Eine einfache Erweiterung des bewährten Pong-Spiels um zwei reale Spielerschnittstellen und neue logische Verknüpfungsregeln zwischen dem Ball und vier Schlägern ermöglichen im "Gemischten Doppel" spannende Spielsituationen, sodass man sagen kann, 2+2 ist mehr als 4. Die Spieltechnik realisiert im Nachbau wieder die Originalschaltung. Die Pong-Doubles-Erweiterung wurde mit Hilfe des kreierten Bus-Systems in einem weiteren Pong-Nachbau implementiert. Es sollte wieder beachtet werden, dass die Schaltungstechnik der ersten Spiele von Atari absolut nichts mit Computertechnik zu tun hat; es ist reine Hardware-Steuerung. In der virtuellen Ausstellung zeigt ein Video aus einem Museum in Deutschland, wie beim Original, welches kaum jemand noch kennt, mit dem Geldeinwurf die Spiele-Auswahl zwischen Pong und Pong Doubles erfolgt.\\
 */ */
-//Wolfgang Nake// +//Wolfgang Nake, No14//
-/* +
-[[videospiele#pong_doubles_-_nachbau|Zur Detailseite]] +
-*/ +
-==== QBone und Frankenstein-PDPs - Device-Emulation in DEC-QBUS-Computers ==== +
-[[http://retrocmp.com/projects/qbone|"QBone"]] is a micro-Linux system that can be inserted into a DEC-QBUS-PDP-11 (or MicroVAX). In realtime, it emulates memory, serial interfaces as well as disk- and hard drives. Despite defect or missing original hardware, the machine can thus be kept running. Why [[http://retrocmp.com/articles/frankenstein-pdps|"Frankenstein"]]? Well, because an incomplete or defect PDP-11 (or VAX) is stitched-up with modern hardware and [[https://www.youtube.com/watch?v=hoW7Szkppww&t=655s|twitches again]] ... This exhibition features three DEC-QBUS computers of different performance classes: LSI11/03 (64kB, 1975), PDP-11/73 (4MB, 1984) and MicroVAX (32MB, 1989). With the emulated disk- or hard disk drives, a great variety of operating systems can be booted and tried, such as the UNIXe "LSX" (which runs in 56KB RAM and boots from a diskette), UNIX V6 as documented in "Lions Commentary"), 2.11BSD, the PDP-11 Unix with TCP/IP support and 4.3BSD "Quasijarus" for VAX; in addition, DEC's XXDP diagnostic environment is supported, RT-11RSX11-M and VAX/VMS 7.3\\ +
-//Jörg Hoppe//+
  
 +[[en:videospiele#pong_doubles_-_nachbau|To the details page]]
  
-==== TI-99/4A ==== +==== Four Player Mode for the Well Known "Ball & Paddle" Chip AY-3-8500 by GI ==== 
-This exhibition shows an original TI-99/4A with many original software titles (gameseducationhome-office, programming) and newer home-brew software titles which push the limits of what the TI-99/4A can doThe TI-99/4A has been modified with the attachment of a removable external extended memory moduleIn addition many original software booklets, a programming guide and the original packaging for the TI are available for people to look at.\\ +In 1976, General Instrument (GI) started the mass production ofwhat was officially calledthe "Ball & Paddle"-Chips AY-3-8500 to statisfy the the significant demand after Atari launched their successful "Home-Pong-Chip"Many manufacturers around the globe used the GI-Chip AY-3-8500 in TV-consoles of various designs. According to the capabilities of the chip, all consoles featured two input devices for two players. This was also the case in East Germany with their expensive BSS01, despite the AY-3-8500 having been low-cost chipDepending on the game, a player can operate two linked rackets at the same time. However, the chip was also able to show 4 rackets for two players on the screen. In a GI document from 1980, an electronic circuit was discovered that enabled four truly independent rackets for four players with an ingenious trick and little additional hardware. This circuit was recreated, and this exhibition at the VCFB will show a working prototype device for four players. While it's possible to explain during the exhibition how the circuit works, it's impossible to say why, according to high-level preliminary research, none of the manufacturers implemented this lucrative feature. It wouldn't have been revolutionary; one year after Pong (1972), Atari already offered a Tennis game for 4 players with four input devices.\\ 
-//Perry Melange//+//Wolfgang Nake, No. 15//
  
- +[[en:videospiele#four-player-mode_for_ay-3-8500_from_general_instruments|To the details page]]
-==== TI-99/4A - A Technical and Cultural Failure ==== +
- +
-The TI-99/4A of Texas Instruments was a commercial failure due to a number of technical and cultural reasonsToo expensive, too slow, limited functionality, no open documentation It was difficult to love this machine. Nevertheless many were sold, finally for knockdown prices, and a fan community exists to this day. In this exhibition, a number of older and current hardware extensions are shown and can be tried hands-on. For those who still own a TI-99/4A, repair advice is given.\\ +
-//Hans Hübner// +
- +
- +
-==== BBC Microcomputer Systems ==== +
-The BBC Micro was a series of 8-bit computers from the early 1980s by Acorn Computers built to meet the specifications of the British Broadcasting Corporation (BBC) for the BBC’s Computer Literacy Project. The BBC Model B used a 6502 CPU and had 32Kb of RAM, a floppy disk controller could be added as an optional upgrade that allowed the system to access 5 1/4" floppy disk drives. Many peripherals could be added to one of the many expansion ports available, the most common being floppy disk drives and printers. The system could be connected to most display types using its RF modulator for connecting to home television sets, Composite video out and RGB video out. +
-//Graham Hooley aka Graham Tinkers// +
- +
-==== CollapseOS – An Operating System (Not Only) for the Zombie Apocalypse ==== +
-CollapseOS is an operating system written in Forth by Virgil Dupras with a collection of tools and documentation. Its aim is to maintain the capability to program microcontrollers and computers after a breakdown of civilization. It has been designed to run on minimal and improvised computers, and can be used via improvised interfaces (serial, keyboard, display). It can be used for the editing of text and binary content and it compiles Forth- and Assembler sources for a great number of MCU and CPU-architectures. It supports a wide variety of storage devices and can be used for self-hosting and cross-compiling. In addition, the goal of this project is to be as independent as possible. With a version of CollapseOS, a capable and creative person is empowered to compile and install the operating system without external resources (e.g. the Internet) on a self designed computer.\\ +
-//Carsten Strotmann// +
- +
-[[collapseos|To the details page]] +
- +
-==== 16-Bit-TTL-CPU vs 16/32-Bit Motorola MC68000: How the CTM - Macro Assembler Makes Software Technology Independent ==== +
- +
-Two generations of 16-bit computers by Computertechnik Müller (CTM) will be presented. The first is a TTL-based computer of the CTM-70 series by Otto Müller: A 'CTM Textsystem' TS100 from the end of the 1970's, which is identical to the CTM-70-computer from the beginning of the 1970's. The second is a smaller system of the CTM-90 series: An MC68000-based 'Dialogcomputer' CTM9016 with a second workplace as an example of a decentralized computing architecture of the mid-1980's. Based on the CTM macro assembler programming it will be shown, how CTM managed to offer a large part of their user software on both systems, mostly unaltered, despite the massive differences between the two. The technology was also used by other manufacturers such as Nixdorf, Triumph-Adler, Kienzle, Hohner GDC, etc.. It was even used much later in a modified way to ensure platform independence for Internet based applications. In addition it will be shown how debugging can be done on a CTM TS100, how a CTM macro assemble program looks like and how a system drive of the CTM9016 (an error prone MFM-drive) is emulated.\\ +
-//Rainer Siebert//+
  
 ==== Single Board Computers of the 1970s ==== ==== Single Board Computers of the 1970s ====
Line 103: Line 112:
 Einplatinen-Computer waren früher (und sind auch heute noch) ein wichtiger Anfangspunkt für die Beschäftigung mit der Computertechnik. Das Spektrum reicht dabei von Bausätzen bis zu fertigen Systemen, die aber auf leichte Erweiterbarkeit ausgelegt werden. In der Ausstellung werden einige typische, frühe Systeme vorgestellt, vom AIM-65 bis SYM-1.\\ Einplatinen-Computer waren früher (und sind auch heute noch) ein wichtiger Anfangspunkt für die Beschäftigung mit der Computertechnik. Das Spektrum reicht dabei von Bausätzen bis zu fertigen Systemen, die aber auf leichte Erweiterbarkeit ausgelegt werden. In der Ausstellung werden einige typische, frühe Systeme vorgestellt, vom AIM-65 bis SYM-1.\\
 */ */
-//Thomas Falk//+//Thomas Falk, No. 16//
  
-==== PDP-11Revival and Data Backup ==== +{{:tischplan_bunt_012_2021.png}}
-/* +
-Im Juni haben wir eine PDP-11/34 mit RL02-Laufwerken und RL02-Platten gerettetDer Zustand der Maschine und der genaue Inhalt der Platten ist aktuell unbekannt. Ziel ist es, Images von den Platten zu erstellen, um sie zu sichern, den Zustand der Maschine zu diagnostizieren, und im Bestfall am Ende der Austellung eine funktionierende PDP-11/34 zu haben. Dabei wird uns Jörg Hoppes Unibone gute Dienste erweisen und eine zweite PDP-11/34 mit RL02-Laufwerk wird uns als Referenzsystem bei der Hardwarediagnose dienen.\\ +
-*/ +
-//Angelo Papenhoff und Volker Herrmann// +
- +
-==== smileware ==== +
-/* +
-Erste Berührung mit Computern hatte Slaby als Lehrer in Spangenberg Mitte der 1990er-Jahre. Die Schulen sollten ausgestattet werden, ausreichend Gelder standen nicht zur Verfügung. Was lag näher als zu versuchen, ausrangierte Computer aufzurüsten und wieder nutzbar zu machen? In den vielen Stunden beim Reparieren und Basteln schweiften die Gedanken ab und führten letztendlich zu den 23 Kunstwerken, die beim VCFB 2021 gezeigt werden. "Die zunächst ungewohnten Fachausdrücke haben mich dazu gebracht, Begriffe wörtlich umzusetzen und aus den nicht mehr benötigten Bauteilen Collagen zu erstellen." So klettern kleine Playmobilfiguren auf abgesägten "Halbleitern" , der Computerstick symbolisiert das chemische Element Stickstoff und Teebeutel erinnern an "T-on-line". Die Exponate laden zum Hinschauen, Nachdenken und Schmunzeln ein, und die Erkenntnis darüber, was gemeint ist, führt zum Titel der Ausstellung nämlich "smileware".\\ +
-*/ +
-//Peter Slaby//+
  
 ==== Demo Aquarium ==== ==== Demo Aquarium ====
Line 121: Line 120:
 Hinter Glas werden vom Atrium aus neue Computer-Demos für 8-Bit-Systeme (Spielkonsolen und Homecomputer) vorgestellt. Die Systeme stehen nebeneinander und zeigen den Betrachtern, was sie können. Über ein Schaltpult können die Besucher die Tonausgabe eines der Systeme aktivieren, um die Demo nicht nur sehen, sondern auch hören zu können.\\ Hinter Glas werden vom Atrium aus neue Computer-Demos für 8-Bit-Systeme (Spielkonsolen und Homecomputer) vorgestellt. Die Systeme stehen nebeneinander und zeigen den Betrachtern, was sie können. Über ein Schaltpult können die Besucher die Tonausgabe eines der Systeme aktivieren, um die Demo nicht nur sehen, sondern auch hören zu können.\\
 */ */
-//Stefan Höltgen und Malte Schulze//+//Stefan Höltgen and Malte Schulze, No. 17 (in the atrium)//
  
 +===== Virtual =====
  
- +On Saturday from 16:00 to 17:00 our lecture programme features a [[en:vortraege_workshops#stream_aus_den_online-ausstellungen|stream from the virtual exhibitions]].
-===== Virtual =====+
  
 ==== OqtaDrive – A Sinclair Microdrive Emulator ==== ==== OqtaDrive – A Sinclair Microdrive Emulator ====
 The ZX Microdrive of Sinclar is a magnetic mass storage device that uses small endless-cassettes as storage medium. First introduced in 1983 as an external drive for the ZX-Spectrum home computers, two devices where built into the Sinclair QL that appeared one year later. Already at that time, Microdrives were not known for their high reliability. Today, it is thus even more difficult to work with a Microdrive. Especially cassettes are often not usable anymore. This motivated the [[https://github.com/xelalexv/oqtadrive|creation of a Microdrive emulator]]. Unlike already existing contemporary mass storage solutions for the Spectrum and the QL, this project offers a transparent and "historically correct" emulation of the Microdrives. This means that there is no difference between the emulator and a real drive on the computer. On the hardware layer, the Microdrive interface is used and system hooks on the Spectrum/QL are not required.\\ The ZX Microdrive of Sinclar is a magnetic mass storage device that uses small endless-cassettes as storage medium. First introduced in 1983 as an external drive for the ZX-Spectrum home computers, two devices where built into the Sinclair QL that appeared one year later. Already at that time, Microdrives were not known for their high reliability. Today, it is thus even more difficult to work with a Microdrive. Especially cassettes are often not usable anymore. This motivated the [[https://github.com/xelalexv/oqtadrive|creation of a Microdrive emulator]]. Unlike already existing contemporary mass storage solutions for the Spectrum and the QL, this project offers a transparent and "historically correct" emulation of the Microdrives. This means that there is no difference between the emulator and a real drive on the computer. On the hardware layer, the Microdrive interface is used and system hooks on the Spectrum/QL are not required.\\
-//Alexander Vollschwitz//+//Alexander Vollschwitz, No. 18//
  
-[[oqtadrive|To the details page]]+[[oqtadrive|To the details page]]\\ 
 +[[https://bbb.vcfb.de/b/xel-c5e-y6s-m3u|To the virtual exhibition desk]]
  
 +^ Day       ^ Time          ^
 +|Saturday   | 10:00 - 12:30 / 14:00 - 19:00 |
 +|Sunday     | 10:00 - 12:30 / 14:00 - 18:00 |
  
 ==== Harzretro – A Collector Sifts Through His Basement ==== ==== Harzretro – A Collector Sifts Through His Basement ====
 Axel Ehrich is a collector of old computers from Clausthal-Zellerfeld in the Harz region of Germany. In his walk through the basement, he will show many historical computing devices and tells stories about them. The guided tour is aimed at the general public, no prior knowledge is required. Devices shown are old game consoles, computers, individual parts from Zuse to Apple.\\ Axel Ehrich is a collector of old computers from Clausthal-Zellerfeld in the Harz region of Germany. In his walk through the basement, he will show many historical computing devices and tells stories about them. The guided tour is aimed at the general public, no prior knowledge is required. Devices shown are old game consoles, computers, individual parts from Zuse to Apple.\\
-//Axel Ehrich//+//Axel Ehrich, No. 19//
  
-[[harzretro|To the details page]]+[[harzretro|To the details page]]\\ 
 +[[https://bbb.vcfb.de/b/har-oa9-dps-mt8|To the virtual exhibition desk]]
  
-==== Seven Metamorphoses of the "Artistic-Scientific-Transcendental" Pixel – "[Digital] Pointillistic" CyberneticArt Point of View ==== +^ Day       ^ Time          ^ 
-Following our bcd CyberneticArt team [[https://wiki.vcfb.de/2020/start?id=en:ausstellungen#bcd_team_collection_usage_of_project-oriented_computers_beyond_hobbyism_in_pace_with_computer_technology_advancement_since_1950s_onward|contribution at the last year virtual exhibition]] at VCFB 2020 ([[https://wiki.vcfb.de/2020/en:bcd_cyberneticart_team|see details here]]) we continue this year at VCFB 2021 with the revealment of the newest media archeological exploration into "Hidden [Digital] Data Structures" (© bcd team) of our CyberneticArt oeuvre by presenting, from the thematic complex //Notes on the Conception of the "Artistic-Scientific-Transcendental" Pixel – "[Digital] Pointillistic" CyberneticArt Point of View//, the premiere of the pilot study / virtual exhibition//Seven Metamorphoses of the "Artistic-Scientific-Transcendental" Pixel in CyberneticArt by Vladimir Bonačić & bcd CyberneticArt team – in Pace with [Digital] Computer Technology Advancement since 1960s Onward//. This year the virtual exhibition (jubilee; 50th anniversary of the bcd team) comprises a thematic "representative sample" of our CyberneticArt works created with many generations of [un]conventional [digital] computer systems we used and/or own[ed]/devised in our art, design and research projects by various modalities. Our principal interest was, and still is, in deciphering complex dynamic structures of "behaviour" of the Galois fields, in particular GF(2), through visual and audible effects by usage of interactive [digital] computer systems applying the "Hidden [Digital] Data Structures Method" (© bcd team). With the aim of employing the results in the field of CyberneticArt, by improving "pixel graphics", "pixel sculptures", and "pixel installations", based on the "Artistic-Scientific-Transcendental Pixel Principle" – "[Digital] Pointillistic" CyberneticArt Point of View (© bcd team), we further contribute distinguishably, but complementary, to the computer art community. In addition, we focus on implementation of CyberneticArt for resilience of the [digital] information society. In the virtual exhibition at VCFB 2021 we show a selection of some typical examples of our artworks for each metamorphosis depicting characteristics of each pixel type.\\ +|Saturday   | 10:00 - 18:00  | 
-//bcd CyberneticArt team (Königswinter, Berlin, Zagreb)Miro A. Cimerman & Dunja Donassy-Bonačić//+|Sunday     | 10:00 - 12:30 13:00 17:00 |
  
-[[bcd_cyberneticart_team|To the details page]]+==== Seven Metamorphoses of the "Scientific-Artistic-Transcendental" Pixel – "[Digital] Pointillistic" CyberneticArt Point of View ==== 
 +Following our bcd CyberneticArt team [[https://wiki.vcfb.de/2020/start?id=en:ausstellungen#bcd_team_collection_usage_of_project-oriented_computers_beyond_hobbyism_in_pace_with_computer_technology_advancement_since_1950s_onward|contribution at the last year virtual exhibition]] at VCFB 2020 ([[https://wiki.vcfb.de/2020/en:bcd_cyberneticart_team|see details here]]) we continue this year at VCFB 2021 with the revealment of the newest media archeological exploration into "Hidden [Digital] Data Structures" (© bcd team) of our CyberneticArt oeuvre by presenting, from the thematic complex //Notes on the Conception of the "Scientific-Artistic-Transcendental" Pixel – "[Digital] Pointillistic" CyberneticArt Point of View//, the premiere of the pilot study / virtual exhibition: //Seven Metamorphoses of the "Scientific-Artistic-Transcendental" Pixel in CyberneticArt by Vladimir Bonačić & bcd CyberneticArt team – in Pace with [Digital] Computer Technology Advancement since 1960s Onward//. This year the virtual exhibition (jubilee; 50th anniversary of the bcd team) comprises a thematic "representative sample" of our CyberneticArt works created with many generations of [un]conventional [digital] computer systems we used and/or own[ed]/devised in our art, design and research projects by various modalities. Our principal interest was, and still is, in deciphering complex dynamic structures of "behaviour" of the Galois fields, in particular GF(2), through visual and audible effects by usage of interactive [digital] computer systems applying the "Hidden [Digital] Data Structures Method" (© bcd team). With the aim of employing the results in the field of CyberneticArt, by improving "pixel graphics", "pixel sculptures", and "pixel installations", based on the "Scientific-Artistic-Transcendental Pixel Principle" – "[Digital] Pointillistic" CyberneticArt Point of View (© bcd team), we further contribute distinguishably, but complementary, to the computer art community. In addition, we focus on implementation of CyberneticArt for resilience of the [digital] information society. In the virtual exhibition at VCFB 2021 we show a selection of some typical examples of our artworks for each metamorphosis depicting characteristics of each pixel type.\\ 
 +//bcd CyberneticArt team (Königswinter, Berlin, Zagreb): Miro A. Cimerman & Dunja Donassy-Bonačić, No. 20// 
 + 
 +[[bcd_cyberneticart_team|To the details page]]\\ 
 +[[https://bbb.vcfb.de/b/bcd-mel-wku-jta|To the virtual exhibition desk]] 
 + 
 +^ Day       ^ Time          ^ 
 +|Saturday   | 12:00 - 14:00 / 15:00 - 17:00 / 18:00 - 20:00 | 
 +|Sunday     | 11:00 - 13:00 / 14:00 - 17:30 |
  
 ==== The Swedish Educational Computer Compis ==== ==== The Swedish Educational Computer Compis ====
 The Compis (COMPuter In School) was a mid-1980s attempt by the Swedish government at producing a computer for Swedish schools. The result was a desktop computer running CP/M on an Intel 80186 CPU, but mostly incompatible with all other computers on the market. It was sold only to schools, not to private individuals. Very little software was made for it, and it was ultimately a failure. The Update Computer Club is a long-lived computer club founded in 1983 by students and staff at Uppsala University that brings together people with an interest in computers, both new and old. We will perform a live demonstration of one of the Compis computers in our collection, trying out a bit of programming and showing some of the software we have preserved. The demonstration will be broadcast from our club rooms, which hold our vast collection of historic computers. To learn more about Update, see also [[vortraege_workshops#update_computer_clubhistory_and_not-so-certain_future|our lecture]].\\ The Compis (COMPuter In School) was a mid-1980s attempt by the Swedish government at producing a computer for Swedish schools. The result was a desktop computer running CP/M on an Intel 80186 CPU, but mostly incompatible with all other computers on the market. It was sold only to schools, not to private individuals. Very little software was made for it, and it was ultimately a failure. The Update Computer Club is a long-lived computer club founded in 1983 by students and staff at Uppsala University that brings together people with an interest in computers, both new and old. We will perform a live demonstration of one of the Compis computers in our collection, trying out a bit of programming and showing some of the software we have preserved. The demonstration will be broadcast from our club rooms, which hold our vast collection of historic computers. To learn more about Update, see also [[vortraege_workshops#update_computer_clubhistory_and_not-so-certain_future|our lecture]].\\
-//Update Computer Club / Datorföreningen Update//+//Update Computer Club / Datorföreningen Update, No. 21// 
 + 
 +[[compis|To the details page]]\\ 
 +[[https://bbb.vcfb.de/b/upd-inz-8nm-zek|To the virtual exhibition desk]]
  
-[[compis|To the details page]]+^ Day       ^ Time          ^ 
 +|Saturday   | 14:00 - 16:00 | 
 +|Sunday     | 14:00 - 16:00 |
en/ausstellungen.1633618318.txt.gz · Last modified: 2021/10/07 16:51 by davidk