permacomputing

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history.mdwn (4996B)


      1 **History** refers to the study, documentation and narrating of
      2 the past. Knowing and understanding of the past is essential
      3 when envisioning, planning and building the future. The way how
      4 history is told affects the ways in which future can be
      5 imagined.
      6 
      7 Since permacomputing envisions a long-term future of the
      8 computing that, it needs to tell the **history of computing**
      9 in ways that make permacomputing and similar alternative ways of thinking more relevant.
     10 
     11 Problems of mainstream computing history
     12 ----------------------------------------
     13 
     14 A lot of things get eliminated from the mainstream narrative
     15 for various reasons:
     16 
     17 * It is essentially "winners' history":
     18   * The developments in the US are overemphasized in comparison
     19     to what happened in the rest of the world, sometimes even
     20     eliminating prior art: Vannevar Bush's "Memex" vision was
     21     not that original (see Paul Otlet), Douglas Engelbart was
     22     not the first one to invent a mouse (see Telefunken's
     23     Rollkugel), etc. etc.
     24   * The history of computer networking is told in ways that
     25     eliminates non-Internet networks, some of which were still
     26     quite prominent in the 1980s. [[BBS]]es are sometimes
     27     mentioned as a side curiosity because they are part of the
     28     "consumer history", but what about BITNET, DECnet, etc.?
     29     Even Minitel is scarcely mentioned even though it had
     30     millions of users already in the 1980s, maybe because it
     31     was French and therefore irrelevant.
     32   * The history of personal computing very much centers around
     33     a [[Californian narrative|Californian ideology]] where the young enterpreneurs (such
     34     as Steve Jobs) were the heroes who liberated the world from
     35     the evil mainframe culture. This is sometimes intertwined
     36     with a more general "hacker mythos" even though its
     37     approach to liberation was often largely non-commercial.
     38 * It is also very much "consumer history" especially from the
     39   1980s onward. Consumer-grade hardware and their applications
     40   (especially games) get a lot of love, and even a lot of
     41   obscure platforms from small countries are documented.
     42   However, it is often very difficult to even find mentions of
     43   prominent institutional or scientific projects, strange
     44   non-US hobbyist subcultures, etc.
     45 * There have been conscious attempts to make earlier
     46   developments irrelevant or obsolete, especially in Internet
     47   history:
     48   * The "Internet years" idea in the late 1990s ("one year in
     49     cyberspace is equivalent to ten years in meatspace" etc.)
     50     was perhaps invented because researchers did not want to do
     51     their homework. The pre-WWW Internet was so long ago in
     52     Internet years that it was in a different era that didn't
     53     need to be studied.
     54   * "Social media" was defined in a way that made it possible
     55     to start its history from the 2000s (again, eliminating
     56     BBSes, Usenet, IRC, etc.)
     57   * In general, each new user generation wants to pretend it
     58     invented more things than it actually did.
     59 * Local histories are understudied, especially those of
     60   non-Western countries. The same applies to minorities, women,
     61   lower social classes and many other group that don't get to
     62   be as loud as the affluent white Californian males.
     63 
     64 Problems in how the story is told:
     65 
     66 * The overarching story is that of economic growth and
     67   maximization. Hardware systems are divided into "generations"
     68   (that may sometimes be only a few years in length) that are
     69   intended to obsolete the previous generation. Big companies
     70   and their business "achievements" (such as the establishment
     71   of [[monoculture]]s) get a lot of praise.
     72 * This "chain of obsolescence" narrows the technological
     73   history down to a one-dimensional "highway of progress" where
     74   there are only two possible directions ("forward" and
     75   "backward"). This makes it difficult to envision other
     76   directions and represent them in ways that don't sound
     77   "backward".
     78 * The concept of "[[retro]]" is used to separate some parts of
     79   history and technology into a different world that is only
     80   relevant to personal memories. This world is also the place
     81   for "backwards" ways of thinking (such as the appreciation of
     82   small and efficient program code that can't be justified from
     83   business perspectives, or the acknowledgement of the benefits
     84   of earlier communications systems in comparison to modern
     85   social media).
     86 
     87 Ideas and examples
     88 ------------------
     89 
     90 * **[[Siliconization]]** is a concept that is used in Romania to
     91   refer to how their local technocultural practices
     92   ("șmecherie") were replaced by an imported "silicon valley"
     93   model in the 1990s.
     94 * Eriksson and Pargman have suggested the use of
     95   **counterfactual history** as a tool to imagine computing
     96   futures. It is often difficult for students and other people
     97   to even imagine a computing world that is not built around
     98   [[Moore's law]], so for example imagining how computing might
     99   have evolved in a low-coal world can be helpful at making
    100   this kind of conceptual leap.