The Friendly Orange Glow

The Untold Story of the Rise of Cyberculture

paperback, 640 pages

Published Oct. 2, 2018 by Vintage.

ISBN:
978-1-101-97363-9
Copied ISBN!

View on OpenLibrary

4 stars (1 review)

At a time when Steve Jobs was only a teenager and Mark Zuckerberg wasn't even born, a group of visionary engineers and designers--some of them only high school students--in the late 1960s and 1970s created a computer system called PLATO, which was light-years ahead in experimenting with how people would learn, engage, communicate, and play through connected computers. Not only did PLATO engineers make significant hardware breakthroughs with plasma displays and touch screens but PLATO programmers also came up with a long list of software innovations: chat rooms, instant messaging, message boards, screen savers, multiplayer games, online newspapers, interactive fiction, and emoticons. Together, the PLATO community pioneered what we now collectively engage in as cyberculture. They were among the first to identify and also realize the potential and scope of the social interconnectivity of computers, well before the creation of the internet. PLATO was the foundational model for every online …

1 edition

A fantastic telling of a computer system that gave rise to current computer culture.

4 stars

The fascinating story of PLATO, a computer system initially developed as a means to explore computer education techniques, but ended up creating the 'cyberculture' around gaming (both single and multi-user), social media (in the form of shared notes and messages), resource searching, etc., well before BBSes (on-line bulletin board systems), AOL, the World Wide Web, Google, or Facebook even existed. While PLATO no longer exists, its legacy would affect today's internet culture.

The book starts with the creation of electronic computers and researchers like B.F. Skinner, who start to develop theories about how education might be made better via computers. The University of Illinois would be one of the groups who would try to develop a computerised education system. Conflicts between engineers (designing the system) and educationist (with their own theories of education) would cause the project to be delayed. Then Donald Bitzer hears about the project, decides to lead …