Saturday, August 10, 2024

How a little known accessibility technology, created the first text messages

Well it's blogging time again, and today, Im looking at a unique device that was far ahead of its time, creating a modern commodity before its concept was even conceptualized, and that device is this:







This is the VIP Communicator. It was introduced in 1978 and could quite possibly be the first mass market consumer handheld device that could send text based messages over a phone line. while text messaging is a common everyday practice today, the idea of doing something like that in the late 1970s was almost impossible without other expensive equipment. The only other devices that could do something like this would have been a Personal Computer with a modem, or a Telex machine and those were limited to hobbyists, businesses, universities and government agencies. So a device like this is certainly forward thinking considering the time it came out!


However, despite the similarities to modern text messaging, this device wasn't designed as a communication device for the average telephone user. No, it was actually designed as a communication device for the deaf, as its an ealy consumer version of a Telecommunications device for the deaf (Or TDD for short). The idea is that the user would type a message on a keyboard and the device would translate it into a special code that would be interpreted on the other line.



So what's the story behind this device, and how does it work? To tell this tale we need to go back to 1964, in San Francisco, California, the workplace of a unique physicist named Dr. Robert Weitbrecht. 




 



Dr. Robert Weitbrecht in 1975


Born in Orange, California on April 11, 1920, He was born deaf and learned to read lips from his mother at a young age. Despite his disability, he managed to do very well academically, earning a B.S. in Astronomy from the University of California, Berkeley in 1942 and finishing his formal education with a M.S. in Astronomy from the University of Chicago in 1957. He was also an accomplished physicist, working at the Radiation Laboratory at the University of California (now Lawrence Livermore National Laboratory), then an electronics scientist at the U.S. Naval Air Missile Test Center, where he would be involved with The Manhattan Project and helping invent the atomic bomb.


However despite his accomplishments, there was one unusual field he was always interested in, Ametur Radio. In 1936, Weitbrecht passed his FCC exam for an amateur license at the young age of 16. Ever since then, he had been fond of using radio and Morse Code for communication as he could actually feel the vibrations used in Morse Code. 




 



Dr. Robert Weitbrecht and his Ametur Radio setup


In 1950, he expanded further into the field by purchasing a Radioteletype system, so he could receive messages over the radio. 




 


A Teletype Model 19 (1940)


The concept of the Radioteletype dates back to 1849, when the first teleprinters were designed and Landline teleprinter operations began in a circuit that was put in service between Philadelphia and New York City. In 1874, French Telegraph engineer Émile Baudot designed a system using a five unit code, which later became known as Baudot code and was the standard operational code used in teleprinters. 




 



Émile Baudot


By the 1920's, The US Department of the Navy began experimenting with teleprinter communications over radio and conducted the first successfully tested printing telegraphy between an airplane and ground radio station in August 1922. Later that year, the RCA successfully tested printing telegraphy via their Chatham, MA radio station to the RMS Majestic. Commercial Radioteletype (or RTTY) systems became active in the 1930s, and The US Military started to use radioteletype in the 1930s and expanded this usage for communication with allies during World War II. 




 



A teleprinter setup used in England during World War II

The problem with this technology was that it required a radio to use which put it out of reach for non ametur radio opperators. In 1963, Weitbrecht was working at the Stanford Research Institute in Menlo Park, California, when he met James C. Marsters, a dentist and private airplane pilot who became deaf as an infant from scarlet fever. 




 




James C. Marsters in 1971


Marsters approached Weitbrecht and proposed the idea of adapting the RTTY system to work with a standard telephone. Weitbrecht was interested in the idea, and soon modified his Radioteletype system to work on a standard phone line and the two made their first successful transmission one year later in 1964, with the transmission of the message: "Are you printing me now? Let's quit for now and gloat over the success.". After the test, the two teamed up with Andrew Saks, a deaf electrical engineer and grandson of the founder of the Saks Fifth Avenue department store chain, and founded Applied Communications Corp. (or APCOM). The company's first product was the PhoneType, a device based on Weitbrecht and Marsters telephone based RTTY technology, and is considered to be the first acoustic coupler modem. 




 





The PhoneType


APCOM collected old teleprinter machines from the Department of Defense and junkyards, attached PhoneTypes to the teleprinters enabling the AT&T standard Model 500 telephone to couple (or fit), into the rubber cups on the coupler, thus allowing the device to transmit and receive a unique sequence of tones generated by the different corresponding keys. The mechanism for teleprinters communications was accomplished electro-mechanically through frequency-shift keying (FSK) allowing only half-duplex communication, where only one person at a time can transmit. The entire configuration of teleprinter machine, acoustic coupler, and telephone set became known as the TeleTypewriter (or TTY). 


A few years later in 1967, Paul Taylor, Another deaf electrical engineer, combined Western Union Teletype machines with modems to create his own TTYs, and distributed them to the homes of many in the deaf community in St. Louis, Missouri. 




 
 





Paul Taylor in 1974

With the help of his friends Eugene McDowell, Frederick Stewart, Ralph McLaughlin, and Thomas Schwarz, he worked on a local telephone wake-up service which eventually became the first national local telephone relay system for the deaf.


Then in 1970, Engineer Michael Cannon began work on his own TDD, the first portable unit with a teleprinter and modem all in one. 




 
 



Michael Cannon in 1974

The inspiration came to him one afternoon while visiting his friend K. Patrick "Kit" Corson having a discussion over a pizza at his apartment in Oakland, California. Cannon was lamenting to Kit how fed up he was with his work at his company, Micron Industries, and being creative for the sole purpose of making money for a decent living and wanted find something to do that would helpful to people. Corson replied by saying "Did you know that deaf people can't use the telephone?"


With this revelation, Cannon began to design his own TDD. what set his unit apart from earlier TDDs was its size. He wanted a device that a user could take anywhere, And after getting a hold of an early LED based Pocket Calculator from a local Montgomery Ward department store, he decided to use an LED display to help shrink the technology into a reasonably small size.


After 4 more years of development, Micron Industries launched the Micron MCM (Or Manual Communications Module) in 1974. The device was quite small at 10 x 8.25 x 3 inches, and ran off batteries, allowing it to be used at home on a home phone, or in public on a payphone. 




 
 





The Micron MCM

The problem with all these devices were that they typically costed between $650 and $1000, making them a luxury item that very few could afford. Enter Robert Engelke, an electrical engineer designing devices to help people with communication disorders. 




 
 



Robert Engelke in 1978

Through his friend Herb Pickell, a prominent member of the Wisconsin deaf community, Engelke became interested in improving text communications for individuals who are deaf. Working out of his basement, Engelke developed a low-cost TTY that people could use more easily and was even more portable than the MCM. In 1978, he formed Automated Data Systems Inc. and the company's first TDD was the V.I.P. Communicator. Being about the size of a pocket calculator, and in fact looking like a pocket scientific calculator with a small plastic acoustic coupler modem attached, it was smaller than the MCM and similar devices while still being large enough to comfortably use at home and in public and could even be clipped onto a shirt to show the words you were typing to an onlooker!


The device became a decent sales success, and the company began producing new models, (Though these units were more similar in design to the MCM rather than the handheld design of the VIP Communicator.) and eventually changed their name to Ultratec, who still make TDD devices today. 




 
                                                                     






So what does one of these devices look like in action? Well I don't think there's been a demonstration of the VIP Communicator online, However there have been a few demonstrations of TDD devices like Ultratec's later Minicom II, and here's a video demonstrating it. 




 
 




However despite all this, It still isn't true text messaging and back then no one outside of the deaf community was going to buy a VIP communicator just so they could send messages over a phone to their buddies to go dancing at a local discotheque in 1978.  The actual story of text messaging begins in 1984 Friedhelm Hillebrand, a German telecommunications engineer, conceptualised SMS while working for Deutsche Telekom. Sitting at a typewriter at home, Hillebrand typed out random sentences and counted every letter, number, punctuation mark, and space. Almost every time, the messages contained fewer than 160 characters, thus giving the basis for the limit one could type via text messaging. 


With Bernard Ghillebaert of France Télécom, he developed a proposal for the GSM (Groupe Spécial Mobile) meeting in February 1985 in Oslo Norway. with the first SMS Message being sent  on 3 December 1992, at the Three Tuns Public House in Reading, Berkshire, England when 22-year-old test engineer Neil Papworth, working for Sema Group in the UK (now Airwide Solutions), used a PC to send the text message "Merry Christmas" via the Vodafone network to the phone of Richard Jarvis, who was at a party in Newbury, Berkshire, which had been organized to celebrate the event.


Around the same time, the technology was put on the market. The first company to use the technology in a cell phone was Finnish mobile phone maker Nokia, Who launched the first phone with SMS (The Nokia 1011) was first released on November 10, 1992 




 


The Nokia 1011 (1992)


However there may still be a connection with the two technologies. Supposedly in 1994, a college student-worker named Joseph Alan Poirier, recommended using the system to send texts to forklifts to improve delivery of parts to the assembly line at GM Powertrain in Toledo, Ohio, and sending a text to pagers. He recommended taking pagers to alphanumeric displays incorporating the same system in discussions with the pager supplier for Outback Steakhouse and having relays put in the forklifts to ping alert messages to the pagers used in that system. He called it text messaging, coining the phrase. It is theorized that when Toyota forklift was allegedly hired by GM for this work, one of the subcontractors, Kyocera, utilized the work for the Toyota forklift company to create text messaging for cell phones. Whether this story is true or not is unknown but it is certainly possible. 


Either way it just goes to show that when it comes to inventions and technology, sometimes ideas have a weird way of reinventing themselves. From a technology that was developed to help the deaf communicate over the phone in the 1960's, to a similar technology developed decades later in the 1990's that's become an integral part of our lives, Ideas can come intentionally or unintentionally. While TDD devices aren't as prevalent as they once were being replaced by the technologies that it helped innovate, devices like the VIP Comunicator are a reminder of our desire to connect with each other, and the dedicated disabled engineers that didn't stop their desire to reach out and touch someone. Thanks for reading! see you next time!

Thursday, July 4, 2024

It's time to Celebrate Independence Day and chew bubblegum, and I'm all outta gum!: A look at Duke It Out In D.C.

Hello it's blogging time once again and it's July 4th, and that means its Independence Day!, the day we celebrate American Independence, and what better way to celebrate by looking at a game that takes place in the nations capital. Not only that, Its special today as I'm covering a game from the 90s, A decade I don't really look into that much when it comes to classic games. However, that doesn't mean there weren't important and memorable games produced in that decade from Street Fighter 2 and Mortal Kombat to Super Mario World and Sonic The Hedgehog. and when it came to the PC side of gaming, the early to mid 90's was the golden age of Shareware and the early days of first person shooters. Titles like Wolfenstein 3D, Doom, Descent and Quake all made to the top of game charts nationwide, and one of those titles was Duke Nukem 3D, Developed and published by 3D Realms and distributed by FormGen in 1996 for MS-DOS PCs. With ports for the Macintosh, PlayStation, Sega Saturn, Nintendo 64, and Tiger Electronics Gamecom following shortly after. 







For PC Gamers of a certain age, This game needs no introduction, but the story behind it does which begins with 3D Realms themselves, founded in 1987 in Garland, Texas as Apogee Software, By Scott Miller as a way to distribute his game Kingdom Of Kroz. 




      




Kingdom Of Kroz (1987)


After helping fellow Texas developer Id Software distribute Commander Keen in Invasion of the Vorticons, they developed their own franchise, and in July of 1991, the result was Duke Nukem, a platformer where you played as the titular character who has to stop the evil Doctor Proton and his army of robotic minions, both on Earth and in space. 








Duke Nukem (1991)


Despite the character being just a generic self absobed tough guy with a gun, it was still a success with a sequel, Duke Nukem II being released 2 years later. 










Duke Nukem II (1993)


After doing more distribution work for Id Software distributing Comander Keen Goodbye, Galaxy! and Wolfenstein 3D, they started looking to develop their own 3D engine for their own First Person Shooter featuring the Duke Nukem character after seeing the success of  Wolfenstein 3D and Doom. Programmer Ken Silverman was tasked with creating this engine, which they called BUILD, with Silverman getting a working demo finished by December of 1994. At first it was going to be more of a Doom like version of the earlier Duke Nukem games, with more fantastical weapons and a silent protagonist. 











Early build of Duke Nukem 3D (1995)


However, most of the staff at Apogee disapproved of this, In fact it was so poorly received that it was internally known as Lame Duke. Luckily, inspiration struck, and the game got a complete overhaul and became Duke Nukem 3D. It was the final Duke game released under the shareware model, and also the 1st to come to CD. While it used the same format of FPS's of the time including episodicly divided levels to explore, the need to find key cards to unlock doors, monsters closets, and maze like level designs, What set it apart was its personality, uniqueness and humor, the engine made the game full of interactive objects and creative enemies and weapons, as well as industry disrupting adult content. By this point Duke evolved from a generic self absorbed tough guy with a gun to an action hero amalgam of Arnold Schwarzenegger, Clint Eastwood, Bruce Campbell and Rowdy Roddy Piper that always got the girls and had something to say, spewing great one-liners and clever pop culture references. 




    





Duke Nukem 3D (1996)


The game was an immediate success with around 3.5 million copies sold, and being upgraded with the Plutonium Pak and combined Atomic Edition following shortly after,  However the game got even more success because of an unlikely inclusion. You see on the games CD, there was a full set of editing tools the same tools used by 3D Realms to develop the game. 




   








So you could make your own levels and expansion packs very easily and by the end of the 90's there were thousands of packs available both by fans and by other developers. One of the most popular expansion packs was Duke It Out In D.C., Developed by Sunstrom Interactive and published by WizardWorks in 1997. 





Front Cover for Duke it out in D.C. (DOS)



The plot goes that the aliens have crash-landed into the Capitol Building and have launched a massive invasion of Washington, D.C. Duke Nukem arrives to find that the alien invaders have captured several national monuments and critical government buildings, but in the end, Duke defeats the invading army and rescues the President from the Cycloid Emperor.


The pack doesn't add much new content only 10 new levels replacing Shrapnel City in the main Atomic Edition. Each of the levels take place at a different landmark in DC. Level 1: Hell to the Chief takes place in the White House, Level 2: Memorial Service takes place at the Lincoln Memorial, Level 3: Nuked Files takes place in the FBI, Level 4: Smithsonian Terror takes place in the Smithsonian Museum, Level 5: Capitol Punishment takes place in the Capitol building, Level 6: Metro Mayhem takes place in the DC Metro system, Level 7: Brown Water takes place in the DC sewer system, Level 8: Dread October takes place on a submarine, and Level 9: Nuke Proof takes place in a Nuclear Bunker. Level 10: Top Secret is a secret bonus level where you use a time machine to go back to Aztec times, which accessible via a secret exit in Level 6. Now there's good and bad to this, the good is that each level is recreated as hyperrealisticly acutely down to the finest details that the BUILD engine can allow, especially the Smithsonian. The bad is that due to the designs, it leads to a lot of backtracking. 








So what do I think? Well, I Do like the attention to detail that they put in the levels, However I can see what the reviewers from back in the day meant when they said the backtracking and puzzles can be quite irksome. As somebody who has yet to complete Duke 3d fully and only started playing duke it out dc just today, I did have to refer to walkthroughs a little to find out every little detail without getting lost. Plus I HATE the timed buttons used to open the door to the Atomic Health in Level 2. 




   





Seriously, This sucks!


However taking all that out of the equation, your still left with a very nice pack, and how I look at it any pack in Duke 3D can be enjoyable if done well and this certainly fits that bill. Although being from 1996, the controls do take some remaping to fit with the expectations of modern players as Duke 3D predates the WASD control scheme used in FPS games today.


So what happened to everybody involved? well following the success of Duke 3D, Naturally 3D Realms planned to make a sequel, which they called Duke Nukem Forever, scheduled to be released in 1998.







Duke Nukem Forever trailer 1997



They planned to use the Quake II Engine for the sequel since the BUILD engine was considered out of date. While critics were impressed by the demo, Co Creator George Broussard was not, and to make matters worse, Epic Games Unreal Engine was release shortly after Quake II and was better in every way. The team made the switch and passed development on to Gathering Of Developers After several more delays next build prototype at E3 2001.






Duke Nukem Forever trailer 2001



Unfortunately development wasn't smoothly As Gathering of Developers' co-founder Doug Myres died on May 3, 2001 unexpectedly from an asthma attack and combined with continuing financial problems, the publishers' Texas-based offices were shut down and absorbed into parent company Take-Two Interactive. After Conflict with Take-Two, Straining in the relationship between Miller and Broussard, the layoff of most of the team with lost profits, and the transfer of the project to Gearbox Software, It would take another 10 for the game to get finished. But when The game finally did come out In 2011, it didn't sit well with critics and fans. Critics attacked the game for for its graphics, dated humor and story, simplistic mechanics, and unpolished performance and design.








Duke Nukem Forever (2011)



As for the Original, Its still a fun and memorable game. 3D Realms got it right from the beginning and whether you play the game with or without this expansion pack or any others from the time, its still a blast to play and worth checking out either to play it for the first time or to revisit old memories. Well anyway that wraps up this blog entry today, Happy 4th Of July, and as always, Thanks for reading! see you next time!