Computers & Business Machines

Imagine the loss, 100 years from now, if museums hadn't begun preserving the artifacts of the computer age. The last few decades offer proof positive of why museums must collect continuously—to document technological and social transformations already underway.

The museum's collections contain mainframes, minicomputers, microcomputers, and handheld devices. Computers range from the pioneering ENIAC to microcomputers like the Altair and the Apple I. A Cray2 supercomputer is part of the collections, along with one of the towers of IBM's Deep Blue, the computer that defeated reigning champion Garry Kasparov in a chess match in 1997. Computer components and peripherals, games, software, manuals, and other documents are part of the collections. Some of the instruments of business include adding machines, calculators, typewriters, dictating machines, fax machines, cash registers, and photocopiers

This ordinary piece of test equipment played an important role in video game history.In 1966, while working for Sanders Associates, Inc., engineer Ralph Baer began to look into new ways to use television, focusing specifically on interactive games.
Description
This ordinary piece of test equipment played an important role in video game history.
In 1966, while working for Sanders Associates, Inc., engineer Ralph Baer began to look into new ways to use television, focusing specifically on interactive games. Baer had received his bachelor’s in television engineering and was familiar with television test equipment that could meet his needs while keeping cost down. This Heathkit IG-62 Color Bar and Dot Generator, which was used to adjust television sets, provided the key circuitry needed to create an image on a television screen. This allowed Baer and his colleagues to devote their time and attention to develop a way for anyone to be able to move that image.
In 1967, Baer created the first of several video game test units. Called TVG#1 or TV Game Unit #1, the device, when used with an alignment generator like the Heathkit IG-62, produced a dot on the television screen that could be manually controlled by the user. Once they were able to interact with the television, Baer and his team could design increasingly sophisticated interfaces and programs.
Location
Currently not on view
maker
Heathkit
ID Number
2006.0102.02
accession number
2006.0102
catalog number
2006.0102.02

Our collection database is a work in progress. We may update this record based on further research and review. Learn more about our approach to sharing our collection online.

If you would like to know how you can use content on this page, see the Smithsonian's Terms of Use. If you need to request an image for publication or other use, please visit Rights and Reproductions.