Computer
A Computer is a tangible device using information technology to manipulate data and make calculations.
- Computers are commonly known as Processors throughout much of Charted Space.
- It is an important item of Ship Equipment.
Please see the following AAB Library Data articles for more information:
- I: Information Science / Information Technology (Info-)
- C: Cognitive Science / Cybertechnology (Cogno-)
Description (Specifications)
Computers are rated according to a vast variety of characteristics and capabilities, but general quality paradigms have been established.
Computer Types
- Computer Implant
- Control Console
- Control Panel
- Fiber Optic Computer
- Fire Control Computer
- Hand Computer
- House Brain
- Map Box
- Neural Net
- Ship's Computer
- Workstation
Brains, Minds & Personalities
Very advanced computers begin to develop autonomous programming and are referred to with other specialized terms:
Brains, Minds & Personalities | |
---|---|
Term | Remarks |
Brain | A Brain is a sophisticated Bright Age Information Technology computer without a significant personality. [1]
|
Mind | A Mind is a sophisticated Bright Age Information Technology computer with a significant personality. [2]
|
Personality | A Personality is a Bright to Brilliant Age feature of sophisticated computers capable of high levels of autonomous thought and independent decision-making. [3]
|
NOTES: the differences between a brain and a mind are very negligible. There is significant overlap between the definitions, both formally and informally. As a generality, brains are lower performance and minds are higher performance. Brains were first operated with personalities. Later models began to include lower quality personalities. All minds are designed from the onset to include high quality personalities.
History & Background (Dossier)
Computers are a foundational technology underlying many later developments including robots, starships, artificial intelligence, and much, much more.
The development of Information Technology (IT) and particularly the key device of IT, the computer is a key advancement of any technological civilization.
- Computer technology greatly assists in the advancement of knowledge. Scientists used it to better store, collate, and push out the boundaries of scientific knowledge. Linguists use it to catalogue known languages and improve universal translators. Bureaucrats use it to aid in process of governance, massively increasing efficiency.
- Nearly every tech level of advancement leads to an exponential increase in pure research capability and a greatly sped up doubling of existing knowledge.
- Computers and other forms of data processing and storage expand the extilligence of a civilization, which is to say its ability to pass on learning from one generation to the next.
Image Repository
No information yet available.
Technological Overview of Computers
Epochal Technological Development: Information Technology is at its earliest conceptual state and slowly grows into mechanical calculative devices to early electronics to the first true computers and beyond.
Computer Autonomy:
- Automatons (TL:1-6)
- Low Autonomous Robots (TL:1-9)
- Autonomous Robots (TL:10-15)
- High Autonomous Robots (TL:13-18)
- Self-Aware Robots (TL:19-27)
- Machine Life (TL:28-33)
Information Age Societies
- Digital Networks
- High scarcity
- Prototype Nanotech
- Calculative ("Calculating machines")
- Automatons
- Low Autonomous Robots
TL:1-3:
COMPUTERS: The abacus and the quipu represent early calculating tech. they are simple, mechanical processors that help a sophont keep large numbers of calculations in memory. Mathematics makes great leaps forward with the development of algebra, trigonometry, and calculus.
TL:4-6:
COMPUTERS: The first analog computers and calculators greatly enhance business and academic endeavors. Mechanical and early electronic calculators become fixtures. Electric devices, polymers, and early electronics fuel continuing progress. Designers use classic Lovelacian programming and aspire to build the first Babbage machines. Many sophont societies can build processors that meet the Imperial standards for Model/1 and Model/1 bis processors.
TL:7-9:
COMPUTERS: Programmable computers come into vogue as the analog is replaced by the digital. Transistors make way for microchips; desktop processors soon become a feature of home, business, and school. Massive parallel processors fill entire rooms and supersede earlier technologies. The first supercomputers can often beat even expert humans at games like chess due to phenomenal calculating abilities and vast memory banks. Photonic and gravitic energy transmission as well as bio-computing replace many of the earlier generations of electronics. Voice-activated processors are more user-friendly than ever before. Many societies can build processors that meet the Imperial standards for Model/2, Model/2 bis, and even Model/3 processors.
Bright Age Societies
- Intelligent Networks
- Low Scarcity
- Weak nanotech
- Synaptic processors
- Positronic Brains
- Cognitive ("Thinking machines")
- High Autonomous Robots
TL:10-12:
COMPUTERS: Synaptic processors and positronic brains are vastly more capable than earlier generations of processor technology. Some advanced robots can fool inexpert humans. Expert roboticists call these low autonomous robots. Still, a well-trained expert sophont can often outthink and outperform advanced thinking machines from this epoch. Fluidic and magnetic energy transmission increase processing speed. Semi-organic facility and early ship brains become common. Many societies can build processors that meet the Imperial standards for Model/4, Model/5, and Model/6 processors.
TL:13-15:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors.
TL:16-18:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors. Hop Drives begin to use more advanced Ship's Computers.
Brilliant Age Societies
- Delegative Rule (AI)
- Post-Scarcity
- Strong nanotech
- Emotive ("Dreaming or Feeling machines")
- Self-Aware Robots
TL:19-21:
No information yet available.
References & Contributors (Sources)
This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it. |
- Periodical: Journal of the Travellers' Aid Society 01 in Article: "Computer Programming" by: Marc Miller
- Periodical: Journal of the Travellers' Aid Society 24 in Article: "Using your Model/1bis" by: Marc Miller
- Periodical: Challenge 25 in Article: "Using Your Model/2 bis" by: Marc Miller
- Periodical: Stellar Reaches 08 in Article: "Using Your Model 2 Bis, Revisited. Part 1" by: Joshua Bell
- Periodical: Stellar Reaches 10 in Article: "Using Your Model 2 Bis, Revisited. Part 2" by: Joshua Bell
- Traveller Wiki Editorial Team
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- ↑ Marc Miller. "Computers, Consoles, and Controllers." T5 Core Rules (2013): 515-519.
- ↑ Information provided to the library by Maksim-Smelchak
- ↑ Marc Miller. "Personalities and Brains." T5 Core Rules (2013): 522-525.