The c-logo-s initiative writes a chronologically organized history of the programming language Logo and the broader theoretical and institutional currents that shaped it, tracing origins from 1930s formal logic and 1940s cybernetics through the language's 1960s inception at BBN to its influence on modern graphical and agent-based environments. The account frames Logo not as an isolated educational tool but as a convergence point for ideas from Turing, Church, Piaget, the Macy Conferences, and early artificial intelligence research, detailing how collaborative efforts by Wallace Feurzeig, Cynthia Solomon, Daniel Bobrow, and Seymour Papert transformed interactive computing into a medium for exploring mathematics and cognitive development. The text further outlines Logo's commercial and academic distribution across the microcomputer era, its integration with physical robotics through LEGO and the MIT Media Lab, and its conceptual legacy in contemporary systems like StarLogo, NetLogo, Scratch, and Snap!.
Publication list for Leigh Klotz from 1982 to 1994, featuring work on digital document storage and user interfaces.
cLogos is an implementation of the Berkeley Logo language written in Common Lisp, designed to be a faithful and living environment for computational thinking. It aims to bridge textual symbolic reasoning with spatial turtle geometry by treating them as coexisting modes of thought rather than distinct stages. The project prioritizes structural honesty, pedagogical transparency, and deep inspectability within the host programming language's environment.
- Maintains compatibility with canonical Berkeley Logo specifications
- Bridges procedural/temporal logic with algebraic/relational structures
- Emphasizes high levels of inspectability from Common Lisp
- Uses ASDF for explicit dependency management and structural honesty
This video features Professor Marvin Minsky demonstrating the 2500 computer, a system he designed to provide powerful, accessible graphics and animation for schools at a low cost (approx. $5,000) (1:36 - 4:06).
Key features and concepts discussed include:
Hardware Design: The 2500 is a vector-based system using about 250 chips, capable of drawing lines, curves, and points rapidly. It is optimized for line drawings rather than filled-in, shaded regions (2:32 - 3:34).
Storage and Bandwidth: Programs can be saved on standard audio cassettes, and because the system stores coordinate lists rather than full video frames, it is highly efficient and can even transmit images over standard telephone lines (5:45 - 6:50).
Turtle Geometry: Professor Seymour Papert introduces Logo, a programming language designed to make animation and graphics intuitive for children and non-programmers. By using simple commands like 'forward', 'right', and 'spin', users can create complex geometric shapes and patterns without needing advanced mathematics (7:42 - 13:00).
Performance and Artifacts: The creators discuss the display's performance, noting its capability to handle 1,500 vectors at 60 frames per second, and address potential visual artifacts such as flickering or line overlap (14:20 - 16:50).
Artistic Potential: The team emphasizes that while their current demonstrations have been primarily geometric, the system holds potential for artists to create complex, aesthetically pleasing imagery if given the time and skill (18:13 - 19:15).
Reviving a 47-year old variant of the Logo programming language with Claude’s help
Ken Kahn used the Gemini Antigravity 2.0 app, powered by Gemini 3.5 Flash, to resurrect approximately 500 files and projects from his time at the MIT AI Lab in the late 1970s.
The app successfully reincarnated three old projects: the Director programming language, the Ani program (based on his doctoral thesis), and the Diagrammer system.
The main glitch was Gemini's persistent misinterpretation of Kahn's TT2500 real-time animation programs as dynaturtle programs. Kahn resolved this by prompting Claude Opus 4.7 for a clear explanation of the TT2500's dynamic, nested coordinate frames (a plate mounted on a plate), then generating and integrating the correct code into Antigravity.
The source code for the Apple II version of the LOGO programming language has been found! This is a significant discovery for computer history enthusiasts and those interested in the early days of programming education. The code was found on an old floppy disk and has been preserved and made available online.
Microsoft has released version 1.1 of Microsoft BASIC for the 6502 under an MIT license. This version, from mid-1978, supports the Commodore PET, KIM-1, and early Apple models. It's a version that has circulated unofficially for some time, now with licensing clarified.
Niklas Roy has created a modern-day take on the two-wheeled robots used in schools in the 1980s with Logo programming. His robots are vector plotters that create artwork and can be built with an Arduino Nano.
This video features an interview with Professor Hal Abelson, a pioneer in computer science education. He reflects on his career, starting from his early work with Logo programming language and its use in education. He emphasizes the importance of computer education for everyone, particularly for children who can use technology to make a real-world impact.
Abelson also discusses the risks associated with artificial intelligence and MIT's decision to make educational materials freely available online, which led to MIT OpenCourseWare. He believes computer scientists should not only focus on technical advancements but also consider the ethical implications of their work, asking "What, in fact, is worth making?". The video also highlights resources like Logo, Scratch, and MIT App Inventor, encouraging viewers to explore these tools.