EIES

EIES or the Electronic Information Exchange System (pron. "eyes") was an early online conferencing bulletin board system that allowed real time and asynchronous communication. The system was used to deliver courses, conduct conferencing sessions, and facilitate research. Funded by the National Science Foundation and developed from 1974-1978 at NJIT by Murray Turoff based on his earlier EMISARI done at the now-defunct Office of Emergency Preparedness, EIES was intended to facilitate group communications that would allow groups to make decisions based on their collective intelligence rather than the lowest common denominator. Initially conceived as an experiment in computer mediated communication, EIES remained in use for decades because its users "just wouldn't let go" of it, eventually adapting it for legislative, medical and even spiritual uses.

Technology

In the mid-1980s, a new version called EIES-2 was developed to research the implementation of group communications in distributed environments, as opposed to the centralized timesharing environment used for the first version. EIES-2 had an object oriented database architecture using over 2 dozen classes and implementing a notion of "activities", which was a standardized interface for implementing nonstandard functionality such as polls or list-gathering. The activities concept was similar to what would be done in today's message board applications using plugins. The standard message-based functions were also implemented as activities. EIES-2 ran on UNIX and was written in C and SmallTalk. EIES-2 used the X.400 database standards.[1] Accounts were available to the public for a monthly fee of USD $75 plus connect-time charges.[2]

Influence

In his book The Virtual Community, Howard Rheingold called EIES "the lively great-great-grandmother of all virtual communities".[3] EIES was one of the earliest instances of groupware, if not the earliest, and some users contend it is where the term was coined.[4] The editors of the Whole Earth Software Catalog set up a private conference on EIES where they could collaborate on software reviews from around the US.[5] In addition to serious research, there were diversions like the "EIES Soap Opera", which was a series of stories written collaboratively by the service's users. The first soap opera was initiated in 1980 by Martin Nisenholtz.[6] Working groups from different corporations used EIES to collaborate, some working exclusively from home. EIES gave an early glimpse of the challenges of work–life balance[7] and pointed the way toward hypertext and gamification.[8]

Notable users included Alvin Toffler and Whole Earth Editor-in-chief Stewart Brand, who was influenced by EIES to develop The WELL. At its peak EIES had more than 2000 subscribers from various government agencies, large corporations and educational institutions. The Western Behavioral Sciences Institute ran a private conference called the School of Management and Strategic Studies, of which Harlan Cleveland was a member.[9] As a legacy system lacking support for multimedia or file attachments, EIES was shut down in 2000, despite NJIT's inability to locate a replacement with equivalent performance.[10] At the time of its shutdown, EIES-2 held 6GB of stored data, and was capable of serving 1,000 simultaneous users with an average response time of less than 15 seconds.

External links

References

  1. "An Overview of research activities in Computer Mediated Communications from 1976 to 1991 conducted by the Computerized Conferencing and Communications Center at NJIT by Murray Turoff and Starr Roxanne Hiltz".
  2. "WESC".
  3. "The Virtual Community".
  4. "GroupWare".
  5. "From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism".
  6. "COMPUTER NETWORKING CAN CHANGE YOUR LIFE".
  7. "COMPUTER NETWORKING CAN CHANGE YOUR LIFE". My worklife, homelife and communications life melded together.
  8. "An Overview of research activities in Computer Mediated Communications from 1976 to 1991 conducted by the Computerized Conferencing and Communications Center at NJIT by Murray Turoff and Starr Roxanne Hiltz". Gaming takes on a new dimension when it is possible for players in the game to participate asynchronously and it also becomes possible to replicate realistic communication constraints. We have explored and documented the benefits of this type of gaming in the management educational environment. Further work will be oriented, not only towards education, but also towards the possibility of gaming as a decision analysis tool.
  9. "WESC".
  10. "EIES®/VC®PHASEOUT".