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Founders at Work.pdf

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Steve Perlman 177<br />

Columbia.” And he said, “We try to make the right judgments and we don’t<br />

always. I’m glad th<strong>at</strong> I did not dissuade you from continuing on with its development.”<br />

I thought th<strong>at</strong> was a very nice thing to say.<br />

Livingston: So you leave C<strong>at</strong>apult and say, “I’m just going to tinker around and<br />

see wh<strong>at</strong> happens?”<br />

Perlman: Netscape 1.0 comes out. I get it working, and I said, “Wow, this is<br />

really gre<strong>at</strong>,” because people are putting up websites th<strong>at</strong> anybody can go to. I<br />

went to campbellsoup.com, and there was a Campbell’s soup can and recipes. It<br />

was the early days of the Web, so there wasn’t too much, but I thought, “The<br />

kind of people th<strong>at</strong> would be interested in these recipes probably aren’t using<br />

computers and connecting to the Web.”<br />

Remember, this is before a lot of people got computers in order to get email<br />

and be on the Web. And then I thought, “This could be the thing I need to<br />

break th<strong>at</strong> chicken-and-egg problem.” Because if I can get these pages th<strong>at</strong><br />

were really designed for PC screens to work on a television screen, then . . . It’s<br />

not ideal content; a lot of it is stuff really suited for someone on a PC. But some<br />

of it, like this Campbell’s soup site—and there were many other sites, music<br />

sites and all th<strong>at</strong>—is suited for the casual television entertainment experience.<br />

Th<strong>at</strong> might be enough to bootstrap us so we could do wh<strong>at</strong> I really want to do,<br />

which is these richer—wh<strong>at</strong> we now call broadband—interactive experiences.<br />

Things like DVR and so forth.<br />

Before Apple, I was <strong>at</strong> Atari and Coleco. I designed video game systems<br />

there, and I knew an awful lot about how to cre<strong>at</strong>e a very high-resolution image<br />

on a television screen by doing special image processing. If you try to put a<br />

high-resolution image on a TV screen, it’s interlaced. Interlaced means it draws<br />

all the odd lines in 1/60th of an second, and then it draws all the even lines. If<br />

you have a continuous-tone image—the kind of image you see in the real<br />

world—and you capture it with a video camera, your eye, even though the<br />

whole screen is only refreshed 30 times a second, will look <strong>at</strong> each of these individual<br />

fields, all the odd lines and all the even lines refreshed <strong>at</strong> 1/60th of a second,<br />

and think it’s flashing 60 times a second. At 60 times a second, if you stand<br />

back in the room, it’s your foveal vision; it seems like a non-flickering image. So<br />

you look <strong>at</strong> a TV, and it doesn’t seem to flicker.<br />

But, if you now put content in one of those fields and then very different<br />

content in the other fields—for example, take black-and-white horizontal lines<br />

as you might see <strong>at</strong> the top of an old Macintosh window, and you put th<strong>at</strong> on a<br />

TV screen, it flashes like crazy. In fact, it can put an epileptic into a seizure; it’s<br />

th<strong>at</strong> bad. So wh<strong>at</strong> they would do before is only have the TV draw half the lines<br />

vertically. All the video games back then, instead of having 480 lines, they would<br />

only draw 240 lines. I had figured out techniques where I could do image processing<br />

on images th<strong>at</strong> would be intended for a computer where they would be<br />

smoothed out in such a way th<strong>at</strong> you would not see them flicker. They would<br />

look extremely sharp on the TV, but they would not flash, so you could now do<br />

a high-resolution image on a TV. The technology was in some of the<br />

Macintoshes, but not many people were hooking up Macs to TVs.

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